One of the C++ features that sets it apart from other languages is the ability to allocate complex objects as member variables or local variables instead of always having to
There is little to add to the answer of larsmans.
Allocating on the stack usually simplifies resource management, you do not have to bother with memory leaks or ownership, etc. A GUI library is built around this observation, check at "Everything belongs somewhere" and "Who owns widgets."
If you allocate all members on the stack then the default copy ctor and default op= usually suffices. If you allocate the members on the heap, you have to be careful how you implement them.
If you allocate the member variable on the stack, the member's definition has to be visible. If you allocate it on the heap then you can forward declare that member. I personally like forward declarations, it reduces dependency.
One of the C++ features that sets it apart from other languages
... is that you have to do memory allocation manually. But let's leave that aside:
Note that in the second rule, by "large object" I mean something like
char buffer[1024 * 1024]; // 1MB buffer
but not
std::vector<char> buffer(1024 * 1024);
since the second is actually a very small object wrapping a pointer to a heap-allocated buffer.
As for pointer vs. value members:
The use of smart pointers is of course recommended where appropriate. Note that you can use a reference in case of heap allocation because you can always delete &ref
, but I wouldn't recommend doing that. References are pointers in disguise with only one difference (a reference can't be null), but they also signal a different intent.