I want to reset an object. Can I do it in the following way?
anObject->~AnObject();
anObject = new(anObject) AnObject();
// edit: this is not allowed: anO
It is far better just to add something like a Reset() method to your object rather than play with placement new's.
You are exploiting the placement new feature which is intended to allow you to control where an object is allocated. This is typically only an issue if your hardware has "special" memory like a flash chip. IF you want to put some objects in the flash chip, you can use this technique. The reason that it allows you to explicitly call the destructor is that YOU are now in control of the memory, so the C++ compiler doesn't know how to do the deallocation part of the delete.
It is not saving you much code either, with a reset method, you will have to set the members to their starting values. malloc() doesn't do that so you are going to have to write that code in the constructor anyway. Just make a function that sets your members to the starting values, call it Reset() call it from the constructor and also from anywhere else you need.
Yes, what you are doing is valid most of the time. [basic.life]p8 says:
If, after the lifetime of an object has ended and before the storage which the object occupied is reused or released, a new object is created at the storage location which the original object occupied, a pointer that pointed to the original object, a reference that referred to the original object, or the name of the original object will automatically refer to the new object and, once the lifetime of the new object has started, can be used to manipulate the new object, if:
the storage for the new object exactly overlays the storage location which the original object occupied, and
the new object is of the same type as the original object (ignoring the top-level cv-qualifiers), and
the type of the original object is not const-qualified, and, if a class type, does not contain any non-static data member whose type is const-qualified or a reference type, and
neither the original object nor the new object is a potentially-overlapping subobject ([intro.object]).
So it is legal if you don't have a const
or reference member.
If you don't have this guarantee, you need to use std::launder
or use the pointer returned by placement new (like you're doing anyways) if you want to use the new object:
// no const/ref members
anObject->~AnObject(); // destroy object
new (anObject) AnObject(); // create new object in same storage, ok
anObject->f(); // ok
// const/ref members
anObject->~AnObject();
auto newObject = new (anObject) AnObject();
anObject->f(); // UB
newObject->f(); // ok
std::launder(anObject)->f(); // ok
If your object has sensible assignment semantics (and correct operator=), then *anObject = AnObject() makes more sense, and is easier to understand.
Why not reset using the operator=()? This is not debatable and by far more readable.
A a;
//do something that changes the state of a
a = A(); // reset the thing