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Copy Constructor vs Assignment Operator in C++

Copy constructor and Assignment operator are similar as they are both used to initialize one object using another object. But, there are some basic differences between them:

Copy constructor  Assignment operator 
It is called when a new object is created from an existing object, as a copy of the existing object This operator is called when an already initialized object is assigned a new value from another existing object. 
It creates a separate memory block for the new object. It does not create a separate memory block or new memory space.
It is an overloaded constructor. It is a bitwise operator. 
C++ compiler implicitly provides a copy constructor, if no copy constructor is defined in the class. A bitwise copy gets created, if the Assignment operator is not overloaded. 

className(const className &obj) {

// body 

}

 

className obj1, obj2;

obj2 = obj1;

Consider the following C++ program. 

Explanation: Here, t2 = t1;  calls the assignment operator , same as t2.operator=(t1); and   Test t3 = t1;  calls the copy constructor , same as Test t3(t1);

Must Read: When is a Copy Constructor Called in C++?

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A copy constructor of class T is a non-template constructor whose first parameter is T & , const T & , volatile T & , or const volatile T & , and either there are no other parameters, or the rest of the parameters all have default values. A type with a public copy constructor is CopyConstructible .

Syntax Explanation Implicitly-declared copy constructor Deleted implicitly-declared copy constructor Trivial copy constructor Implicitly-defined copy constructor Example

[ edit ] Syntax

class_name ( const class_name ) (1)
class_name ( const class_name ) = default; (1)
class_name ( const class_name ) = delete; (1)

[ edit ] Explanation

  • Typical declaration of a copy constructor
  • Forcing a copy constructor to be generated by the compiler
  • Avoiding implicit default constructor

The copy constructor is called whenever an object is initialized from another object of the same type, which includes

  • initialization, T a = b ; or T a ( b ) ; , where b is of type T
  • function argument passing: f ( a ) ; , where a is of type T and f is void f ( T t )
  • function return: return a ; inside a function such as T f ( ) , where a is of type T , which has no move constructor.

[ edit ] Implicitly-declared copy constructor

If no user-defined copy constructors are provided for a class type ( struct , class , or union ), the compiler will always declare a copy constructor as an inline public member of its class. This implicitly-declared copy constructor has the form T::T(const T&) if all of the following is true:

  • all direct and virtual bases of T have copy constructors with references to const or to const volatile as their first parameters
  • all non-static members of T have copy constructors with references to const or to const volatile as their first parameters

Otherwise, the implicitly-declared copy constructor is T :: T ( T & ) . (Note that due to these rules, the implicitly-declared copy constructor cannot bind to a volatile lvalue argument)

A class can have multiple copy constructors, e.g. both T :: T ( const T & ) and T :: T ( T & ) . If some user-defined copy constructors are present, the user may still force the generation of the implicitly declared copy constructor with the keyword default (since C++11) .

[ edit ] Deleted implicitly-declared copy constructor

The implicitly-declared or defaulted copy constructor for class T is undefined (until C++11) / defined as deleted (since C++11) in any of the following is true:

  • T has non-static data members that cannot be copied (have deleted, inaccessible, or ambiguous copy constructors)
  • T has direct or virtual base class that cannot be copied (has deleted, inaccessible, or ambiguous copy constructors)
  • T has direct or virtual base class with a deleted or inaccessible destructor
  • T has a user-defined move constructor or move assignment operator (since C++11)
  • T is a union and has a variant member with non-trivial copy constructor (since C++11)
  • T has a data member of rvalue reference type (since C++11)

[ edit ] Trivial copy constructor

The implicitly-declared copy constructor for class T is trivial if all of the following is true:

  • T has no virtual member functions
  • T has no virtual base classes
  • The copy constructor selected for every direct base of T is trivial
  • The copy constructor selected for every non-static class type (or array of class type) memeber of T is trivial

A trivial copy constructor is a constructor that creates a bytewise copy of the object representation of the argument, and performs no other action. Objects with trivial copy constructors can be copied by copying their object representations manually, e.g. with std:: memmove . All data types compatible with the C language (POD types) are trivially copyable.

[ edit ] Implicitly-defined copy constructor

If the implicitly-declared copy constructor is not deleted or trivial, it is defined (that is, a function body is generated and compiled) by the compiler. For union types, the implicitly-defined copy constructor copies the object representation (as by std:: memmove ). For non-union class types ( class and struct ), the implicitly performs full member-wise copy of the object's bases and non-static members, in their initialization order, using direct initialization.

[ edit ] Example

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Delete copy constructor and assignment [closed]

I am writing a program with C++ and since it is going to be big and a lot of people will edit this, I am going to use the MVC pattern. The question is very easy.

There is a controller that is the intermediate between the model (.cpp and .h files) and the view (made with Qt). Since the controller is only one and it has to manage everything during the lifetime of the app, do I have to deny copy constructor and copy assignment like this?

Is this still flexible? Because I don't see the sense of having 3 instances of a controller and each of them manage a different part of the program. There must be only one, am I correct?

Jamal's user avatar

  • 1 \$\begingroup\$ Looks like a syntax error to me - unless your implementation has a macro called deltete . \$\endgroup\$ –  Toby Speight Commented Dec 8, 2017 at 9:32

It sounds like what you want is a hard-enforced singleton.

With an interface like the following, you can provide a hard guarantee that only a single instance of Controller will ever exist:

I am personally partial to Meyer's singleton for the implementation:

// in .cpp file:

Not the answer you're looking for? Browse other questions tagged c++ mvc or ask your own question .

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C++ At Work

Copy Constructors, Assignment Operators, and More

Paul DiLascia

Code download available at: CAtWork0509.exe (276 KB) Browse the Code Online

Q I have a simple C++ problem. I want my copy constructor and assignment operator to do the same thing. Can you tell me the best way to accomplish this?

A At first glance this seems like a simple question with a simple answer: just write a copy constructor that calls operator=.

Or, alternatively, write a common copy method and call it from both your copy constructor and operator=, like so:

This code works fine for many classes, but there's more here than meets the eye. In particular, what happens if your class contains instances of other classes as members? To find out, I wrote the test program in Figure 1 . It has a main class, CMainClass, which contains an instance of another class, CMember. Both classes have a copy constructor and assignment operator, with the copy constructor for CMainClass calling operator= as in the first snippet. The code is sprinkled with printf statements to show which methods are called when. To exercise the constructors, cctest first creates an instance of CMainClass using the default ctor, then creates another instance using the copy constructor:

Figure 1 Copy Constructors and Assignment Operators

If you compile and run cctest, you'll see the following printf messages when cctest constructs obj2:

The member object m_obj got initialized twice! First by the default constructor, and again via assignment. Hey, what's going on?

In C++, assignment and copy construction are different because the copy constructor initializes uninitialized memory, whereas assignment starts with an existing initialized object. If your class contains instances of other classes as data members, the copy constructor must first construct these data members before it calls operator=. The result is that these members get initialized twice, as cctest shows. Got it? It's the same thing that happens with the default constructor when you initialize members using assignment instead of initializers. For example:

As opposed to:

Using assignment, m_obj is initialized twice; with the initializer syntax, only once. So, what's the solution to avoid extra initializations during copy construction? While it goes against your instinct to reuse code, this is one situation where it's best to implement your copy constructor and assignment operator separately, even if they do the same thing. Calling operator= from your copy constructor will certainly work, but it's not the most efficient implementation. My observation about initializers suggests a better way:

Now the main copy ctor calls the member object's copy ctor using an initializer, and m_obj is initialized just once by its copy ctor. In general, copy ctors should invoke the copy ctors of their members. Likewise for assignment. And, I may as well add, the same goes for base classes: your derived copy ctor and assignment operators should invoke the corresponding base class methods. Of course, there are always times when you may want to do something different because you know how your code works—but what I've described are the general rules, which are to be broken only when you have a compelling reason. If you have common tasks to perform after the basic objects have been initialized, you can put them in a common initialization method and call it from your constructors and operator=.

Q Can you tell me how to call a Visual C++® class from C#, and what syntax I need to use for this?

Sunil Peddi

Q I have an application that is written in both C# (the GUI) and in classic C++ (some business logic). Now I need to call from a DLL written in C++ a function (or a method) in a DLL written in Visual C++ .NET. This one calls another DLL written in C#. The Visual C++ .NET DLL acts like a proxy. Is this possible? I was able to use LoadLibrary to call a function present in the Visual C++ .NET DLL, and I can receive a return value, but when I try to pass some parameters to the function in the Visual C++ .NET DLL, I get the following error:

How can I resolve this problem?

Giuseppe Dattilo

A I get a lot of questions about interoperability between the Microsoft® .NET Framework and native C++, so I don't mind revisiting this well-covered topic yet again. There are two directions you can go: calling the Framework from C++ or calling C++ from the Framework. I won't go into COM interop here as that's a separate issue best saved for another day.

Let's start with the easiest one first: calling the Framework from C++. The simplest and easiest way to call the Framework from your C++ program is to use the Managed Extensions. These Microsoft-specific C++ language extensions are designed to make calling the Framework as easy as including a couple of files and then using the classes as if they were written in C++. Here's a very simple C++ program that calls the Framework's Console class:

To use the Managed Extensions, all you need to do is import <mscorlib.dll> and whatever .NET assemblies contain the classes you plan to use. Don't forget to compile with /clr:

Your C++ code can use managed classes more or less as if they were ordinary C++ classes. For example, you can create Framework objects with operator new, and access them using C++ pointer syntax, as shown in the following:

Here, the String s is declared as pointer-to-String because String::Format returns a new String object.

The "Hello, world" and date/time programs seem childishly simple—and they are—but just remember that however complex your program is, however many .NET assemblies and classes you use, the basic idea is the same: use <mscorlib.dll> and whatever other assemblies you need, then create managed objects with new, and use pointer syntax to access them.

So much for calling the Framework from C++. What about going the other way, calling C++ from the Framework? Here the road forks into two options, depending on whether you want to call extern C functions or C++ class member functions. Again, I'll take the simpler case first: calling C functions from .NET. The easiest thing to do here is use P/Invoke. With P/Invoke, you declare the external functions as static methods of a class, using the DllImport attribute to specify that the function lives in an external DLL. In C# it looks like this:

This tells the compiler that MessageBox is a function in user32.dll that takes an IntPtr (HWND), two Strings, and an int. You can then call it from your C# program like so:

Of course, you don't need P/Invoke for MessageBox since the .NET Framework already has a MessageBox class, but there are plenty of API functions that aren't supported directly by the Framework, and then you need P/Invoke. And, of course, you can use P/Invoke to call C functions in your own DLLs. I've used C# in the example, but P/Invoke works with any .NET-based language like Visual Basic® .NET or JScript®.NET. The names are the same, only the syntax is different.

Note that I used IntPtr to declare the HWND. I could have got away with int, but you should always use IntPtr for any kind of handle such as HWND, HANDLE, or HDC. IntPtr will default to 32 or 64 bits depending on the platform, so you never have to worry about the size of the handle.

DllImport has various modifiers you can use to specify details about the imported function. In this example, CharSet=CharSet.Auto tells the Framework to pass Strings as Unicode or Ansi, depending on the target operating system. Another little-known modifier you can use is CallingConvention. Recall that in C, there are different calling conventions, which are the rules that specify how the compiler should pass arguments and return values from one function to another across the stack. The default CallingConvention for DllImport is CallingConvention.Winapi. This is actually a pseudo-convention that uses the default convention for the target platform; for example, StdCall (in which the callee cleans the stack) on Windows® platforms and CDecl (in which the caller cleans the stack) on Windows CE .NET. CDecl is also used with varargs functions like printf.

The calling convention is where Giuseppe ran into trouble. C++ uses yet a third calling convention: thiscall. With this convention, the compiler uses the hardware register ECX to pass the "this" pointer to class member functions that don't have variable arguments. Without knowing the exact details of Giuseppe's program, it sounds from the error message that he's trying to call a C++ member function that expects thiscall from a C# program that's using StdCall—oops!

Aside from calling conventions, another interoperability issue when calling C++ methods from the Framework is linkage: C and C++ use different forms of linkage because C++ requires name-mangling to support function overloading. That's why you have to use extern "C" when you declare C functions in C++ programs: so the compiler won't mangle the name. In Windows, the entire windows.h file (now winuser.h) is enclosed in extern "C" brackets.

While there may be a way to call C++ member functions in a DLL directly using P/Invoke and DllImport with the exact mangled names and CallingConvention=ThisCall, it's not something to attempt if you're in your right mind. The proper way to call C++ classes from managed code—option number two—is to wrap your C++ classes in managed wrappers. Wrapping can be tedious if you have lots of classes, but it's really the only way to go. Say you have a C++ class CWidget and you want to wrap it so .NET clients can use it. The basic formula looks something like this:

The pattern is the same for any class. You write a managed (__gc) class that holds a pointer to the native class, you write a constructor and destructor that allocate and destroy the instance, and you write wrapper methods that call the corresponding native C++ member functions. You don't have to wrap all the member functions, only the ones you want to expose to the managed world.

Figure 2 shows a simple but concrete example in full detail. CPerson is a class that holds the name of a person, with member functions GetName and SetName to change the name. Figure 3 shows the managed wrapper for CPerson. In the example, I converted Get/SetName to a property, so .NET-based programmers can use the property syntax. In C#, using it looks like this:

Figure 3 Managed Person Class

Figure 2 Native CPerson Class

Using properties is purely a matter of style; I could equally well have exposed two methods, GetName and SetName, as in the native class. But properties feel more like .NET. The wrapper class is an assembly like any other, but one that links with the native DLL. This is one of the cool benefits of the Managed Extensions: You can link directly with native C/C++ code. If you download and compile the source for my CPerson example, you'll see that the makefile generates two separate DLLs: person.dll implements a normal native DLL and mperson.dll is the managed assembly that wraps it. There are also two test programs: testcpp.exe, a native C++ program that calls the native person.dll and testcs.exe, which is written in C# and calls the managed wrapper mperson.dll (which in turn calls the native person.dll).

Figure 4** Interop Highway **

I've used a very simple example to highlight the fact that there are fundamentally only a few main highways across the border between the managed and native worlds (see Figure 4 ). If your C++ classes are at all complex, the biggest interop problem you'll encounter is converting parameters between native and managed types, a process called marshaling. The Managed Extensions do an admirable job of making this as painless as possible (for example, automatically converting primitive types and Strings), but there are times where you have to know something about what you're doing.

For example, you can't pass the address of a managed object or subobject to a native function without pinning it first. That's because managed objects live in the managed heap, which the garbage collector is free to rearrange. If the garbage collector moves an object, it can update all the managed references to that object—but it knows nothing of raw native pointers that live outside the managed world. That's what __pin is for; it tells the garbage collector: don't move this object. For strings, the Framework has a special function PtrToStringChars that returns a pinned pointer to the native characters. (Incidentally, for those curious-minded souls, PtrToStringChars is the only function as of this date defined in <vcclr.h>. Figure 5 shows the code.) I used PtrToStringChars in MPerson to set the Name (see Figure 3 ).

Figure 5 PtrToStringChars

Pinning isn't the only interop problem you'll encounter. Other problems arise if you have to deal with arrays, references, structs, and callbacks, or access a subobject within an object. This is where some of the more advanced techniques come in, such as StructLayout, boxing, __value types, and so on. You also need special code to handle exceptions (native or managed) and callbacks/delegates. But don't let these interop details obscure the big picture. First decide which way you're calling (from managed to native or the other way around), and if you're calling from managed to native, whether to use P/Invoke or a wrapper.

In Visual Studio® 2005 (which some of you may already have as beta bits), the Managed Extensions have been renamed and upgraded to something called C++/CLI. Think of the C++/CLI as Managed Extensions Version 2, or What the Managed Extensions Should Have Been. The changes are mostly a matter of syntax, though there are some important semantic changes, too. In general C++/CLI is designed to highlight rather than blur the distinction between managed and native objects. Using pointer syntax for managed objects was a clever and elegant idea, but in the end perhaps a little too clever because it obscures important differences between managed and native objects. C++/CLI introduces the key notion of handles for managed objects, so instead of using C pointer syntax for managed objects, the CLI uses ^ (hat):

As you no doubt noticed, there's also a gcnew operator to clarify when you're allocating objects on the managed heap as opposed to the native one. This has the added benefit that gcnew doesn't collide with C++ new, which can be overloaded or even redefined as a macro. C++/CLI has many other cool features designed to make interoperability as straightforward and intuitive as possible.

Send your questions and comments for Paul to   [email protected] .

Paul DiLascia is a freelance software consultant and Web/UI designer-at-large. He is the author of Windows ++: Writing Reusable Windows Code in C ++ (Addison-Wesley, 1992). In his spare time, Paul develops PixieLib, an MFC class library available from his Web site, www.dilascia.com .

Additional resources

14.14 — Introduction to the copy constructor

The copy constructor

When an object is passed by value, the argument is copied into the parameter. When the argument and parameter are the same class type, the copy is made by implicitly invoking the copy constructor. Similarly, when an object is returned back to the caller by value, the copy constructor is implicitly invoked to make the copy.

Extra Clang Tools 19.0.0git documentation

Clang-tidy - modernize-replace-disallow-copy-and-assign-macro.

«   modernize-replace-auto-ptr   ::   Contents   ::   modernize-replace-random-shuffle   »

modernize-replace-disallow-copy-and-assign-macro ¶

Finds macro expansions of DISALLOW_COPY_AND_ASSIGN(Type) and replaces them with a deleted copy constructor and a deleted assignment operator.

Before the delete keyword was introduced in C++11 it was common practice to declare a copy constructor and an assignment operator as private members. This effectively makes them unusable to the public API of a class.

With the advent of the delete keyword in C++11 we can abandon the private access of the copy constructor and the assignment operator and delete the methods entirely.

When running this check on a code like this:

It will be transformed to this:

Known Limitations ¶

Notice that the migration example above leaves the private access specification untouched. You might want to run the check modernize-use-equals-delete to get warnings for deleted functions in private sections.

A string specifying the macro name whose expansion will be replaced. Default is DISALLOW_COPY_AND_ASSIGN .

See: https://en.cppreference.com/w/cpp/language/function#Deleted_functions

Copy assignment operator

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A copy assignment operator of class T is a non-template non-static member function with the name operator = that takes exactly one parameter of type T , T & , const T & , volatile T & , or const volatile T & . For a type to be CopyAssignable , it must have a public copy assignment operator.

class_name class_name ( class_name ) (1)
class_name class_name ( const class_name ) (2)
class_name class_name ( const class_name ) = default; (3) (since C++11)
class_name class_name ( const class_name ) = delete; (4) (since C++11)

Explanation

  • Typical declaration of a copy assignment operator when copy-and-swap idiom can be used.
  • Typical declaration of a copy assignment operator when copy-and-swap idiom cannot be used (non-swappable type or degraded performance).
  • Forcing a copy assignment operator to be generated by the compiler.
  • Avoiding implicit copy assignment.

The copy assignment operator is called whenever selected by overload resolution , e.g. when an object appears on the left side of an assignment expression.

Implicitly-declared copy assignment operator

If no user-defined copy assignment operators are provided for a class type ( struct , class , or union ), the compiler will always declare one as an inline public member of the class. This implicitly-declared copy assignment operator has the form T & T :: operator = ( const T & ) if all of the following is true:

  • each direct base B of T has a copy assignment operator whose parameters are B or const B & or const volatile B & ;
  • each non-static data member M of T of class type or array of class type has a copy assignment operator whose parameters are M or const M & or const volatile M & .

Otherwise the implicitly-declared copy assignment operator is declared as T & T :: operator = ( T & ) . (Note that due to these rules, the implicitly-declared copy assignment operator cannot bind to a volatile lvalue argument.)

A class can have multiple copy assignment operators, e.g. both T & T :: operator = ( const T & ) and T & T :: operator = ( T ) . If some user-defined copy assignment operators are present, the user may still force the generation of the implicitly declared copy assignment operator with the keyword default . (since C++11)

The implicitly-declared (or defaulted on its first declaration) copy assignment operator has an exception specification as described in dynamic exception specification (until C++17) exception specification (since C++17)

Because the copy assignment operator is always declared for any class, the base class assignment operator is always hidden. If a using-declaration is used to bring in the assignment operator from the base class, and its argument type could be the same as the argument type of the implicit assignment operator of the derived class, the using-declaration is also hidden by the implicit declaration.

Deleted implicitly-declared copy assignment operator

A implicitly-declared copy assignment operator for class T is defined as deleted if any of the following is true:

  • T has a user-declared move constructor;
  • T has a user-declared move assignment operator.

Otherwise, it is defined as defaulted.

A defaulted copy assignment operator for class T is defined as deleted if any of the following is true:

  • T has a non-static data member of non-class type (or array thereof) that is const ;
  • T has a non-static data member of a reference type;
  • T has a non-static data member or a direct or virtual base class that cannot be copy-assigned (overload resolution for the copy assignment fails, or selects a deleted or inaccessible function);
  • T is a union-like class , and has a variant member whose corresponding assignment operator is non-trivial.

Trivial copy assignment operator

The copy assignment operator for class T is trivial if all of the following is true:

  • it is not user-provided (meaning, it is implicitly-defined or defaulted) , , and if it is defaulted, its signature is the same as implicitly-defined (until C++14) ;
  • T has no virtual member functions;
  • T has no virtual base classes;
  • the copy assignment operator selected for every direct base of T is trivial;
  • the copy assignment operator selected for every non-static class type (or array of class type) member of T is trivial;
has no non-static data members of -qualified type. (since C++14)

A trivial copy assignment operator makes a copy of the object representation as if by std::memmove . All data types compatible with the C language (POD types) are trivially copy-assignable.

Implicitly-defined copy assignment operator

If the implicitly-declared copy assignment operator is neither deleted nor trivial, it is defined (that is, a function body is generated and compiled) by the compiler if odr-used . For union types, the implicitly-defined copy assignment copies the object representation (as by std::memmove ). For non-union class types ( class and struct ), the operator performs member-wise copy assignment of the object's bases and non-static members, in their initialization order, using built-in assignment for the scalars and copy assignment operator for class types.

The generation of the implicitly-defined copy assignment operator is deprecated (since C++11) if T has a user-declared destructor or user-declared copy constructor.

If both copy and move assignment operators are provided, overload resolution selects the move assignment if the argument is an rvalue (either a prvalue such as a nameless temporary or an xvalue such as the result of std::move ), and selects the copy assignment if the argument is an lvalue (named object or a function/operator returning lvalue reference). If only the copy assignment is provided, all argument categories select it (as long as it takes its argument by value or as reference to const, since rvalues can bind to const references), which makes copy assignment the fallback for move assignment, when move is unavailable.

It is unspecified whether virtual base class subobjects that are accessible through more than one path in the inheritance lattice, are assigned more than once by the implicitly-defined copy assignment operator (same applies to move assignment ).

See assignment operator overloading for additional detail on the expected behavior of a user-defined copy-assignment operator.

Defect reports

The following behavior-changing defect reports were applied retroactively to previously published C++ standards.

DR Applied to Behavior as published Correct behavior
C++14 operator=(X&) = default was non-trivial made trivial
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What is std::move(), and when should it be used?

  • What is it?
  • What does it do?
  • When should it be used?

Good links are appreciated.

  • move-semantics

Jan Schultke's user avatar

  • 64 Bjarne Stroustrup explains move in A Brief Introduction to Rvalue References –  DumbCoder Commented Aug 5, 2010 at 9:49
  • 2 Move semantics –  Basilevs Commented Sep 11, 2014 at 4:12
  • 23 This question is referring to std::move(T && t) ; there also exists a std::move(InputIt first, InputIt last, OutputIt d_first) which is an algorithm related to std::copy . I point it out so others aren't as confused as I was when first confronted with a std::move taking three arguments. en.cppreference.com/w/cpp/algorithm/move –  josaphatv Commented Oct 17, 2016 at 22:48
  • 2 Recommend reading this if you don't have much of an idea what lvalue and rvalue references mean internalpointers.com/post/… –  Karan Singh Commented Jun 25, 2020 at 15:22
  • 2 To clarify, this question is about the std::move from <utility> , not the std::move from <algorithm> . –  Adrian McCarthy Commented Apr 18, 2022 at 13:43

9 Answers 9

1. "what is it".

While std::move() is technically a function - I would say it isn't really a function . It's sort of a converter between ways the compiler considers an expression's value.

2. "What does it do?"

The first thing to note is that std::move() doesn't actually move anything . It changes an expression from being an lvalue (such as a named variable) to being an xvalue . An xvalue tells the compiler:

You can plunder me, move anything I'm holding and use it elsewhere (since I'm going to be destroyed soon anyway)".

in other words, when you use std::move(x) , you're allowing the compiler to cannibalize x . Thus if x has, say, its own buffer in memory - after std::move() ing the compiler can have another object own it instead.

You can also move from a prvalue (such as a temporary you're passing around), but this is rarely useful.

3. "When should it be used?"

Another way to ask this question is "What would I cannibalize an existing object's resources for?" well, if you're writing application code, you would probably not be messing around a lot with temporary objects created by the compiler. So mainly you would do this in places like constructors, operator methods, standard-library-algorithm-like functions etc. where objects get created and destroyed automagically a lot. Of course, that's just a rule of thumb.

A typical use is 'moving' resources from one object to another instead of copying. @Guillaume links to this page which has a straightforward short example: swapping two objects with less copying.

using move allows you to swap the resources instead of copying them around:

Think of what happens when T is, say, vector<int> of size n. In the first version you read and write 3*n elements, in the second version you basically read and write just the 3 pointers to the vectors' buffers, plus the 3 buffers' sizes. Of course, class T needs to know how to do the moving; your class should have a move-assignment operator and a move-constructor for class T for this to work.

einpoklum's user avatar

  • 23 For a long time I've heard of these move semantics, I never looked into them. From this description you've given it just seems like it's a shallow copy instead of a deep copy. –  Zebrafish Commented Dec 30, 2016 at 10:52
  • 50 @TitoneMaurice: Except that it's not a copy - as the original value is no longer usable. –  einpoklum Commented Dec 30, 2016 at 11:52
  • 15 @Zebrafish you couldn't be more wrong. A shallow copy leaves the original in the exact same state, a move usually results in the original being empty or in an otherwise valid state. –  rubenvb Commented Jan 10, 2018 at 22:38
  • 94 @rubenvb Zebra isn't entirely wrong. While it's true that the original cannabilised object is usually deliberately sabotaged to avoid confusing errors (e.g. set its pointers to nullptr to signal that it no longer owns the pointees), the fact that the whole move is implemented by simply copying a pointer from the source to the destination (and deliberately avoiding doing anything with the pointee) is indeed reminiscent of a shallow copy. In fact, I would go so far as to say that a move is a shallow copy, followed optionally by a partial self-destruct of the source. (cont.) –  Lightness Races in Orbit Commented Nov 1, 2018 at 18:54
  • 29 (cont.) If we permit this definition (and I rather like it), then @Zebrafish's observation isn't wrong, just slightly incomplete. –  Lightness Races in Orbit Commented Nov 1, 2018 at 18:55

Wikipedia Page on C++11 R-value references and move constructors

  • In C++11, in addition to copy constructors, objects can have move constructors. (And in addition to copy assignment operators, they have move assignment operators.)
  • The move constructor is used instead of the copy constructor, if the object has type "rvalue-reference" ( Type && ).
  • std::move() is a cast that produces an rvalue-reference to an object, to enable moving from it.

It's a new C++ way to avoid copies. For example, using a move constructor, a std::vector could just copy its internal pointer to data to the new object, leaving the moved object in an moved from state, therefore not copying all the data. This would be C++-valid.

Try googling for move semantics, rvalue, perfect forwarding.

Noch's user avatar

  • 47 Move-semantics require the moved object remain valid , which is not an incorrect state. (Rationale: It still has to destruct, make it work.) –  GManNickG Commented Aug 5, 2010 at 16:37
  • 19 @GMan: well, it has to be in a state that is safe to destruct, but, AFAIK, it does not have to be usable for anything else. –  Zan Lynx Commented Oct 4, 2011 at 19:15
  • 9 @ZanLynx: Right. Note that the standard library additionally requires moved objects be assignable, but this is only for objects used in the stdlib, not a general requirement. –  GManNickG Commented Oct 4, 2011 at 19:44
  • 34 -1 "std::move() is the C++11 way to use move semantics" Please fix that. std::move() is not the way to use move semantics, move semantics are performed transparently to the programmer. move its only a cast to pass a value from one point to another where the original lvalue will no longer be used. –  Manu343726 Commented Jul 3, 2014 at 19:35
  • 31 I'd go further. std::move itself does "nothing" - it has zero side effects. It just signals to the compiler that the programmer doesn't care what happens to that object any more. i.e. it gives permission to other parts of the software to move from the object, but it doesn't require that it be moved. In fact, the recipient of an rvalue reference doesn't have to make any promises about what it will or will not do with the data. –  Aaron McDaid Commented Aug 20, 2015 at 14:17

You can use move when you need to "transfer" the content of an object somewhere else, without doing a copy (i.e. the content is not duplicated, that's why it could be used on some non-copyable objects, like a unique_ptr). It's also possible for an object to take the content of a temporary object without doing a copy (and save a lot of time), with std::move.

This link really helped me out :

http://thbecker.net/articles/rvalue_references/section_01.html

I'm sorry if my answer is coming too late, but I was also looking for a good link for the std::move, and I found the links above a little bit "austere".

This puts the emphasis on r-value reference, in which context you should use them, and I think it's more detailed, that's why I wanted to share this link here.

q-l-p's user avatar

  • 31 Nice link. I always found the wikipedia article, and other links that I stumbled across rather confusing since they just throw facts at you, leaving it to you to figure out what the actual meaning/rationale is. While "move semantics" in a constructor is rather obvious, all those details about passing &&-values around are not... so the tutorial-style description was very nice. –  Christian Stieber Commented Jul 15, 2012 at 12:12

Q: What is std::move ?

A: std::move() is a function from the C++ Standard Library for casting to a rvalue reference.

Simplisticly std::move(t) is equivalent to:

An rvalue is a temporary that does not persist beyond the expression that defines it, such as an intermediate function result which is never stored in a variable.

An implementation for std::move() is given in N2027: "A Brief Introduction to Rvalue References" as follows:

As you can see, std::move returns T&& no matter if called with a value ( T ), reference type ( T& ), or rvalue reference ( T&& ).

Q: What does it do?

A: As a cast, it does not do anything during runtime. It is only relevant at compile time to tell the compiler that you would like to continue considering the reference as an rvalue.

What it does not do:

  • Make a copy of the argument
  • Call the copy constructor
  • Change the argument object

Q: When should it be used?

A: You should use std::move if you want to call functions that support move semantics with an argument which is not an rvalue (temporary expression).

This begs the following follow-up questions for me:

What is move semantics? Move semantics in contrast to copy semantics is a programming technique in which the members of an object are initialized by 'taking over' instead of copying another object's members. Such 'take over' makes only sense with pointers and resource handles, which can be cheaply transferred by copying the pointer or integer handle rather than the underlying data.

What kind of classes and objects support move semantics? It is up to you as a developer to implement move semantics in your own classes if these would benefit from transferring their members instead of copying them. Once you implement move semantics, you will directly benefit from work from many library programmers who have added support for handling classes with move semantics efficiently.

Why can't the compiler figure it out on its own? The compiler cannot just call another overload of a function unless you say so. You must help the compiler choose whether the regular or move version of the function should be called.

In which situations would I want to tell the compiler that it should treat a variable as an rvalue? This will most likely happen in template or library functions, where you know that an intermediate result could be salvaged (rather than allocating a new instance).

Christopher Oezbek's user avatar

  • 16 Big +1 for code examples with semantics in comments. The other top answers define std::move using "move" itself - doesn't really clarify anything! --- I believe it's worth mentioning that not making a copy of the argument means that the original value cannot be reliably used. –  llf Commented Jun 7, 2018 at 18:48

std::move itself doesn't really do much. I thought that it called the moved constructor for an object, but it really just performs a type cast (casting an lvalue variable to an rvalue so that the said variable can be passed as an argument to a move constructor or assignment operator).

So std::move is just used as a precursor to using move semantics. Move semantics is essentially an efficient way for dealing with temporary objects.

Consider Object A = B + (C + (D + (E + F)));

This is nice looking code, but E + F produces a temporary object. Then D + temp produces another temporary object and so on. In each normal "+" operator of a class, deep copies occur.

For example

The creation of the temporary object in this function is useless - these temporary objects will be deleted at the end of the line anyway as they go out of scope.

We can rather use move semantics to "plunder" the temporary objects and do something like

This avoids needless deep copies being made. With reference to the example, the only part where deep copying occurs is now E + F. The rest uses move semantics. The move constructor or assignment operator also needs to be implemented to assign the result to A.

Dark Dududu's user avatar

  • 3 you spoke about move semantics . you should add to your answer as how std::move can be used because the question asks about that. –  Koushik Shetty Commented Jun 5, 2013 at 8:01
  • 2 @Koushik std::move doesnt do much - but is used to implement move semantics. If you don't know about std::move, you probably dont know move semantics either –  user929404 Commented Jun 5, 2013 at 8:56
  • 2 "doesnt do much"(yes just a static_cast to to a rvalue reference). what actually does it do and y it does is what the OP asked. you need not know how std::move works but you got to know what move semantics does. furthermore, "but is used to implement move semantics" its the otherway around. know move semantics and you'l understand std::move otherwise no. move just helps in movement and itself uses move semantics. std::move does nothing but convert its argument to rvalue reference, which is what move semantics require. –  Koushik Shetty Commented Jun 5, 2013 at 9:08
  • 11 "but E + F produces a temporary object" - Operator + goes left to right, not right to left. Hence B+C would be first! –  Ajay Commented Oct 15, 2015 at 7:20
  • only your answer explained it to me –  Ulterior Commented Nov 10, 2020 at 11:53

"What is it?" and "What does it do?" has been explained above.

I will give a example of "when it should be used".

For example, we have a class with lots of resource like big array in it.

output as below:

We can see that std::move with move constructor makes transform resource easily.

Where else is std::move useful?

std::move can also be useful when sorting an array of elements. Many sorting algorithms (such as selection sort and bubble sort) work by swapping pairs of elements. Previously, we’ve had to resort to copy-semantics to do the swapping. Now we can use move semantics, which is more efficient.

It can also be useful if we want to move the contents managed by one smart pointer to another.

  • https://www.learncpp.com/cpp-tutorial/15-4-stdmove/

Lightness Races in Orbit's user avatar

std::move itself does nothing rather than a static_cast . According to cppreference.com

It is exactly equivalent to a static_cast to an rvalue reference type.

Thus, it depends on the type of the variable you assign to after the move , if the type has constructors or assign operators that takes a rvalue parameter, it may or may not steal the content of the original variable, so, it may leave the original variable to be in an unspecified state :

Unless otherwise specified, all standard library objects that have been moved from being placed in a valid but unspecified state.

Because there is no special move constructor or move assign operator for built-in literal types such as integers and raw pointers, so, it will be just a simple copy for these types.

Yoon5oo's user avatar

std::move simply casts a variable to an rvalue reference. This rvalue reference is notated with &&. Let's say you have a class Foo and you instantiate an object like this

If you then write

that's the same thing as If I wrote

std::move replaces this cast to an rvalue reference. The reason why you would want to write either of the previous 2 lines of code is that if you write

The copy constructor will be called. Let's say Foo instances have a pointer to some data on the heap which they own. In Foo's destructor that data on the heap gets deleted. If you want to distinghuish between copying the data from the heap and taking ownership of that data, you can write a constructor which takes in const Foo& and that constructor can perform the deep copy. Then you can write a constructor which takes in an rvalue reference (Foo&&) and this constructor can simply rewire the pointers. This constructor which takes in Foo&& will be called when you write

and when you write

zast99's user avatar

  • I think it could be misleading using the C-style cast " (Foo&&) ", since it provides little compile-time guarantee in contrast to using static_cast as already suggested by @ChristopherOezbeck. More info here . Otherwise this answer doesn't add much which hasn't already been covered. –  alexpanter Commented Feb 21, 2023 at 14:51

Here is a full example, using std::move for a (simple) custom vector

Expected output:

Compile as:

Goblinhack's user avatar

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c delete copy constructor and assignment

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  8. 21.12

    21.12 — Overloading the assignment operator. Alex November 27, 2023. The copy assignment operator (operator=) is used to copy values from one object to another already existing object. As of C++11, C++ also supports "Move assignment". We discuss move assignment in lesson 22.3 -- Move constructors and move assignment .

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