Dynamic Object Creation

Dynamic Object Creation using new and delete in C++

C++Intermediate
C++
#include <iostream>
#include <string>
using namespace std;

class Student {
private:
    string name;
    int age;
    int* marks;
    int numSubjects;

public:
    Student(string n, int a, int nSub) {
        name = n;
        age = a;
        numSubjects = nSub;
        marks = new int[numSubjects];  // Dynamic array in object
    }
    
    void setMarks() {
        cout << "Enter marks for " << numSubjects << " subjects: ";
        for (int i = 0; i < numSubjects; i++) {
            cin >> marks[i];
        }
    }
    
    void display() {
        cout << "Name: " << name << endl;
        cout << "Age: " << age << endl;
        cout << "Marks: ";
        for (int i = 0; i < numSubjects; i++) {
            cout << marks[i] << " ";
        }
        cout << endl;
    }
    
    ~Student() {
        delete[] marks;  // Free dynamic array
        cout << "Destructor called for " << name << endl;
    }
};

int main() {
    // Dynamically create object
    Student* student1 = new Student("Alice", 20, 3);
    student1->setMarks();
    
    cout << "\nStudent 1:" << endl;
    student1->display();
    
    // Create another object
    Student* student2 = new Student("Bob", 19, 3);
    student2->setMarks();
    
    cout << "\nStudent 2:" << endl;
    student2->display();
    
    // Free objects
    delete student1;
    delete student2;
    
    cout << "\nObjects deleted" << endl;
    
    return 0;
}

Output

Enter marks for 3 subjects: 85 90 88
Student 1:
Name: Alice
Age: 20
Marks: 85 90 88

Enter marks for 3 subjects: 92 87 91
Student 2:
Name: Bob
Age: 19
Marks: 92 87 91

Destructor called for Alice
Destructor called for Bob
Objects deleted

Dynamic object creation allows you to create objects at runtime using new. The object exists until explicitly deleted with delete. Dynamic objects are stored on the heap. When deleting, the destructor is automatically called. This is useful for: 1) Objects with unknown lifetime, 2) Large objects, 3) Polymorphism with base class pointers, 4) Collections of objects.