storage of c++ languge

Object storage[edit]
Static storage duration objects[edit]
Thread storage duration objects[edit]
Automatic storage duration objects[edit]
Dynamic storage duration objects[edit]
Main article: new and delete (C++)
Templates[edit]
See also: Template metaprogramming and Generic programming

As in C, C++ supports four types of memory management: static storage duration objects, thread storage duration objects, automatic storage duration objects, and dynamic storage duration objects.[36]
Static storage duration objects are created before main() is entered (see exceptions below) and destroyed in reverse order of creation after main() exits. The exact order of creation is not specified by the standard (though there are some rules defined below) to allow implementations some freedom in how to organize their implementation. More formally, objects of this type have a lifespan that "shall last for the duration of the program".[37]
Static storage duration objects are initialized in two phases. First, "static initialization" is performed, and only after all static initialization is performed, "dynamic initialization" is performed. In static initialization, all objects are first initialized with zeros; after that, all objects that have a constant initialization phase are initialized with the constant expression (i.e. variables initialized with a literal or constexpr). Though it is not specified in the standard, the static initialization phase can be completed at compile time and saved in the data partition of the executable. Dynamic initialization involves all object initialization done via a constructor or function call (unless the function is marked with constexpr, in C++11). The dynamic initialization order is defined as the order of declaration within the compilation unit (i.e. the same file). No guarantees are provided about the order of initialization between compilation units.
Variables of this type are very similar to Static Storage duration objects. The main difference is the creation time is just prior to thread creation and destruction is done after the thread has been joined.[38]
The most common variable types in C++ are local variables inside a function or block, and temporary variables.[39] The common feature about automatic variables is that they have a lifetime that is limited to the scope of the variable. They are created and potentially initialized at the point of declaration (see below for details) and destroyed in thereverse order of creation when the scope is left.
Local variables are created as the point of execution passes the declaration point. If the variable has a constructor or initializer this is used to define the initial state of the object. Local variables are destroyed when the local block or function that they are declared in is closed. C++ destructors for local variables are called at the end of the object lifetime, allowing a discipline for automatic resource management termed RAII, which is widely used in C++.
Member variables are created when the parent object is created. Array members are initialized from 0 to the last member of the array in order. Member variables are destroyed when the parent object is destroyed in the reverse order of creation. i.e. If the parent is an "automatic object" then it will be destroyed when it goes out of scope which triggers the destruction of all its members.
Temporary variables are created as the result of expression evaluation and are destroyed when the statement containing the expression has been fully evaluated (usually at the; at the end of a statement).
These objects have a dynamic lifespan and are created with new call and destroyed with an explicit call to delete.[40]
C++ templates enable generic programming. C++ supports function, class, alias and variable templates. Templates may be parameterized by types, compile-time constants, and other templates. Templates are implemented by instantiation at compile-time. To instantiate a template, compilers substitute specific arguments for a template's parameters to generate a concrete function or class instance. Some substitutions are not possible; these are eliminated by an overload resolution policy described by the phrase "Substitution failure is not an error" (SFINAE). Templates are a powerful tool that can be used for generic programmingtemplate metaprogramming, and code optimization, but this power implies a cost. Template use may increase code size, because each template instantiation produces a copy of the template code: one for each set of template arguments, however, this is the same or smaller amount of code that would be generated if the code was written by hand.[41] This is in contrast to run-time generics seen in other languages (e.g., Java) where at compile-time the type is erased and a single template body is preserved.
Templates are different from macros: while both of these compile-time language features enable conditional compilation, templates are not restricted to lexical substitution. Templates are aware of the semantics and type system of their companion language, as well as all compile-time type definitions, and can perform high-level operations including programmatic flow control based on evaluation of strictly type-checked parameters. Macros are capable of conditional control over compilation based on predetermined criteria, but cannot instantiate new types, recurse, or perform type evaluation and in effect are limited to pre-compilation text-substitution and text-inclusion/exclusion. In other words, macros can control compilation flow based on pre-defined symbols but cannot, unlike templates, independently instantiate new symbols. Templates are a tool for staticpolymorphism (see below) and generic programming.
In addition, templates are a compile time mechanism in C++ that is Turing-complete, meaning that any computation expressible by a computer program can be computed, in some form, by a template metaprogram prior to runtime.
In summary, a template is a compile-time parameterized function or class written without knowledge of the specific arguments used to instantiate it. After instantiation, the resulting code is equivalent to code written specifically for the passed arguments. In this manner, templates provide a way to decouple generic, broadly applicable aspects of functions and classes (encoded in templates) from specific aspects (encoded in template parameters) without sacrificing performance due to abstraction.

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