Is there any reason to check for a NULL pointer before deleting?

Deleting null is a no-op. There's no reason to check for null before calling delete.

You might want to check for null for other reasons if the pointer being null carries some additional information you care about.


It's perfectly "safe" to delete a null pointer; it effectively amounts to a no-op.

The reason you might want to check for null before you delete is that trying to delete a null pointer could indicate a bug in your program.

Edit

NOTE: if you overload the delete operator, it may no longer be "safe" to delete NULL


The C++ standard guarantees that it is legal to use a null pointer in a delete-expression (§8.5.2.5/2). However, it is unspecified whether this will call a deallocation function (operator delete or operator delete[]; §8.5.2.5/7, note).

If a default deallocation function (i.e. provided by the standard library) is called with a null pointer, then the call has no effect (§6.6.4.4.2/3).

But it is unspecified what happens if the deallocation function is not provided by the standard library — i.e. what happens when we overload operator delete (or operator delete[]).

A competent programmer would handle null pointers accordingly inside the deallocation function, rather than before the call, as shown in OP’s code.Likewise, setting the pointer to nullptr/NULL after the deletion only serves very limited purpose. Some people like to do this in the spirit of defensive programming: it will make program behaviour slightly more predictable in the case of a bug: accessing the pointer after deletion will result in a null pointer access rather than a access to a random memory location. Although both operations are undefined behaviour, the behaviour of a null pointer access is a lot more predictable in practice (it most often results in a direct crash rather than memory corruption). Since memory corruptions are especially hard to debug, resetting deleted pointers aids debugging.

— Of course this is treating the symptom rather than the cause (i.e. the bug). You should treat resetting pointers as code smell. Clean, modern C++ code will make memory ownership clear and statically checked (by using smart pointers or equivalent mechanisms), and thus provably avoid this situation.

Bonus: An explanation of overloaded operator delete:

operator delete is (despite its name) a function that may be overloaded like any other function. This function gets called internally for every call of operator delete with matching arguments. The same is true for operator new.

Overloading operator new (and then also operator delete) makes sense in some situations when you want to control precisely how memory is allocated. Doing this isn't even very hard, but a few precautions must be made to ensure correct behaviour. Scott Meyers describes this in great detail Effective C++.

For now, let's just say that we want to overload the global version of operator new for debugging. Before we do this, one short notice about what happens in the following code:

klass* pobj = new klass;
// … use pobj.
delete pobj;

What actually happens here? Well the above can be roughly translated to the following code:

// 1st step: allocate memory
klass* pobj = static_cast<klass*>(operator new(sizeof(klass)));
// 2nd step: construct object in that memory, using placement new:
new (pobj) klass();

// … use pobj.

// 3rd step: call destructor on pobj:
pobj->~klass();
// 4th step: free memory
operator delete(pobj);

Notice step 2 where we call new with a slightly odd syntax. This is a call to so-called placement new which takes an address and constructs an object at that address. This operator can be overloaded as well. In this case, it just serves to call the constructor of the class klass.

Now, without further ado here's the code for an overloaded version of the operators:

void* operator new(size_t size) {
    // See Effective C++, Item 8 for an explanation.
    if (size == 0)
        size = 1;

    cerr << "Allocating " << size << " bytes of memory:";

    while (true) {
        void* ret = custom_malloc(size);

        if (ret != 0) {
            cerr << " @ " << ret << endl;
            return ret;
        }

        // Retrieve and call new handler, if available.
        new_handler handler = set_new_handler(0);
        set_new_handler(handler);

        if (handler == 0)
            throw bad_alloc();
        else
            (*handler)();
    }
}

void operator delete(void* p) {
    cerr << "Freeing pointer @ " << p << "." << endl;
    custom_free(p);
}

This code just uses a custom implementation of malloc/free internally, as do most implementations. It also creates a debugging output. Consider the following code:

int main() {
    int* pi = new int(42);
    cout << *pi << endl;
    delete pi;
}

It yielded the following output:

Allocating 4 bytes of memory: @ 0x100160
42
Freeing pointer @ 0x100160.

Now, this code does something fundamentally different than the standard implementation of operator delete: It didn't test for null pointers! The compiler doesn't check this so the above code compiles but it may give nasty errors at run-time when you try to delete null pointers.

However, as I said before, this behaviour is actually unexpected and a library writer should take care to check for null pointers in the operator delete. This version is much improved:

void operator delete(void* p) {
    if (p == 0) return;
    cerr << "Freeing pointer @ " << p << "." << endl;
    free(p);
}

In conclusion, although a sloppy implementation of operator delete may require explicit null checks in the client code, this is non-standard behaviour and should only be tolerated in legacy support (if at all).