I'm creating a C-library with .h and .c files for a ring buffer. Ideally, you would initialize this ring buffer library in the main project with something like ringbuff_init(int buff_size); and the size that is sent, will be the size of the buffer. How can I do this when arrays in C needs to be initialized statically?
I have tried some dynamically allocating of arrays already, I did not get it to work. Surely this task is possible somehow?
What I would like to do is something like this:
int buffSize[];
int main(void)
{
ringbuffer_init(100); // initialize buffer size to 100
}
void ringbuffer_init(int buff_size)
{
buffSize[buff_size];
}
This obviously doesn't compile because the array should have been initialized at the declaration. So my question is really, when you make a library for something like a buffer, how can you initialize it in the main program (so that in the .h/.c files of the buffer library) the buffer size is set to the wanted size?
You want to use dynamic memory allocation. A direct translation of your initial attempt would look like this:
size_t buffSize;
int * buffer;
int main(void)
{
ringbuffer_init(100); // initialize buffer size to 100
}
void ringbuffer_init(size_t buff_size)
{
buffSize = buff_size;
buffer = malloc(buff_size * sizeof(int));
}
This solution here is however extremely bad. Let me list the problems here:
There is no check of the result of malloc. It could return NULL if the allocation fails.
Buffer size needs to be stored along with the buffer, otherwise there's no way to know its size from your library code. It isn't exactly clean to keep these global variables around.
Speaking of which, these global variables are absolutely not thread-safe. If several threads call functions of your library, results are inpredictible. You might want to store your buffer and its size in a struct that would be returned from your init function.
Nothing keeps you from calling the init function several times in a row, meaning that the buffer pointer will be overwritten each time, causing memory leaks.
Allocated memory must be eventually freed using the free function.
In conclusion, you need to think very carefully about the API you expose in your library, and the implementation while not extremely complicated, will not be trivial.
Something more correct would look like:
typedef struct {
size_t buffSize;
int * buffer;
} RingBuffer;
int ringbuffer_init(size_t buff_size, RingBuffer * buf)
{
if (buf == NULL)
return 0;
buf.buffSize = buff_size;
buf.buffer = malloc(buff_size * sizeof(int));
return buf.buffer != NULL;
}
void ringbuffer_free(RingBuffer * buf)
{
free(buf.buffer);
}
int main(void)
{
RingBuffer buf;
int ok = ringbuffer_init(100, &buf); // initialize buffer size to 100
// ...
ringbuffer_free(&buf);
}
Even this is not without problems, as there is still a potential memory leak if the init function is called several times for the same buffer, and the client of your library must not forget to call the free function.
Static/global arrays can't have dynamic sizes.
If you must have a global dynamic array, declare a global pointer instead and initialize it with a malloc/calloc/realloc call.
You might want to also store its size in an accompanying integer variable as sizeof applied to a pointer won't give you the size of the block the pointer might be pointing to.
int *buffer;
int buffer_nelems;
char *ringbuffer_init(int buff_size)
{
assert(buff_size > 0);
if ( (buffer = malloc(buff_size*sizeof(*buffer)) ) )
buffer_nelems = buff_size;
return buffer;
}
You should use malloc function for a dynamic memory allocation.
It is used to dynamically allocate a single large block of memory with the specified size. It returns a pointer of type void which can be cast into a pointer of any form.
Example:
// Dynamically allocate memory using malloc()
buffSize= (int*)malloc(n * sizeof(int));
// Initialize the elements of the array
for (i = 0; i < n; ++i) {
buffSize[i] = i + 1;
}
// Print the elements of the array
for (i = 0; i < n; ++i) {
printf("%d, ", buffSize[i]);
}
I know I'm three years late to the party, but I feel I have an acceptable solution without using dynamic allocation.
If you need to do this without dynamic allocation for whatever reason (I have a similar issue in an embedded environment, and would like to avoid it).
You can do the following:
Library:
int * buffSize;
int buffSizeLength;
void ringbuffer_init(int buff_size, int * bufferAddress)
{
buffSize = bufferAddress;
buffSizeLength = buff_size;
}
Main :
#define BUFFER_SIZE 100
int LibraryBuffer[BUFFER_SIZE];
int main(void)
{
ringbuffer_init(BUFFER_SIZE, LibraryBuffer ) // initialize buffer size to 100
}
I have been using this trick for a while now, and it's greatly simplified some parts of working with a library.
One drawback: you can technically mess with the variable in your own code, breaking the library. I don't have a solution to that yet. If anyone has a solution to that I would love to here it. Basically good discipline is required for now.
You can also combine this with #SirDarius 's typedef for ring buffer above. I would in fact recommend it.
Related
I try something like below but all the time I have a segmentation fault.
I don't really want to use (e.g.) #define N 1000 and then declare int buffer[N].
Just in case..I'm not allowed to use any headers except stdio.h as well as dynamic memory.
void input (int *buffer, int *length);
int main()
{
int length, *buffer = NULL, *numbers = NULL;
input(buffer, &length);
}
void input(int *buffer, int *length) {
scanf("%d", length);
if (*length < 0) {
error = 1;
return;
}
for (int i = 0; i < *length; i++) {
scanf("%d", *buffer[i]);
}
}
How to pass an array with unknown 1-d dimension into function
In C, arrays cannot exist until their size is known.
There are other approaches though.
In C, code cannot pass an array to a function. some_function(some_array) converts the array some_array to the address of the first element of the array: &some_array[0]. That is what the function receives, a pointer, not an array. The original size information of the array is not passed, thus also pass the length to the function.
Sample:
Read desired length.
{
int length = 0;
scanf("%d", &length);
Form a variable length array, length >= 1.
if (length <= 0) {
return NULL;
}
int buffer[length];
Now call a function, passing the length and the address of the first element of the array.
// Do stuff with length and buf, like read data
foo1(length, buffer);
// foo1() receives the length & address of the first element of the array as an int *
// Do more stuff with length and buf, like write data
foo2(length, buffer);
}
At the end of the block }, buffer no longer available.
In C, you can't create an array if you can't know its size at compile time (or at least not in certain implementations and standards), so doing something like buffer[length] won't work (again at least not in certain implementations/standards).
What you need to do to make sure this works everywhere is to use a pointer (as I see you're trying to use here). However, what you're doing wrong here that causes your segfault with the pointers is you assign them the value of NULL. This also won't work due to how when you assign a pointer an arbitrary value, there is no memory allocated for the pointer (This applies for everything other than addresses of "regular" variables using the & operator and assigning other pointers that are checked to be OK). Your pointers are just pointing to address 0 and can't be used for anything.
What you need to do here to fix the pointers is to use dynamic memory allocation, so you can have a truly variable-sized array. Specifically, you need to use a function like malloc or calloc to allocate memory for the pointers so they are usable. In your case, using calloc and reading its documentation, we see that it takes 2 parameters: The number of elements it should allocate memory for and the size of each element. We also know that it returns a pointer to the starting address of the allocated memory and that in case of failure (which can only happen if you're out of memory), it returns NULL. Using this, we understand that in your case the call to calloc would be like this:
int *buffer = (int *) calloc(length, sizeof(int));
The sizeof() function returns the size of a data type in bytes. Here you allocated enough memory for the pointer to hold length integers (since you'll use it as an array you need enough memory for all the integers, you're not just pointing to 1 integer but storing all of them), and calloc is also noted to initialize every allocated element to 0, so you have an array of integers that are all initialized to 0 (Also note that type casting has been used to make sure the allocated memory block is appropriate for use with an integer array, you can read more about type casting in this small article from Tutorialspoint if you'd like). Then, after this has been allocated, you can start reading your integers into the array. The complete code looks like this:
void input (int *buffer, int *length);
int main() {
// NOTE: I don't see the numbers pointer used here, maybe remove it?
int length, *buffer, *numbers;
input(buffer, &length);
}
void input(int *buffer, int *length) {
scanf("%d", length);
if (*length < 0) {
// Consider printing the exact error here
error = 1;
return;
}
buffer = (int *) calloc(length, sizeof(int));
if (buffer == NULL) {
printf("Couldn't allocate memory for buffer\n");
error = 1;
return;
}
// Accessing the elements of an array doesn't need * and in fact * here can (and probably will) cause terrible things
for (int i = 0; i < *length; i++) {
scanf("%d", buffer[i]);
}
}
Also don't forget to call free() on the pointer after you're done using it to avoid memory leaks (in your case that'd be after the call to input()).
Hope this helped, good luck!
You cannot use arrays because their memory size must be known to the compiler at compile time. Also you can't use Variable Length Arrays because they are allocated at the point of declaration and deallocated when the block scope containing the declaration exits.
The solution to your problem might be to use malloc
How do I free dynamically allocated memory?
Suppose input (assume it is given by user) is 1000 and now if I allocate memory of 1000 and after this(second time) if user gives input as 500 can I reuse already allocated memory ?
If user now inputs value as say 3000 , how do I go with it ? can I reuse already allocated 1000 blocks of memory and then create another 2000 blocks of memory ? or should I create all 3000 blocks of memory ?
which of these is advisable?
#include <stdio.h>
#include <stdlib.h>
typedef struct a
{
int a;
int b;
}aa;
aa* ptr=NULL;
int main() {
//code
int input=2;
ptr=malloc(sizeof(aa)*input);
for(int i=0;i<input;i++)
{
ptr[i].a=10;
ptr[i].b=20;
}
for(int i=0;i<input;i++)
{
printf("%d %d\n",ptr[i].a,ptr[i].b);
}
return 0;
}
I believe, you need to read about the "lifetime" of allocated memory.
For allocator functions, like malloc() and family, (quoting from C11, chapter ยง7.22.3, for "Memory management functions")
[...] The lifetime of an allocated object extends from the allocation
until the deallocation. [....]
So, once allocated, the returned pointer to the memory remains valid until it is deallocated. There are two ways it can be deallocated
Using a call to free() inside the program
Once the program terminates.
So, the allocated memory is available, from the point of allocation, to the termination of the program, or the free() call, whichever is earlier.
As it stands, there can be two aspects, let me clarify.
Scenario 1:
You allocate memory (size M)
You use the memory
You want the allocated memory to be re-sized (expanded/ shrinked)
You use some more
You're done using
is this is the flow you expect, you can use realloc() to resize the allocated memory size. Once you're done, use free().
Scenario 2:
You allocate memory (size M)
You use the memory
You're done using
If this is the case, once you're done, use free().
Note: In both the cases, if the program is run multiple times, there is no connection between or among the allocation happening in each individual invocation. They are independent.
When you use dynamically allocated memory, and adjust its size, it is important to keep track of exactly how many elements you have allocated memory for.
I personally like to keep the number of elements in use in variable named used, and the number of elements I have allocated memory for in size. For example, I might create a structure for describing one-dimensional arrays of doubles:
typedef struct {
size_t size; /* Number of doubles allocated for */
size_t used; /* Number of doubles in use */
double *data; /* Dynamically allocated array */
} double_array;
#define DOUBLE_ARRAY_INIT { 0, 0, NULL }
I like to explicitly initialize my dynamically allocated memory pointers to NULL, and their respective sizes to zero, so that I only need to use realloc(). This works, because realloc(NULL, size) is exactly equivalent to malloc(NULL). I also often utilize the fact that free(NULL) is safe, and does nothing.
I would probably write a couple of helper functions. Perhaps a function that ensures there is room for at_least entries in the array:
void double_array_resize(double_array *ref, size_t at_least)
{
if (ref->size < at_least) {
void *temp;
temp = realloc(ref->data, at_least * sizeof ref->data[0]);
if (!temp) {
fprintf(stderr, "double_array_resize(): Out of memory (%zu doubles).\n", at_least);
exit(EXIT_FAILURE);
}
ref->data = temp;
ref->size = at_least;
}
/* We could also shrink the array if
at_least < ref->size, but usually
this is not needed/useful/desirable. */
}
I would definitely write a helper function that not only frees the memory used, but also updates the fields to reflect that, so that it is completely safe to call double_array_resize() after freeing:
void double_array_free(double_array *ref)
{
if (ref) {
free(ref->data);
ref->size = 0;
ref->used = 0;
ref->data = NULL;
}
}
Here is how a program might use the above.
int main(void)
{
double_array stuff = DOUBLE_ARRAY_INIT;
/* ... Code and variables omitted ... */
if (some_condition) {
double_array_resize(&stuff, 321);
/* stuff.data[0] through stuff.data[320]
are now accessible (dynamically allocated) */
}
/* ... Code and variables omitted ... */
if (weird_condition) {
/* For some reason, we want to discard the
possibly dynamically allocated buffer */
double_array_free(&stuff);
}
/* ... Code and variables omitted ... */
if (other_condition) {
double_array_resize(&stuff, 48361242);
/* stuff.data[0] through stuff.data[48361241]
are now accessible. */
}
double_array_free(&stuff);
return EXIT_SUCCESS;
}
If I wanted to use the double_array as a stack, I might do
void double_array_clear(double_array *ref)
{
if (ref)
ref->used = 0;
}
void double_array_push(double_array *ref, const double val)
{
if (ref->used >= ref->size) {
/* Allocate, say, room for 100 more! */
double_array_resize(ref, ref->used + 100);
}
ref->data[ref->used++] = val;
}
double double_array_pop(double_array *ref, const double errorval)
{
if (ref->used > 0)
return ref->data[--ref->used];
else
return errorval; /* Stack was empty! */
}
The above double_array_push() reallocates for 100 more doubles, whenever the array runs out of room. However, if you pushed millions of doubles, this would mean tens of thousands of realloc() calls, which is usually considered wasteful. Instead, we usually apply a reallocation policy, that grows the size proportionally to the existing size.
My preferred policy is something like (pseudocode)
If (elements in use) < LIMIT_1 Then
Resize to LIMIT_1
Else If (elements in use) < LIMIT_2 Then
Resize to (elements in use) * FACTOR
Else
Resize to (elements in use) + LIMIT_2
End If
The LIMIT_1 is typically a small number, the minimum size ever allocated. LIMIT_2 is typically a large number, something like 220 (two million plus change), so that at most LIMIT_2 unused elements are ever allocated. FACTOR is between 1 and 2; many suggest 2, but I prefer 3/2.
The goal of the policy is to keep the number of realloc() calls at an acceptable (unnoticeable) level, while keeping the amount of allocated but unused memory low.
The final note is that you should only try to keep around a dynamically allocated buffer, if you reuse it for the same (or very similar) purpose. If you need an array of a different type, and don't need the earlier one, just free() the earlier one, and malloc() a new one (or let realloc() in the helpers do it). The C library will try to reuse the same memory anyway.
On current desktop machines, something like a hundred or a thousand malloc() or realloc() calls is probably unnoticeable compared to the start-up time of the program. So, it is not that important to minimize the number of those calls. What you want to do, is keep your code easily maintained and adapted, so logical reuse and variable and type names are important.
The most typical case where I reuse a buffer, is when I read text input line by line. I use the POSIX.1 getline() function to do so:
char *line = NULL;
size_t size = 0;
ssize_t len; /* Not 'used' in this particular case! :) */
while (1) {
len = getline(&line, &size, stdin);
if (len < 1)
break;
/* Have 'len' chars in 'line'; may contain '\0'! */
}
if (ferror(stdin)) {
fprintf(stderr, "Error reading standard input!\n");
exit(EXIT_FAILURE);
}
/* Since the line buffer is no longer needed, free it. */
free(line);
line = NULL;
size = 0;
I am looking for a malloc alternative for c that will only ever be used as a stack. Something more like alloca but not limited in space by the stack size. It is for coding a math algorithm.
I will work with large amounts of memory (possibly hundreds of megabytes in use in the middle of the algorithm)
memory is accessed in a stack-like order. What I mean is that the next memory to be freed is always the memory that was most recently allocated.
would like to be able to run an a variety of systems (Windows and Unix-like)
as an extra, something that can be used with threading, where the stack-like allocate and free order applies just to individual threads. (ie ideally each thread has its own "pool" for memory allocation)
My question is, is there anything like this, or is this something that would be easy to implement?
This sounds like a perfect use for Obstack.
I've never used it myself since the API is really confusing, and I can't dig up an example right now. But it supports all the operations you want, and additionally supports streaming creation of the "current" object.
Edit: whipped up a quick example. The Obstack API shows signs of age, but the principle is sound at least.
You will probably want to look into tuning the align/block settings and likely use obstack_next_free and obstack_object_size if you do any fancy growing.
#include <obstack.h>
#include <stdio.h>
#include <stdlib.h>
void *xmalloc(size_t size)
{
void *rv = malloc(size);
if (rv == NULL)
abort();
return rv;
}
#define obstack_chunk_alloc xmalloc
#define obstack_chunk_free free
const char *cat(struct obstack *obstack_ptr, const char *dir, const char *file)
{
obstack_grow(obstack_ptr, dir, strlen(dir));
obstack_1grow(obstack_ptr, '/');
obstack_grow0(obstack_ptr, file, strlen(file));
return obstack_finish(obstack_ptr);
}
int main()
{
struct obstack main_stack;
obstack_init(&main_stack);
const char *cat1 = cat(&main_stack, "dir1", "file1");
const char *cat2 = cat(&main_stack, "dir1", "file2");
const char *cat3 = cat(&main_stack, "dir2", "file3");
puts(cat1);
puts(cat2);
puts(cat3);
obstack_free(&main_stack, cat2);
// cat2 and cat3 both freed, cat1 still valid
}
As you already found out, as long as it works with malloc you should use it and only come back when you need to squeeze out the last bit of performance.
An idea fit that case: You could use a list of blocks, that you allocate when needed. Using a list makes it possible to eventually swap out data in case you hit the virtual memory limit.
struct block {
size_t size;
void * memory;
struct block * next;
};
struct stacklike {
struct block * top;
void * last_alloc;
};
void * allocate (struct stacklike * a, size_t s) {
// add null check for top
if (a->top->size - (a->next_alloc - a->top->memory) < s + sizeof(size_t)) {
// not enough memory left in top block, allocate new one
struct block * nb = malloc(sizeof(*nb));
nb->next = a->top;
a->top = nb;
nb->memory = malloc(/* some size large enough to hold multiple data entities */);
// also set nb size to that size
a->next_alloc = nb->memory;
}
void * place = a->next_alloc;
a->next_alloc += s;
*((size_t *) a->next_alloc) = s; // store size to be able to free
a->next_alloc += sizeof (size_t);
return place;
}
I hope this shows the general idea, for an actual implementation there's much more to consider.
To swap out stuff you change that to a doubly linked list an keep track of the total allocated bytes. If you hit a limit, write the end to some file.
I have seen a strategy used in an old FORTRAN program that might be what you are looking for. The strategy involves use of a global array that is passed down to each function from main.
char global_buffer[SOME_LARGE_SIZE];
void foo1(char* buffer, ...);
void foo2(char* buffer, ...);
void foo3(char* buffer, ...);
int main()
{
foo1(global_buffer, ....);
}
void foo1(char* buffer, ...)
{
// This function needs to use SIZE1 characters of buffer.
// It can let the functions that it calls use buffer+SIZE1
foo2(buffer+SIZE1, ...);
// When foo2 returns, everything from buffer+SIZE1 is assumed
// to be free for re-use.
}
void foo2(char* buffer, ...)
{
// This function needs to use SIZE2 characters of buffer.
// It can let the functions that it calls use buffer+SIZE2
foo3(buffer+SIZE2, ...);
}
void foo3(char* buffer, ...)
{
// This function needs to use SIZE3 characters of buffer.
// It can let the functions that it calls use buffer+SIZE3
bar1(buffer+SIZE3, ...);
}
I have a function in C that dynamically allocates a buffer, which is passed to another function to store its return value. Something like the following dummy example:
void other_function(float in, float *out, int out_len) {
/* Fills 'out' with 'out_len' values calculated from 'in' */
}
void function(float *data, int data_len, float *out) {
float *buf;
int buf_len = 2 * data_len, i;
buf = malloc(sizeof(float) * buf_len);
for (i = 0; i < data_len; i++, data++, out++) {
other_function(*data, buf, buf_len);
/* Do some other stuff with the contents of buf and write to *out */
}
free buf;
}
function is called by an iterator over a multi-dimensional array (it's a NumPy gufunc kernel, to be precise), so it gets called millions of times with the same value for data_len. It seems wasteful to be creating and destroying the buffer over and over again. I would normally move allocation of the buffer to the function that calls function, and pass a poiinter to it, but I don't directly control that, so not possible. Instead, I am considering doing the following:
void function(float *data, int data_len, float *out) {
static float *buf = NULL;
static int buf_len = 0;
int i;
if (buf_len != 2 * data_len) {
buf_len = 2 * data_len;
buf = realloc(buf, sizeof(float) * buf_len); /* same as malloc if buf == NULL */
}
for (i = 0; i < data_len; i++, data++, out++) {
other_function(*data, buf, buf_len);
/* Do some other stuff with the contents of buf and write to *out */
}
}
That means that I never directly free the memory I allocate: it gets reused in subsequent calls, and then lingers there until my program exits. It doesn't seem like the right thing to do, but not too bad either, as the amount of memory allocated is always going to be small. Am I over worrying? Is there a better approach to this?
This approach is legitimate (but see below), although tools like valgrind will incorrectly flag it as a "leak". (It's not a leak, as a leak is an unbounded increase in memory usage.) You might want to benchmark exactly how much time is lost on malloc and free compared to other things the function is doing.
If you can use C99 or gcc, and if your buffer is not overly large, you should also consider variable-length arrays, which are as fast (or faster than) a static buffer, and create no fragmentation. If you're on another compiler, you can look into the non-standard (but widely supported) alloca extension.
You do need to be aware that using a static buffer makes your function:
Thread-unsafe - if it is called from multiple threads simultaneously, it will destroy the data of the other instance. If the Python is called from numpy, this is probably not a problem, as threads will be effectively serialized by the GIL.
Non-reentrant - if other_function calls some Python code which ends up calling function - for whatever reason - before function finishes, your function will again destroy its own data.
If you don't need true parallel execution and reentrancy, this use of static variables is fine, and a lot of C code uses them that way.
This is a fine approach, and something like this is likely used internally by many libraries. The memory will be freed automatically when the program exits.
You might want to round buf_len up to a multiple of some block size, so you don't realloc() every time data_len changes a small bit. But if data_len is almost always the same size, this isn't necessary.
I'm not an expert in C, but here's what I'm trying to do:
int main(void) {
double *myArray;
...
myFunction(myArray);
...
/* save myArray contents to file */
...
free(myArray);
...
return 0;
}
int myFunction(double *myArray) {
int len=0;
...
/* compute len */
...
myArray = malloc( sizeof(double) * len );
if (myArray == NULL)
exit(1);
...
/* populate myArray */
...
return 0;
}
I'd like to save the contents of myArray inside main, but I don't know the size required until the program is inside myFunction.
Since I'm using CentOS 6.2 Linux, which I could only find a gcc build available up to 4.4.6 (which doesn't support C99 feature of declaring a variable-length array; see "broken" under "Variable-length arrays in http://gcc.gnu.org/gcc-4.4/c99status.html), I'm stuck using -std=c89 to compile.
Simple answer is no.
You are not passing back the pointer.
use
int main(void) {
double *myArray;
...
myFunction(&myArray);
...
/* save myArray contents to file */
...
free(myArray);
...
return 0;
}
int myFunction(double **myArray) {
int len=0;
...
/* compute len */
...
*myArray = malloc( sizeof(double) * len );
if (NULL == *myArray)
exit(1);
...
EDIT
poputateThis = *myArray;
/* populate poputateThis */
END OF EDIT
...
return 0;
EDIT
Should simplify thigs for your
}
What you are doing is not OK since myFunction doesn't change the value myArray holds in main; it merely changes its own copy.
Other than that, it's OK even if stylistically debatable.
As a question of good design and practice (apart from syntax issues pointed out in other answers) this is okay as long as it is consistent with your code base's best practices and transparent. Your function should be documented so that the caller knows it has to free and furthermore knows not to allocate its own memory. Furthermore consider making an abstract data type such as:
// myarray.h
struct myarray_t;
int myarray_init(myarray_t* array); //int for return code
int myarray_cleanup(myarray_t* array); // will clean up
myarray_t will hold a dynamic pointer that will be encapsulated from the calling function, although in the init and cleanup functions it will respectively allocate and deallocate.
What you want to do is fine, but your code doesn't do it -- main never gets to see the allocated memory. The parameter myArray of myFunction is initialized with the value passed in the function call, but modifying it thereafter doesn't modify the otherwise-unrelated variable of the same name in main.
It appears in your code snippet that myFunction always returns 0. If so then the most obvious way to fix your code is to return myArray instead (and take no parameter). Then the call in main would look like myArray = myFunction();.
If myFunction in fact already uses its return value then you can pass in a pointer to double*, and write the address to the referand of that pointer. This is what Ed Heal's answer does. The double ** parameter is often called an "out-param", since it's a pointer to a location that the function uses to store its output. In this case, the output is the address of the buffer.
An alternative would be to do something like this:
size_t myFunction(double *myArray, size_t buf_len) {
int len=0;
...
/* compute len */
...
if (buf_len < len) {
return len;
}
/* populate myArray */
...
return len;
}
Then the callers have the freedom to allocate memory any way they like. Typical calling code might look like this:
size_t len = myFunction(NULL, 0);
// warning -- watch the case where len == 0, if that is possible
double *myArray = malloc(len * sizeof(*myArray));
if (!myArray) exit(1);
myFunction(myArray, len);
...
free(myArray);
What you've gained is that the caller can allocate the memory from anywhere that's convenient. What you've lost is that the caller has to write more code.
For an example of how to use that freedom, a caller could write:
#define SMALLSIZE 10;
void one_of_several_jobs() {
// doesn't usually require much space, occasionally does
double smallbuf[SMALLSIZE];
double *buf = 0;
size_t len = myFunction(smallbuf, SMALLSIZE);
if (len > SMALLSIZE) {
double *buf = malloc(len * sizeof(*buf));
if (!buf) {
puts("this job is too big, skipping it and moving to the next one");
return;
}
} else {
buf = smallbuf;
}
// use buf and len for something
...
if (buf != smallbuf) free(buf);
}
It's usually an unnecessary optimization to avoid a malloc in the common case where only a small buffer is needed -- this is only one example of why the caller might want a say in how the memory is allocated. A more pressing reason might be that your function is compiled into a different dll from the caller's function, perhaps using a different compiler, and the two don't use compatible implementations of malloc/free.