** Understanding transitional VCL lifecycle ** ---------- How it used to look ---------- All VCL classes were explicitly lifecycle managed; so you would do: Dialog aDialog(...); // old - on stack allocation aDialog.Execute(...); or: Dialog *pDialog = new Dialog(...); // old - manual heap allocation pDialog->Execute(...); delete pDialog; or: boost::shared_ptr xDialog(new pDialog()); // old xDialog->Execute(...); // depending who shared the ptr this would be freed sometime In several cases this lead to rather unpleasant code, when various shared_ptr wrappers were used, the lifecycle was far less than obvious. Where controls were wrapped by other ref-counted classes - such as UNO interfaces, which were also used by native Window pointers, the lifecycle became extremely opaque. In addition VCL had significant issues with re-enterancy and event emission - adding various means such as DogTags to try to detect destruction of a window between calls: ImplDelData aDogTag( this ); // 'orrible old code Show( true, SHOW_NOACTIVATE ); if( !aDogTag.IsDead() ) // did 'this' go invalid yet ? Update(); Unfortunately use of such protection is/was ad-hoc, and far from uniform, despite the prevelance of such potential problems. When a lifecycle problem was hit, typically it would take the form of accessing memory that had been freed, and contained garbage due to lingering pointers to freed objects. ---------- Where we are now: ---------- To fix this situation we now have a VclPtr - which is a smart reference-counting pointer (include/vcl/vclptr.hxx) which is designed to look and behave -very- much like a normal pointer to reduce code-thrash. VclPtr is used to wrap all OutputDevice derived classes thus: VclPtr pDialog( new Dialog( ... ), SAL_NO_ACQUIRE ); ... pDialog.disposeAndClear(); However - while the VclPtr reference count controls the lifecycle of the Dialog object, it is necessary to be able to break reference count cycles. These are extremely common in widget hierarchies as each widget holds (smart) pointers to its parents and also its children. Thus - all previous 'delete' calls are replaced with 'dispose' method calls: ** What is dispose ? Dispose is defined to be a method that releases all references that an object holds - thus allowing their underlying resources to be released. However - in this specific case it also releases all backing graphical resources. In practical terms, all destructor functionality has been moved into 'dispose' methods, in order to provide a minimal initial behavioral change. As such a VclPtr can have three states: VclPtr pButton; ... assert (pButton == nullptr || !pButton); // null assert (pButton && !pButton->IsDisposed()); // alive assert (pButton && pButton->IsDisposed()); // disposed ** ScopedVclPtr - making disposes easier While replacing existing code with new, it can be a bit tiresome to have to manually add 'disposeAndClear()' calls to VclPtr<> instances. Luckily it is easy to avoid that with a ScopedVclPtr which does this for you when it goes out of scope. ** One extra gotcha - an initial reference-count of 1 In the normal world of love and sanity, eg. creating UNO objects, the objects start with a ref-count of zero. Thus the first reference is always taken after construction by the surrounding smart pointer. Unfortunately, the existing VCL code is somewhat tortured, and does a lot of reference and de-reference action on the class -during- construction. This forces us to construct with a reference of 1 - and to hand that into the initial smart pointer with a SAL_NO_ACQUIRE. To make this easier, we have 'Instance' template wrappers that make this apparently easier, by constructing the pointer for you. ** How does my familiar code change ? Lets tweak the exemplary code above to fit the new model: - Dialog aDialog(... dialog params ... ); - aDialog.Execute(...); + ScopedVclPtrInstance pDialog(... dialog params ... ); + pDialog->Execute(...); // VclPtr behaves much like a pointer or: - Dialog *pDialog = new Dialog(... dialog params ...); + VclPtrInstance pDialog(... dialog params ...); pDialog->Execute(...); - delete pDialog; + pDialog.disposeAndClear(); // done manually - replaces a delete or: - boost::shared_ptr xDialog(new Dialog(...)); + ScopedVclPtrInstance xDialog(...); xDialog->Execute(...); + // depending how shared_ptr was shared perhaps + // someone else gets a VclPtr to xDialog or: - VirtualDevice aDev; + ScopedVclPtrInstance pDev; Other things that are changed are these: - pButton = new PushButton(NULL); + pButton = VclPtr::Create(nullptr); ... - vcl::Window *pWindow = new PushButton(NULL); + VclPtr pWindow; + pWindow.reset(VclPtr::Create(nullptr)); ** Why are these 'disposeOnce' calls in destructors ? This is an interim measure while we are migrating, such that it is possible to delete an object conventionally and ensure that its dispose method gets called. In the 'end' we would instead assert that a Window has been disposed in it's destructor, and elide these calls. As the object's vtable is altered as we go down the destruction process, and we want to call the correct dispose methods we need this disposeOnce(); call for the interim in every destructor. This is enforced by a clang plugin. The plus side of disposeOnce is that the mechanics behind it ensure that a dispose() method is only called a single time, simplifying their implementation. ---------- Who owns & disposes what ? ---------- ** referencing / ownership inheritance / hierarchy. ** VclBuilder + and it's magic dispose method. ---------- What remains to be done ? ---------- * Cleanup DogTags and LazyDelete. * Expand the VclPtr pattern to many other less than safe VCL types. * create factory functions for VclPtr<> types and privatize their constructors. * Pass 'const VclPtr<> &' instead of pointers everywhere + add 'explicit' keywords to VclPtr constructors to accelerate compilation etc. * Cleanup common existing methods such that they continue to work post-dispose. * Dispose functions should be audited to: + not leave dangling pointsr + shrink them - some work should incrementally migrate back to destructors. * VclBuilder + ideally should keep a reference to pointers assigned in 'get()' calls - to avoid needing explicit 'clear' code in destructors. ---------- FAQ / debugging hints ---------- ** Compile with dbgutil This is by far the best way to turn on debugging and assertions that help you find problems. In particular there are a few that are really helpful: vcl/source/window/window.cxx (Window::dispose) "Window ( N4sfx27sidebar20SidebarDockingWindowE (Properties)) ^^^ class name window title ^^^ with live children destroyed: N4sfx27sidebar6TabBarE () N4sfx27sidebar4DeckE () 10FixedImage ()" You can de-mangle these names if you can't read them thus: $ c++filt -t N4sfx27sidebar20SidebarDockingWindowE sfx2::sidebar::SidebarDockingWindow In the above case - it is clear that the children have not been disposed before their parents. As an aside, having a dispose chain separate from destructors allows us to emit real type names for parents here. To fix this, we will need to get the dispose ordering right, occasionally in the conversion we re-ordered destruction, or omitted a disposeAndClear() in a ::dispose() method. => If you see this, check the order of disposeAndClear() in the sfx2::Sidebar::SidebarDockingWindow::dispose() method => also worth git grepping for 'new sfx::sidebar::TabBar' to see where those children were added. ** Check what it used to do While a ton of effort has been put into ensuring that the new lifecycle code is the functional equivalent of the old code, the code was created by humans. If you identify an area where something asserts or crashes here are a few helpful heuristics: * Read the git log -u -- path/to/file.cxx => Is the order of destruction different ? in the past many things were destructed (in reverse order of declaration in the class) without explicit code. Some of these may be important to do explicitly at the end of the destructor. eg. having a 'Idle' or 'Timer' as a member, may now need an explicit .Stop() and/or protection from running on a disposed Window in its callback. => Is it 'clear' not 'disposeAndClear' ? sometimes we get this wrong. If the code previously used to use 'delete pFoo;' it should now read pFoo->disposeAndClear(); Conversely if it didn't delete it, it should be 'clear()' it is by far the best to leave disposing to the VclBuilder where possible. In simple cases, if we allocate the widget with VclPtrInstance or VclPtr::Create - then we need to disposeAndClear it too.