Here's another answer (perhaps I should've edited the first one, but since it has a different focus, I thought it would be OK to have them separate).
When you create a pointer with new
, the memory for it is reserved and it persists until you call delete
on it - but the identifier's life span is still limited to the code block's end. If you create objects in a function and append them to an external list, the objects may remain safely in the memory after the function returns and you can still reference them without the identifier.
Here's a (simplified) example from Umbra, a C++ framework I'm developing. There's a list of modules (pointers to objects) stored in the engine. The engine can append an object to that list:
void UmbraEngine::addModule (UmbraModule * module) {
modules.push(module);
module->id = modules.size() - 1;
}
Retrieve one:
UmbraModule * UmbraEngine::getModule (int id) {
for (UmbraModule **it=modules.begin(); it != modules.end(); it++) {
if ((*it)->id == id) return *it;
}
}
Now, I can add and get modules without ever knowing their identifiers:
int main() {
UmbraEngine e;
for (int i = 0; i < 10; i++) {
e.addModule(new UmbraModule());
}
UmbraModule * m = e.getModule(5); //OK
cout << m << endl; //"0x127f10" or whatever
for (int j = 0; k < 10; j++) {
UmbraModule mm; //not a pointer
e.addModule(&mm);
}
m = e.getModule(15);
cout << m << endl; //{null}
}
The modules list persists throughout the entire duration of the program, I don't need to care about the modules' life span if they're instantiated with new
:). So that's basically it - with pointers, you can have long-lived objects that don't ever need an identifier (or a name, if you will) in order to reference them :).
Another nice, but very simple example is this:
void getVal (int * a) {
*a = 10;
}
int main() {
int b;
getVal(&b);
return b;
}