Symbian3/SDK/Source/GUID-8675AC01-E2D8-425C-899F-12BE99345AA9.dita
author Dominic Pinkman <Dominic.Pinkman@Nokia.com>
Wed, 31 Mar 2010 11:11:55 +0100
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. -->
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<!-- This component and the accompanying materials are made available under the terms of the License 
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"Eclipse Public License v1.0" which accompanies this distribution, 
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and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". -->
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<!-- Initial Contributors:
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    Nokia Corporation - initial contribution.
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Contributors: 
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-->
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<!DOCTYPE concept
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  PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
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<concept id="GUID-8675AC01-E2D8-425C-899F-12BE99345AA9" xml:lang="en"><title>C++
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and Machine Architecture</title><shortdesc>The C++ language, following its foundation in C, is close to the
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machine architecture. This allows applications to be implemented efficiently,
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but, especially for developers new to the language, presents some issues of
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which you need to be aware. This topic reviews the basic language features
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from this perspective, and discusses how the resulting issues are handled.</shortdesc><prolog><metadata><keywords/></metadata></prolog><conbody>
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<section id="GUID-4E54823B-31A2-4FFB-997D-6FF6056F2643">       <title>Arithmetic types</title>       <p>An <codeph>int</codeph> is
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usually implemented as the natural machine word size of the particular implementation.
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This is 32 bits in most modern machines. It was 16 bits in older machines,
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and in a few machines it may even be 64 bits.     </p><p>Similarly, a pointer
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(a <codeph>void*</codeph>, for instance) is usually implemented as a machine
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word but, in some machines with special architectures, a pointer may be more
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complex.     </p><p>It is assumed that Symbian is implemented on a machine
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with a 32-bit or greater machine word, and 32-bit pointers. The types <codeph>TInt</codeph> and <codeph>TUint</codeph> are<codeph> typedefed</codeph> onto the built-in <codeph>int</codeph> and <codeph>unsigned int</codeph> types,
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and are guaranteed to be at least 32 bits.     </p><p>When you need a specific
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size, regardless of implementation, use a sized type. Several of these are
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available: </p><table id="GUID-8E1CEF20-AF41-4980-AA56-5CBF2B7F6A9E">
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<tgroup cols="2"><colspec colname="col1"/><colspec colname="col2"/>
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<tbody>
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<row>
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<entry><p><codeph>TInt32</codeph>, <codeph>TUint32</codeph> </p> </entry>
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<entry><p>32-bit signed and unsigned integer</p>    <p> In each case, the
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representation is a 32-bit machine word which, in the ARM architecture, must
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be aligned to a four-byte boundary. The compiler ensures that this is always
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the case.</p>  </entry>
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</row>
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<row>
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<entry><p><codeph>TInt8</codeph>, <codeph>TUint8</codeph>, <codeph>TText8</codeph></p>  </entry>
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<entry><p>8-bit signed and unsigned integer, and 8-bit character     </p><p>In
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each case, the representation is an 8-bit byte, which has no specific alignment
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requirements.  </p></entry>
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</row>
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<row>
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<entry><p><codeph>TInt16</codeph>, <codeph>TUint16</codeph>, <codeph>TText16</codeph> </p></entry>
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<entry><p>16-bit signed and unsigned integer, and 16-bit character     </p><p>In
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each case, the representation is a 16-bit halfword, which should be aligned
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to a two-byte boundary.  </p></entry>
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</row>
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<row>
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<entry><p><codeph>TInt64</codeph>, <codeph>TUint64</codeph>  </p></entry>
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<entry><p>64-bit signed and unsigned integer     </p><p>These are typedefed
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to appropriate built-in types for the compiler being used (long long, and
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unsigned long long for ARM RVCT).  </p></entry>
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</row>
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<row>
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<entry><p><codeph>TReal</codeph>, <codeph>TReal64</codeph> </p></entry>
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<entry><p>Double-precision floating point, IEEE754 64-bit representation 
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   This is the floating-point type recommended for general use.     </p><p>You
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are recommended to perform operations in integer arithmetic if possible (for
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instance, most GUI calculations), and to use floating-point only when the
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problem demands it (for instance, a spreadsheet application).     </p><p>On
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processors that have floating point hardware, the compiler generates host
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instructions which use that hardware directly. On processors which don't have
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a floating point unit, the compiler implements the calculations in software.
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 </p></entry>
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</row>
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<row>
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<entry><p><codeph>TReal32</codeph> </p></entry>
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<entry><p>32-bit floating point     </p><p>This is smaller and quicker, but
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should only be used when space and/or time are at a true premium, as its precision
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is unsatisfactory for many applications.  </p></entry>
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</row>
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</tbody>
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</tgroup>
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</table>     </section>
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<section id="GUID-A89DBA31-B739-48E3-92E1-E00F50029269"><title>Compound types</title><p>Apart from classes, C++ inherits
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from C various other types of compounding.     </p><p>A struct maps an area
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of memory: </p><codeblock xml:space="preserve">struct TEg
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    {
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    TInt iInt; // offset 0, 4 bytes
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    TText8 iText; // offset 4, 1 byte
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        // 3 wasted bytes
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    TReal iReal; // offset 8, 8 bytes
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    } // total length = 16 bytes</codeblock><fig id="GUID-70477651-EC14-4321-ACA5-79CEE4AEC69E">
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<image href="GUID-7E801A44-4509-5AC0-88D5-7DEA1AF7969D_d0e5815_href.png" placement="inline"/>
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</fig><p>Structures are regarded as <codeph>T</codeph> types: that is they
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may not own heap-allocated resources such as <codeph>C</codeph> type classes.
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    </p><p>An array contains many built-ins or other types </p><codeblock xml:space="preserve">TInt a[32]; // 32 TInts, = 128 bytes  
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S b[3]; // 3 Ss, = 48 bytes </codeblock><p>The main disadvantage of using
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C++ arrays is that there is no automatic checking of index values. For this
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reason, and to support more complex containers, C++ has evolved the Standard
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Template Library (STL). Symbian does not use STL, but provides its own range
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of efficient container classes, for fixed, dynamic, and associative arrays.
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For details, see <xref href="GUID-2F64B579-73D3-548A-9104-16483AF77BCB.dita">Dynamic
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Arrays</xref>. </p></section>
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<section id="GUID-F925F040-C1A3-420A-A9A9-BDFBCDA212B2"><title>Pointers</title><p>A pointer is a memory address. If you can
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take the address of an object, then you can refer to it by pointer:</p><codeblock xml:space="preserve">S* ps; // pointer to an S
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ps=&amp;s // take address of existing S
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</codeblock><p>A pointer is a 32-bit machine word, and could point to anything.</p><fig id="GUID-D33AB198-0B62-4391-B86D-088595AE6B8B">
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<image href="GUID-045F3455-2B5A-5B20-ABCE-ED202DC5078A_d0e5846_href.png" placement="inline"/>
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</fig><p>The specifier is placed next to the type rather than the name.   </p><p>There
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is often a need to refer to memory as anything: for this, a <codeph>void*</codeph> pointer
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is used in C++. In Symbian, a <codeph>TAny*</codeph> may be referred to instead.
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A <codeph>TAny*</codeph> is a pointer to anything. </p></section>
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<section id="GUID-51EBCCA6-8E19-43CC-819E-8A7F0560DE4C"><title>Strings</title><p>In C++, the basic string is an array of
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characters:</p><codeblock xml:space="preserve">char* hello="hello";</codeblock><p>This statement
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does two things: firstly, it sets aside six bytes of memory containing the
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characters 'h', 'e', 'l', 'l', 'o', '\0'. Secondly, it sets the pointer hello
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to contain the address of the first of those bytes. </p><fig id="GUID-08C1AF40-8D93-414E-B103-1E57AB17480F">
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<image href="GUID-512D0DA7-0BC2-534F-9233-11F46D285CA6_d0e5873_href.png" placement="inline"/>
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</fig><p>Functions accessing the string rely on this address as its starting
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point, and the terminating <codeph>\0</codeph> to indicate its end. Functions
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which manipulate the string must either deliberately not extend it, or must
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have some cue as to the amount of memory reserved for the string (beyond the
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trailing<codeph>\0</codeph>) so they know how much it can be extended. This
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leads to an awkward programming style, and every C++ library provides a way
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to manipulate strings more elegantly. The Symbian platform solution is <i>descriptors</i>:
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these are introduced in <xref href="GUID-9C51D27D-BEDB-59D1-8F0E-8426B8FF2230.dita">Descriptors</xref></p></section>
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<section id="GUID-9D9ED4A6-5C8A-4369-BCFB-0082A3A97599"><title>Functions</title><p>Functions are a piece of code which can
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be called and executed from anywhere else in a program. The stack is used
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to pass parameters and to contain local variables. The stack is often augmented
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by machine registers, especially in a register-rich processor such as the
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ARM, so that memory is often not used. But, conceptually, there is a stack,
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and for the purposes of this explanation it is convenient to consider the
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stack as if it were implemented entirely in memory.   </p><p>Parameters are
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passed by copying or evaluating onto the called functions stack frame. It
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is bad practice to pass large parameters, such as an entire struct, or, in
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fact, anything beyond two machine words in size, because this involves excessive
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copying. Instead, a pointer or a reference should be used to pass the address,
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instead of the data itself.   </p><p>In a multi-tasking system such as Symbian,
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each thread has its own stack, which is a pre-allocated area of memory. Each
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function then allocates its own frame from the stack on entry, and de-allocates
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it on exit. The advantage of the stack mechanism is that allocation and de-allocation
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are very rapid indeed— just a couple of instructions. Also, the lifetime of
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any variable on the stack is very well defined: it is the lifetime of its
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owning function, or, in fact, its owning block, since functions may have blocks
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within them.   </p><p>When a function returns, its stack memory is still there:
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it is just not allocated. The stack memory will be re-used by the next function
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that is called. A potential source of error is to allocate an object on a
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functions stack frame, and then return a pointer to it: </p><codeblock xml:space="preserve">TEg* foo()
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    {
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    TEg s;
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    TEg* ps=&amp;s
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    return ps; // !! error !!
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    }
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</codeblock><p>This pointer will not be valid for long, because the memory
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will be re-used when the next function is called. You should never allow this
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to happen. This error is so obvious that a compiler will trap it. But it can
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occur in more subtle forms: </p><codeblock xml:space="preserve">foo(CContainer* aContainer)
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    {
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    TEg s;
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    TEg* ps=&amp;s
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    aContainer-&gt;iMember=ps;
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    }
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</codeblock><p>These cannot be trapped so easily. </p></section>
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<section id="GUID-19A4F40C-1177-4F71-B547-A00DE447CF55"><title>Heap</title><p>Each thread also has a heap. You can allocate
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and de-allocate objects on the heap at will, and refer to them by pointer.
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The benefit of a heap is that the lifetime of an object is entirely within
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your control. This power comes with responsibility: you must not forget to
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de-allocate objects once you have finished with them, and you must not use
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pointers to objects that have been de-allocated. </p></section>
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</conbody></concept>