Since C++ is based on C, you must
be familiar with the syntax of C in order to program in C++, just as you
must be reasonably fluent in algebra in
order to tackle calculus.
If you’ve never seen
C before, this chapter will give
you a decent background in the style of C used in C++. If you are familiar with
the style of C described in the first edition of Kernighan & Ritchie (often
called K&R C), you will find some new and different
features in C++ as well as in Standard C. If you are familiar with Standard C,
you should skim through this chapter looking for features that are particular to
C++. Note that there are some fundamental C++ features introduced here, which
are basic ideas that are akin to the features in C or often modifications to the
way that C does things. The more sophisticated C++ features will not be
introduced until later chapters.
This chapter is a fairly fast coverage of
C constructs and introduction to some basic C++ constructs, with the
understanding that you’ve had some experience programming in another
language. A more gentle introduction to C is found in the
CD ROM packaged in the back of this book, titled
Thinking in C: Foundations for Java & C++ by Chuck Allison (published
by MindView, Inc., and also available at www.MindView.net). This is a seminar on
a CD ROM with the goal of taking you carefully through the fundamentals of the C
language. It focuses on the knowledge necessary for you to be able to move on to
the C++ or Java languages rather than trying to make you an expert in all the
dark corners of C (one of the reasons for using a higher-level language like C++
or Java is precisely so we can avoid many of these dark corners). It also
contains exercises and guided solutions. Keep in mind that because this chapter
goes beyond the Thinking in C CD, the CD is not a replacement for this
chapter, but should be used instead as a preparation for this chapter and for
the
book.
In old (pre-Standard) C, you could call a
function with any number or type of arguments and the compiler wouldn’t
complain. Everything seemed fine until you ran the program. You got mysterious
results (or worse, the program crashed) with no hints as to why. The lack of
help with argument passing and the enigmatic bugs that resulted is probably one
reason why C was dubbed a “high-level assembly
language.” Pre-Standard C programmers just adapted
to it.
Standard C and C++ use a feature called
function prototyping.
With function prototyping, you must use a description of the types of
arguments when declaring and defining a function. This description is the
“prototype.” When the function is called, the compiler uses the
prototype to ensure that the proper arguments are passed in and that the return
value is treated correctly. If the programmer makes a mistake when calling the
function, the compiler catches the mistake.
Essentially, you learned about function
prototyping (without naming it as such) in the previous chapter, since the form
of function declaration in C++ requires proper prototyping. In a function
prototype, the argument list contains the types of arguments that must be passed
to the function and (optionally for the declaration) identifiers for the
arguments. The order and type of the arguments must match in the declaration,
definition, and function call. Here’s an example of a function prototype
in a declaration:
int translate(float x, float y, float z);
You do not use the same form when
declaring variables in function prototypes as you do in ordinary variable
definitions. That is, you cannot say: float x, y, z. You must indicate
the type of each argument. In a function declaration, the following form
is also acceptable:
int translate(float, float, float);
Since the compiler doesn’t do
anything but check for types when the function is called, the identifiers are
only included for clarity when someone is reading the code.
In the function definition, names are
required because the arguments are referenced inside the
function:
int translate(float x, float y, float z) { x = y = z; // ... }
It turns out this rule applies only to C.
In C++, an argument may be unnamed
in the argument list of the
function definition. Since it is unnamed, you cannot use it in the function
body, of course. Unnamed arguments are allowed to give the programmer a way to
“reserve space in the argument list.” Whoever uses the function must
still call the function with the proper arguments. However, the person creating
the function can then use the argument in the future without forcing
modification of code that calls the function. This option of ignoring an
argument in the list is also possible if you leave the name in, but you will get
an annoying warning message about the value being unused every time you compile
the function. The warning is eliminated if you remove the name.
C and C++ have two other ways to declare
an argument list. If you have an
empty
argument list, you can declare it as func( ) in C++, which tells the
compiler there are exactly zero arguments. You should be aware that this only
means an empty argument list in C++. In C it means “an indeterminate
number of arguments (which is a “hole” in C since it disables type
checking in that case). In both C and C++, the declaration func(void);
means an empty argument list. The
void keyword means
“nothing” in this case (it can also mean “no type” in
the case of pointers, as you’ll see later in this
chapter).
The other option for argument lists
occurs when you don’t know how many arguments or what type of arguments
you will have; this is called a variable argument
list.
This “uncertain argument list” is represented by ellipses
(...). Defining a function with a variable
argument list is significantly more complicated than defining a regular
function. You can use a variable argument list for a function that has a fixed
set of arguments if (for some reason) you want to disable the error checks of
function prototyping. Because of this, you should restrict your use of variable
argument lists to C and avoid them in C++ (in which, as you’ll learn,
there are much better alternatives). Handling variable argument lists is
described in the library section of your local C
guide.
A C++ function prototype must specify the
return value type of the function (in C, if you leave off the return value type
it defaults to int). The return type specification precedes the function
name. To specify that no value is returned, use the
void keyword. This will
generate an error if you try to return a value from the function. Here are some
complete function prototypes:
int f1(void); // Returns an int, takes no arguments int f2(); // Like f1() in C++ but not in Standard C! float f3(float, int, char, double); // Returns a float void f4(void); // Takes no arguments, returns nothing
To return a value from a function, you
use the
return
statement. return exits the function back to the point right after the
function call. If return has an argument, that argument becomes the
return value of the function. If a function says that it will return a
particular type, then each return statement must return that type. You
can have more than one return statement in a function
definition:
//: C03:Return.cpp // Use of "return" #include <iostream> using namespace std; char cfunc(int i) { if(i == 0) return 'a'; if(i == 1) return 'g'; if(i == 5) return 'z'; return 'c'; } int main() { cout << "type an integer: "; int val; cin >> val; cout << cfunc(val) << endl; } ///:~
In cfunc( ), the first
if that evaluates to true exits the function via the return
statement. Notice that a function declaration is not necessary because the
function definition appears before it is used in main( ), so the
compiler knows about it from that function
definition.
All the functions in your local C
function library are available while you are programming in C++. You should look
hard at the function library before defining your own function –
there’s a good chance that someone has already solved your problem for
you, and probably given it a lot more thought and debugging.
A word of caution, though: many compilers
include a lot of extra functions that make life even easier and are tempting to
use, but are not part of the Standard C library. If you are certain you will
never want to move the application to another platform (and who is certain of
that?), go ahead –use those functions and make your life easier. If you
want your application to be portable, you should restrict yourself to Standard
library functions. If you must perform platform-specific activities, try to
isolate that code in one spot so it can be changed easily when porting to
another platform. In C++, platform-specific activities are often encapsulated in
a class, which is the ideal solution.
The formula for using a library function
is as follows: first, find the function in your programming reference (many
programming references will index the function by category as well as
alphabetically). The description of the function should include a section that
demonstrates the syntax of the code. The top of this section usually has at
least one #include line, showing you the header file containing the
function prototype. Duplicate this #include line in your file so the
function is properly
declared.
Now you can call the function in the same way it appears in the syntax section.
If you make a mistake, the compiler will discover it by comparing your function
call to the function prototype in the header and tell you about your error. The
linker searches the Standard library by default, so that’s all you need to
do: include the header file and call the
function.
You can collect your own functions
together into a library. Most programming packages come with a librarian that
manages groups of object modules. Each librarian has its own commands, but the
general idea is this: if you want to create a library, make a header file
containing the function prototypes for all the functions in your library. Put
this header file somewhere in the preprocessor’s search path, either in
the local directory (so it can be found by #include "header") or in the
include directory (so it can be found by #include <header>). Now
take all the object modules and hand them to the librarian along with a name for
the finished library (most librarians require a common extension, such as
.lib or .a). Place the finished library where the other libraries
reside so the linker can find it. When you use your library, you will have to
add something to the command line so the linker knows to
search the library for the functions you call. You must find all the details in
your local manual, since they vary from system to
system.
This section covers the execution control
statements in C++. You must be familiar with these statements before you can
read and write C or C++ code.
C++ uses all of C’s execution
control statements. These include if-else, while, do-while,
for, and a selection statement called switch. C++ also allows the
infamous goto, which will be avoided in this
book.
All conditional statements use the truth
or falsehood of a conditional expression to determine the execution path. An
example of a conditional expression is A == B. This uses the conditional
operator == to see if the variable A is equivalent to the variable
B. The expression produces a Boolean true
or false (these are keywords only in C++; in C an expression is
“true” if it evaluates to a nonzero value). Other conditional
operators are >, <, >=, etc. Conditional
statements are covered more fully later in this chapter.
The if-else statement can exist in
two forms: with or without the else. The two forms are:
if(expression) statement
or
if(expression) statement else statement
The “expression” evaluates to
true or false. The “statement” means either a simple
statement terminated by a semicolon or a compound statement, which is a group of
simple statements enclosed in braces. Any time the word “statement”
is used, it always implies that the statement is simple or compound. Note that
this statement can also be another if, so they can be strung
together.
//: C03:Ifthen.cpp // Demonstration of if and if-else conditionals #include <iostream> using namespace std; int main() { int i; cout << "type a number and 'Enter'" << endl; cin >> i; if(i > 5) cout << "It's greater than 5" << endl; else if(i < 5) cout << "It's less than 5 " << endl; else cout << "It's equal to 5 " << endl; cout << "type a number and 'Enter'" << endl; cin >> i; if(i < 10) if(i > 5) // "if" is just another statement cout << "5 < i < 10" << endl; else cout << "i <= 5" << endl; else // Matches "if(i < 10)" cout << "i >= 10" << endl; } ///:~
It is conventional to indent the body of
a control flow statement so the reader may easily determine where it begins and
ends[30].
while, do-while, and
for control looping. A statement repeats until the controlling expression
evaluates to false. The form of a while loop is
while(expression) statement
The expression is evaluated once at the
beginning of the loop and again before each further iteration of the
statement.
This example stays in the body of the
while loop until you type the secret number or press
control-C.
//: C03:Guess.cpp // Guess a number (demonstrates "while") #include <iostream> using namespace std; int main() { int secret = 15; int guess = 0; // "!=" is the "not-equal" conditional: while(guess != secret) { // Compound statement cout << "guess the number: "; cin >> guess; } cout << "You guessed it!" << endl; } ///:~
The while’s
conditional expression is not restricted to a simple test as in the example
above; it can be as complicated as you like as long as it produces a true
or false result. You will even see code where the loop has no body, just
a bare semicolon:
while(/* Do a lot here */) ;
In these cases, the programmer has
written the conditional expression not only to perform the test but also to do
the
work.
The form of do-while
is
do statement while(expression);
The do-while is different from the
while because the statement always executes at least once, even if the
expression evaluates to false the first time. In a regular while, if the
conditional is false the first time the statement never
executes.
If a do-while is used in
Guess.cpp, the variable guess does not need an initial dummy
value, since it is initialized by the cin statement before it is
tested:
//: C03:Guess2.cpp // The guess program using do-while #include <iostream> using namespace std; int main() { int secret = 15; int guess; // No initialization needed here do { cout << "guess the number: "; cin >> guess; // Initialization happens } while(guess != secret); cout << "You got it!" << endl; } ///:~
A for loop performs initialization
before the first iteration. Then it performs conditional testing and, at the end
of each iteration, some form of “stepping.” The form of the
for loop is:
for(initialization; conditional; step) statement
Any of the expressions
initialization,
conditional, or step
may be empty. The initialization code executes once at the very
beginning. The conditional is tested before each iteration (if it
evaluates to false at the beginning, the statement never executes). At the end
of each loop, the step executes.
for loops are usually used for
“counting” tasks:
//: C03:Charlist.cpp // Display all the ASCII characters // Demonstrates "for" #include <iostream> using namespace std; int main() { for(int i = 0; i < 128; i = i + 1) if (i != 26) // ANSI Terminal Clear screen cout << " value: " << i << " character: " << char(i) // Type conversion << endl; } ///:~
You may notice that the variable i
is defined at the point where it is used, instead of at the beginning of the
block denoted by the open curly brace ‘{’. This is in
contrast to traditional procedural languages (including C), which require that
all variables be defined at the beginning of the block. This will be discussed
later in this
chapter.
Inside the body of any of the looping
constructs while, do-while, or for, you can control
the flow of the loop using break and
continue. break quits the loop without
executing the rest of the statements in the loop. continue stops the
execution of the current iteration and goes back to the beginning of the loop to
begin a new iteration.
As an example of break and
continue, this program is a very simple menu system:
//: C03:Menu.cpp // Simple menu program demonstrating // the use of "break" and "continue" #include <iostream> using namespace std; int main() { char c; // To hold response while(true) { cout << "MAIN MENU:" << endl; cout << "l: left, r: right, q: quit -> "; cin >> c; if(c == 'q') break; // Out of "while(1)" if(c == 'l') { cout << "LEFT MENU:" << endl; cout << "select a or b: "; cin >> c; if(c == 'a') { cout << "you chose 'a'" << endl; continue; // Back to main menu } if(c == 'b') { cout << "you chose 'b'" << endl; continue; // Back to main menu } else { cout << "you didn't choose a or b!" << endl; continue; // Back to main menu } } if(c == 'r') { cout << "RIGHT MENU:" << endl; cout << "select c or d: "; cin >> c; if(c == 'c') { cout << "you chose 'c'" << endl; continue; // Back to main menu } if(c == 'd') { cout << "you chose 'd'" << endl; continue; // Back to main menu } else { cout << "you didn't choose c or d!" << endl; continue; // Back to main menu } } cout << "you must type l or r or q!" << endl; } cout << "quitting menu..." << endl; } ///:~
If the user selects ‘q’ in
the main menu, the break keyword is used to quit, otherwise the program
just continues to execute indefinitely. After each of the sub-menu selections,
the continue keyword is used to pop back up to the beginning of the while
loop.
The while(true) statement is the
equivalent of saying “do this loop forever.” The break
statement allows you to break out of this infinite while loop when the user
types a ‘q.’
A switch statement selects from
among pieces of code based on the value of an integral expression. Its form
is:
switch(selector) { case integral-value1 : statement; break; case integral-value2 : statement; break; case integral-value3 : statement; break; case integral-value4 : statement; break; case integral-value5 : statement; break; (...) default: statement; }
Selector is an expression that
produces an integral value. The switch compares the result of
selector to each integral value. If it finds a match, the
corresponding statement (simple or compound) executes. If no match occurs, the
default statement
executes.
You will notice in the definition above
that each case ends with a
break, which causes execution to jump to the end of the switch
body (the closing brace that completes the switch). This is the
conventional way to build a switch statement, but the break is
optional. If it is missing, your case “drops through” to the
one after it. That is, the code for the following case statements execute
until a break is encountered. Although you don’t usually want this
kind of behavior, it can be useful to an experienced
programmer.
The switch statement is a clean
way to implement multi-way
selection (i.e., selecting from among a number of different execution paths),
but it requires a selector that evaluates to an integral value at compile-time.
If you want to use, for example, a string object as a selector, it
won’t work in a switch statement. For a string selector, you
must instead use a series of if statements and compare the string
inside the conditional.
The menu example shown above provides a
particularly nice example of a switch:
//: C03:Menu2.cpp // A menu using a switch statement #include <iostream> using namespace std; int main() { bool quit = false; // Flag for quitting while(quit == false) { cout << "Select a, b, c or q to quit: "; char response; cin >> response; switch(response) { case 'a' : cout << "you chose 'a'" << endl; break; case 'b' : cout << "you chose 'b'" << endl; break; case 'c' : cout << "you chose 'c'" << endl; break; case 'q' : cout << "quitting menu" << endl; quit = true; break; default : cout << "Please use a,b,c or q!" << endl; } } } ///:~
The quit flag is a
bool, short for
“Boolean,” which is a type you’ll find only in C++. It can
have only the keyword values true or false. Selecting
‘q’ sets the quit flag to true. The next time the
selector is evaluated, quit == false returns false so the body of
the while does not
execute.
The
goto keyword is supported
in C++, since it exists in C. Using goto is often dismissed as poor
programming style, and most of the time it is. Anytime you use goto, look
at your code and see if there’s another way to do it. On rare occasions,
you may discover goto can solve a problem that can’t be solved
otherwise, but still, consider it carefully. Here’s an example that might
make a plausible candidate:
//: C03:gotoKeyword.cpp // The infamous goto is supported in C++ #include <iostream> using namespace std; int main() { long val = 0; for(int i = 1; i < 1000; i++) { for(int j = 1; j < 100; j += 10) { val = i * j; if(val > 47000) goto bottom; // Break would only go to the outer 'for' } } bottom: // A label cout << val << endl; } ///:~
The alternative would be to set a Boolean
that is tested in the outer for loop, and then do a break from the
inner for loop. However, if you have several levels of for or
while this could get awkward.
Recursion is an interesting and sometimes
useful programming technique whereby you call the function that you’re in.
Of course, if this is all you do, you’ll keep calling the function
you’re in until you run out of memory, so there must be some way to
“bottom out” the recursive call. In the following example, this
“bottoming out” is accomplished by simply saying that the recursion
will go only until the cat exceeds
‘Z’:[31]
//: C03:CatsInHats.cpp // Simple demonstration of recursion #include <iostream> using namespace std; void removeHat(char cat) { for(char c = 'A'; c < cat; c++) cout << " "; if(cat <= 'Z') { cout << "cat " << cat << endl; removeHat(cat + 1); // Recursive call } else cout << "VOOM!!!" << endl; } int main() { removeHat('A'); } ///:~
In removeHat( ), you can see
that as long as cat is less than ‘Z’,
removeHat( ) will be called from within
removeHat( ), thus effecting the recursion. Each time
removeHat( ) is called, its argument is one greater than the current
cat so the argument keeps increasing.
Recursion is often used when evaluating
some sort of arbitrarily complex problem, since you aren’t restricted to a
particular “size” for the solution – the function can just
keep recursing until it’s reached the end of the problem.
You can think of operators as a special
type of function (you’ll learn that C++ operator overloading treats
operators precisely that way). An operator takes one or more arguments and
produces a new value. The arguments are in a different form than ordinary
function calls, but the effect is the same.
From your previous programming
experience, you should be reasonably comfortable with the operators that have
been used so far. The concepts of addition (+), subtraction and unary
minus (-), multiplication (*), division (/), and
assignment(=) all have essentially the same meaning in any programming
language. The full set of operators is enumerated later in this
chapter.
Operator precedence defines the order in
which an expression evaluates when several different operators are present. C
and C++ have specific rules to determine the order of evaluation. The easiest to
remember is that multiplication and division happen before addition and
subtraction. After that, if an expression isn’t transparent to you it
probably won’t be for anyone reading the code, so you should use
parentheses to make the order of evaluation explicit. For
example:
A = X + Y - 2/2 + Z;
has a very different meaning from the
same statement with a particular grouping of parentheses:
A = X + (Y - 2)/(2 + Z);
C, and therefore C++, is full of
shortcuts. Shortcuts can make code much easier to type, and sometimes much
harder to read. Perhaps the C language designers thought it would be easier to
understand a tricky piece of code if your eyes didn’t have to scan as
large an area of print.
One of the nicer shortcuts is the
auto-increment and auto-decrement
operators. You often use these to change loop variables, which control the
number of times a loop executes.
The
auto-decrement operator is ‘--’ and means “decrease by
one unit.” The auto-increment operator is ‘++’ and
means “increase by one unit.” If A is an int, for
example, the expression ++A is equivalent to (A = A + 1).
Auto-increment and auto-decrement operators produce the value of the variable as
a result. If the operator appears before the variable, (i.e., ++A), the
operation is first performed and the resulting value is produced. If the
operator appears after the variable (i.e. A++), the current value is
produced, and then the operation is performed. For example:
//: C03:AutoIncrement.cpp // Shows use of auto-increment // and auto-decrement operators. #include <iostream> using namespace std; int main() { int i = 0; int j = 0; cout << ++i << endl; // Pre-increment cout << j++ << endl; // Post-increment cout << --i << endl; // Pre-decrement cout << j-- << endl; // Post decrement } ///:~
Data types define the way you use
storage (memory) in the programs you write. By specifying a data type, you tell
the compiler how to create a particular piece of storage, and also how to
manipulate that storage.
Data types can be
built-in or abstract. A built-in
data type is one that the compiler intrinsically
understands, one that is wired directly into the compiler. The types of built-in
data are almost identical in C and C++. In contrast, a user-defined data
type is one that you or another
programmer create as a class. These are commonly referred to as abstract data
types. The compiler knows how to handle built-in types
when it starts up; it “learns” how to handle abstract data types by
reading header files containing class declarations
(you’ll learn about this in later
chapters).
The Standard C specification for built-in
types (which C++ inherits) doesn’t say how many bits each of the built-in
types must contain. Instead, it stipulates the minimum and maximum values that
the built-in type must be able to hold. When a machine is based on binary, this
maximum value can be directly translated into a minimum number of bits necessary
to hold that value. However, if a machine uses, for example, binary-coded
decimal (BCD) to represent numbers, then the amount of space in the machine
required to hold the maximum numbers for each data type will be different. The
minimum and maximum values that can be stored in the various data types are
defined in the system header files limits.h and
float.h (in C++ you will generally #include
<climits> and <cfloat> instead).
C and C++ have four basic built-in data
types, described here for binary-based machines. A
char is for character
storage and uses a minimum of 8 bits (one byte) of storage, although it may be
larger. An int stores an
integral number and uses a minimum of two bytes of storage. The
float and
double types store floating-point
numbers, usually in IEEE floating-point
format. float is for single-precision floating
point and double is for double-precision floating
point.
As mentioned previously, you can define
variables anywhere in a scope, and you can define and initialize
them at the same time.
Here’s how to define variables using the four basic data
types:
//: C03:Basic.cpp // Defining the four basic data // types in C and C++ int main() { // Definition without initialization: char protein; int carbohydrates; float fiber; double fat; // Simultaneous definition & initialization: char pizza = 'A', pop = 'Z'; int dongdings = 100, twinkles = 150, heehos = 200; float chocolate = 3.14159; // Exponential notation: double fudge_ripple = 6e-4; } ///:~
The first part of the program defines
variables of the four basic data types without initializing them. If you
don’t initialize a variable, the Standard says that its contents are
undefined (usually, this means they contain garbage). The second part of the
program defines and initializes variables at the same time (it’s always
best, if possible, to provide an initialization value at the point of
definition). Notice the use of exponential notation in
the constant 6e-4, meaning “6 times 10 to the minus fourth
power.”
Before bool became part of
Standard C++, everyone tended to use different techniques in order to produce
Boolean-like behavior.
These
produced portability problems and could introduce subtle
errors.
The Standard C++ bool type can
have two states expressed by the built-in constants true (which converts
to an integral one) and false (which converts to an integral zero). All
three names are keywords. In addition, some language elements have been
adapted:
Element |
Usage with bool |
---|---|
&& ||
! |
Take bool arguments and produce
bool results. |
< > <= >= ==
!= |
Produce bool
results. |
if, for,
|
Conditional expressions convert to
bool values. |
? : |
First operand converts to bool
value. |
Because there’s a lot of existing
code that uses an int to represent a flag, the compiler will implicitly
convert from an int to a bool (nonzero values will produce true
while zero values produce false). Ideally, the compiler will
give you a warning as a suggestion to correct the situation.
An idiom that falls under “poor
programming style” is the use of ++ to set a flag to true. This is
still allowed, but deprecated, which means that at
some time in the future it will be made illegal. The problem is that
you’re making an implicit type conversion from bool to int,
incrementing the value (perhaps beyond the range of the normal bool
values of zero and one), and then implicitly converting it back
again.
Pointers (which will be introduced later
in this chapter) will also be automatically converted to bool when
necessary.
Specifiers modify the meanings of the
basic built-in types and expand them to a much larger set. There are four
specifiers: long,
short,
signed, and
unsigned.
long and short modify the
maximum and minimum values that a data type will hold. A plain int must
be at least the size of a short. The size hierarchy for integral types
is: short int, int, long int. All the sizes
could conceivably be the same, as long as they satisfy the minimum/maximum value
requirements. On a machine with a 64-bit word, for instance, all the data types
might be 64 bits.
The size hierarchy for floating point
numbers is: float,
double, and
long double.
“long float” is not a legal type. There are
no short floating-point numbers.
The signed and unsigned
specifiers tell the compiler how to use the sign bit with integral types and
characters (floating-point numbers always contain a sign). An unsigned
number does not keep track of the sign and thus has an extra bit available, so
it can store positive numbers twice as large as the positive numbers that can be
stored in a signed number. signed is the default and is only
necessary with char;
char may or may not default to signed. By specifying
signed char, you
force the sign bit to be used.
The following example shows the size of
the data types in bytes by using the
sizeof operator, introduced
later in this chapter:
//: C03:Specify.cpp // Demonstrates the use of specifiers #include <iostream> using namespace std; int main() { char c; unsigned char cu; int i; unsigned int iu; short int is; short iis; // Same as short int unsigned short int isu; unsigned short iisu; long int il; long iil; // Same as long int unsigned long int ilu; unsigned long iilu; float f; double d; long double ld; cout << "\n char= " << sizeof(c) << "\n unsigned char = " << sizeof(cu) << "\n int = " << sizeof(i) << "\n unsigned int = " << sizeof(iu) << "\n short = " << sizeof(is) << "\n unsigned short = " << sizeof(isu) << "\n long = " << sizeof(il) << "\n unsigned long = " << sizeof(ilu) << "\n float = " << sizeof(f) << "\n double = " << sizeof(d) << "\n long double = " << sizeof(ld) << endl; } ///:~
Be aware that the results you get by
running this program will probably be different from one machine/operating
system/compiler to the next, since (as mentioned previously) the only thing that
must be consistent is that each different type hold the minimum and maximum
values specified in the Standard.
Whenever you run a program, it is first
loaded (typically from disk) into the computer’s memory. Thus, all
elements of your program are located somewhere in memory.
Memory is typically laid out as a sequential series of
memory locations; we usually refer to these locations as eight-bit
bytes but actually the size of each space depends
on the architecture of the particular machine and is usually called that
machine’s word size.
Each space can be uniquely distinguished from all other spaces by its
address. For the purposes of this discussion,
we’ll just say that all machines use bytes that have sequential addresses
starting at zero and going up to however much memory you have in your
computer.
Since your program lives in memory while
it’s being run, every element of your program has an address. Suppose we
start with a simple program:
//: C03:YourPets1.cpp #include <iostream> using namespace std; int dog, cat, bird, fish; void f(int pet) { cout << "pet id number: " << pet << endl; } int main() { int i, j, k; } ///:~
Each of the elements in this program has
a location in storage when the program is running. Even the function occupies
storage. As you’ll see, it turns out that what an element is and the way
you define it usually determines the area of memory where that element is
placed.
There is an operator in C and C++ that
will tell you the address of an element. This is the
‘&’ operator. All you do is precede the identifier name
with ‘&’ and it will produce the address of that
identifier. YourPets1.cpp can be modified to print out the addresses of
all its elements, like this:
//: C03:YourPets2.cpp #include <iostream> using namespace std; int dog, cat, bird, fish; void f(int pet) { cout << "pet id number: " << pet << endl; } int main() { int i, j, k; cout << "f(): " << (long)&f << endl; cout << "dog: " << (long)&dog << endl; cout << "cat: " << (long)&cat << endl; cout << "bird: " << (long)&bird << endl; cout << "fish: " << (long)&fish << endl; cout << "i: " << (long)&i << endl; cout << "j: " << (long)&j << endl; cout << "k: " << (long)&k << endl; } ///:~
The (long) is a
cast. It says
“Don’t treat this as if it’s normal type, instead treat it as
a long.” The cast isn’t essential, but if it wasn’t
there, the addresses would have been printed out in hexadecimal instead, so
casting to a long makes things a little more
readable.
The results of this program will vary
depending on your computer, OS, and all sorts of other factors, but it will
always give you some interesting insights. For a single run on my computer, the
results looked like this:
f(): 4198736 dog: 4323632 cat: 4323636 bird: 4323640 fish: 4323644 i: 6684160 j: 6684156 k: 6684152
You can see how the variables that are
defined inside main( ) are in a different area than the variables
defined outside of main( ); you’ll understand why as you learn
more about the language. Also, f( ) appears to be in its own area;
code is typically separated from data in memory.
Another interesting thing to note is that
variables defined one right after the other appear to be placed contiguously in
memory. They are separated by the number of bytes that are required by their
data type. Here, the only data type used is int, and cat is four
bytes away from dog, bird is four bytes away from cat, etc.
So it would appear that, on this machine, an int is four bytes
long.
Other than this interesting experiment
showing how memory is mapped out, what can you do with an address? The most
important thing you can do is store it inside another variable for later use. C
and C++ have a special type of variable that holds an address. This variable is
called a pointer.
The
operator that defines a pointer is the same as the one used for multiplication:
‘*’. The compiler knows that it isn’t multiplication
because of the context in which it is used, as you will see.
When you define a pointer, you must
specify the type of variable it points to. You start out by giving the type
name, then instead of immediately giving an identifier for the variable, you say
“Wait, it’s a pointer” by inserting a star between the type
and the identifier. So a pointer to an int looks like
this:
int* ip; // ip points to an int variable
The association of the
‘*’ with the type looks sensible and reads easily, but it can
actually be a bit deceiving. Your inclination might be to say
“intpointer” as if it is a single discrete type. However, with an
int or other basic data type, it’s possible to
say:
int a, b, c;
whereas with a pointer, you’d
like to say:
int* ipa, ipb, ipc;
C syntax (and by inheritance, C++ syntax)
does not allow such sensible expressions. In the definitions above, only
ipa is a pointer, but ipb and ipc are ordinary ints
(you can say that “* binds more tightly to the identifier”).
Consequently, the best results can be achieved by using only one definition per
line; you still get the sensible syntax without the confusion:
int* ipa; int* ipb; int* ipc;
Since a general guideline for C++
programming is that you should always initialize a variable at the point of
definition, this form actually works better. For example, the variables above
are not initialized to any particular value; they hold garbage. It’s much
better to say something like:
int a = 47; int* ipa = &a;
Now both a and ipa have
been initialized, and ipa holds the address of a.
Once you have an initialized pointer, the
most basic thing you can do with it is to use it to modify the value it points
to. To access a variable through a pointer, you
dereference the pointer using the same operator
that you used to define it, like this:
*ipa = 100;
Now a contains the value 100
instead of 47.
These are the basics of pointers: you can
hold an address, and you can use that address to modify the original variable.
But the question still remains: why do you want to modify one variable using
another variable as a proxy?
For this introductory view of pointers,
we can put the answer into two broad categories:
Ordinarily, when you pass an argument to
a function, a copy of that argument is made inside the function. This is
referred to as
pass-by-value. You
can see the effect of pass-by-value in the following program:
//: C03:PassByValue.cpp #include <iostream> using namespace std; void f(int a) { cout << "a = " << a << endl; a = 5; cout << "a = " << a << endl; } int main() { int x = 47; cout << "x = " << x << endl; f(x); cout << "x = " << x << endl; } ///:~
In f( ), a is a
local variable, so it
exists only for the duration of the function call to f( ). Because
it’s a function argument,
the value of a is initialized by the arguments that are passed when the
function is called; in main( ) the argument is x, which has a
value of 47, so this value is copied into a when f( ) is
called.
When you run this program you’ll
see:
x = 47 a = 47 a = 5 x = 47
Initially, of course, x is 47.
When f( ) is called, temporary space is created to hold the variable
a for the duration of the function call, and a is initialized by
copying the value of x, which is verified by printing it out. Of course,
you can change the value of a and show that it is changed. But when
f( ) is completed, the temporary space that was created for a
disappears, and we see that the only connection that ever existed between
a and x happened when the value of x was copied into
a.
When you’re inside
f( ), x is the
outside object (my
terminology), and changing the local variable does not affect the outside
object, naturally enough, since they are two separate locations in storage. But
what if you do want to modify the outside object? This is where pointers
come in handy. In a sense, a pointer is an alias for another variable. So if we
pass a pointer into a function instead of an ordinary value, we are
actually passing an alias to the outside object, enabling the function to modify
that outside object, like this:
//: C03:PassAddress.cpp #include <iostream> using namespace std; void f(int* p) { cout << "p = " << p << endl; cout << "*p = " << *p << endl; *p = 5; cout << "p = " << p << endl; } int main() { int x = 47; cout << "x = " << x << endl; cout << "&x = " << &x << endl; f(&x); cout << "x = " << x << endl; } ///:~
Now f( ) takes a pointer as
an argument and dereferences the pointer during assignment, and this causes the
outside object x to be modified. The output is:
x = 47 &x = 0065FE00 p = 0065FE00 *p = 47 p = 0065FE00 x = 5
Notice that the value contained in p
is the same as the address of x – the pointer p does
indeed point to x. If that isn’t convincing enough, when p
is dereferenced to assign the value 5, we see that the value of x is now
changed to 5 as well.
Thus, passing a pointer into a function
will allow that function to modify the outside object. You’ll see plenty
of other uses for pointers later, but this is arguably the most basic and
possibly the most common
use.
Pointers work roughly the same in C and
in C++, but C++ adds an additional way to pass an address into a function. This
is pass-by-reference and it exists in several
other programming languages so it was not a C++ invention.
Your initial perception of references may
be that they are unnecessary, that you could write all your programs without
references. In general, this is true, with the exception of a few important
places that you’ll learn about later in the book. You’ll also learn
more about references later, but the basic idea is the same as the demonstration
of pointer use above: you can pass the address of an argument using a reference.
The difference between references and pointers is that
calling a function that takes references is cleaner, syntactically, than
calling a function that takes pointers (and it is exactly this syntactic
difference that makes references essential in certain situations). If
PassAddress.cpp is modified to use references, you can see the difference
in the function call in main( ):
//: C03:PassReference.cpp #include <iostream> using namespace std; void f(int& r) { cout << "r = " << r << endl; cout << "&r = " << &r << endl; r = 5; cout << "r = " << r << endl; } int main() { int x = 47; cout << "x = " << x << endl; cout << "&x = " << &x << endl; f(x); // Looks like pass-by-value, // is actually pass by reference cout << "x = " << x << endl; } ///:~
In f( )’s argument
list, instead of saying int* to pass a pointer, you say int&
to pass a reference. Inside f( ), if you just say
‘r’ (which would produce the address if r were a
pointer) you get the value in the variable that r references. If
you assign to r, you actually assign to the variable that r
references. In fact, the only way to get the address that’s held inside
r is with the ‘&’ operator.
In main( ), you can see the
key effect of references in the syntax of the call to f( ), which is
just f(x). Even though this looks like an ordinary pass-by-value, the
effect of the reference is that it actually takes the address and passes it in,
rather than making a copy of the value. The output is:
x = 47 &x = 0065FE00 r = 47 &r = 0065FE00 r = 5 x = 5
So you can see that pass-by-reference
allows a function to modify the outside object, just like passing a pointer does
(you can also observe that the reference obscures the fact that an address is
being passed; this will be examined later in the book). Thus, for this simple
introduction you can assume that references are just a syntactically different
way (sometimes referred to as “syntactic sugar”) to accomplish the
same thing that pointers do: allow functions to change outside
objects.
So far, you’ve seen the basic data
types char, int, float, and double, along with the
specifiers signed, unsigned, short, and long, which
can be used with the basic data types in almost any combination. Now we’ve
added pointers and references that are orthogonal to the basic data types and
specifiers, so the possible combinations have just
tripled:
//: C03:AllDefinitions.cpp // All possible combinations of basic data types, // specifiers, pointers and references #include <iostream> using namespace std; void f1(char c, int i, float f, double d); void f2(short int si, long int li, long double ld); void f3(unsigned char uc, unsigned int ui, unsigned short int usi, unsigned long int uli); void f4(char* cp, int* ip, float* fp, double* dp); void f5(short int* sip, long int* lip, long double* ldp); void f6(unsigned char* ucp, unsigned int* uip, unsigned short int* usip, unsigned long int* ulip); void f7(char& cr, int& ir, float& fr, double& dr); void f8(short int& sir, long int& lir, long double& ldr); void f9(unsigned char& ucr, unsigned int& uir, unsigned short int& usir, unsigned long int& ulir); int main() {} ///:~
Pointers and references also work when
passing objects into and out of functions; you’ll learn about this in a
later chapter.
There’s one other type that works
with pointers: void. If you state that a pointer is
a
void*, it means that any
type of address at all can be assigned to that pointer (whereas if you have an
int*, you can assign only the address of an int variable to that
pointer). For example:
//: C03:VoidPointer.cpp int main() { void* vp; char c; int i; float f; double d; // The address of ANY type can be // assigned to a void pointer: vp = &c; vp = &i; vp = &f; vp = &d; } ///:~
Once you assign to a void* you
lose any information about what type it is. This means that before you can use
the pointer, you must cast it to the correct type:
//: C03:CastFromVoidPointer.cpp int main() { int i = 99; void* vp = &i; // Can't dereference a void pointer: // *vp = 3; // Compile-time error // Must cast back to int before dereferencing: *((int*)vp) = 3; } ///:~
The cast (int*)vp takes the
void* and tells the compiler to treat it as an int*, and thus it
can be successfully dereferenced. You might observe that this syntax is ugly,
and it is, but it’s worse than that – the void* introduces a
hole in the language’s type system. That is, it allows, or even promotes,
the treatment of one type as another type. In the example above, I treat an
int as an int by casting vp to an int*, but
there’s nothing that says I can’t cast it to a char* or
double*, which would modify a different amount of storage that had been
allocated for the int, possibly crashing the program. In general,
void pointers should be avoided, and used only in rare special cases, the
likes of which you won’t be ready to consider until significantly later in
the book.
Scoping rules tell you where a variable
is valid, where it is created, and where it gets destroyed (i.e., goes out of
scope). The
scope of a variable extends from the point where it is defined to the first
closing brace that matches the closest opening brace before the variable was
defined. That is, a scope is defined by its “nearest” set of braces.
To illustrate:
//: C03:Scope.cpp // How variables are scoped int main() { int scp1; // scp1 visible here { // scp1 still visible here //..... int scp2; // scp2 visible here //..... { // scp1 & scp2 still visible here //.. int scp3; // scp1, scp2 & scp3 visible here // ... } // <-- scp3 destroyed here // scp3 not available here // scp1 & scp2 still visible here // ... } // <-- scp2 destroyed here // scp3 & scp2 not available here // scp1 still visible here //.. } // <-- scp1 destroyed here ///:~
The example above shows when variables
are visible and when they are unavailable (that is, when they go out of
scope). A variable can be used only when inside its scope. Scopes can be
nested, indicated by matched pairs of braces inside other
matched pairs of braces. Nesting means that you can access a variable in a scope
that encloses the scope you are in. In the example above, the variable
scp1 is available inside all of the other scopes, while scp3 is
available only in the innermost
scope.
As noted earlier in this chapter, there
is a significant difference between C and C++ when defining
variables.
Both languages require that variables be defined before they are used, but C
(and many other traditional procedural languages) forces you to define all the
variables at the beginning of a scope, so that when the compiler creates a block
it can allocate space for those variables.
While reading C code, a block of variable
definitions is usually the first thing you see when entering a scope. Declaring
all variables at the beginning of the block requires the
programmer to write in a particular way because of the implementation details of
the language. Most people don’t know all the variables they are going to
use before they write the code, so they must keep jumping back to the beginning
of the block to insert new variables, which is awkward and causes errors. These
variable definitions don’t usually mean much to the reader, and they
actually tend to be confusing because they appear apart from the context in
which they are used.
C++ (not C) allows you to define
variables anywhere in a scope, so you can define a
variable right before you use it. In addition, you can initialize the variable
at the point you define it, which prevents a certain class of errors. Defining
variables this way makes the code much easier to write and reduces the errors
you get from being forced to jump back and forth within a scope. It makes the
code easier to understand because you see a variable defined in the context of
its use. This is especially important when you are defining and initializing a
variable at the same time – you can see the meaning of the initialization
value by the way the variable is used.
You can also define variables inside the
control expressions of for loops and
while loops, inside the conditional of an
if statement, and inside the selector statement of
a switch. Here’s an example showing
on-the-fly variable definitions:
//: C03:OnTheFly.cpp // On-the-fly variable definitions #include <iostream> using namespace std; int main() { //.. { // Begin a new scope int q = 0; // C requires definitions here //.. // Define at point of use: for(int i = 0; i < 100; i++) { q++; // q comes from a larger scope // Definition at the end of the scope: int p = 12; } int p = 1; // A different p } // End scope containing q & outer p cout << "Type characters:" << endl; while(char c = cin.get() != 'q') { cout << c << " wasn't it" << endl; if(char x = c == 'a' || c == 'b') cout << "You typed a or b" << endl; else cout << "You typed " << x << endl; } cout << "Type A, B, or C" << endl; switch(int i = cin.get()) { case 'A': cout << "Snap" << endl; break; case 'B': cout << "Crackle" << endl; break; case 'C': cout << "Pop" << endl; break; default: cout << "Not A, B or C!" << endl; } } ///:~
In the innermost scope, p is
defined right before the scope ends, so it is really a useless gesture (but it
shows you can define a variable anywhere). The p in the outer scope is in
the same situation.
The definition of i in the control
expression of the for loop is an example of being able to define a
variable exactly at the point you need it (you can do this only in C++).
The scope of i is the scope of the expression controlled by the
for loop, so you can turn around and re-use i in the next
for loop. This is a convenient and commonly-used idiom in C++; i
is the classic name for a loop counter and you don’t have to keep
inventing new names.
Although the example also shows variables
defined within while, if, and switch statements, this kind
of definition is much less common than those in for expressions, possibly
because the syntax is so constrained. For example, you cannot have any
parentheses. That is, you cannot say:
while((char c = cin.get()) != 'q')
The addition of the extra parentheses
would seem like an innocent and useful thing to do, and because you cannot use
them, the results are not what you might like. The problem occurs because
‘!=’ has a higher precedence than ‘=’, so
the char c ends up containing a bool converted to
char. When that’s printed, on many terminals you’ll see a
smiley-face character.
In general, you can consider the ability
to define variables within while, if, and switch statements
as being there for completeness, but the only place you’re likely to use
this kind of variable definition is in a for loop (where you’ll use
it quite
often).
When creating a variable, you have a
number of options to specify the lifetime of the variable, how the storage is
allocated for that variable, and how the variable is treated by the
compiler.
Global variables are defined outside all
function bodies and are available to all parts of the program (even code in
other files). Global variables are unaffected by scopes and are always available
(i.e., the lifetime of a global variable lasts until the program ends). If the
existence of a global variable in one file is declared using the
extern keyword in another
file, the data is available for use by the second file. Here’s an example
of the use of global variables:
//: C03:Global.cpp //{L} Global2 // Demonstration of global variables #include <iostream> using namespace std; int globe; void func(); int main() { globe = 12; cout << globe << endl; func(); // Modifies globe cout << globe << endl; } ///:~
Here’s a file that accesses
globe as an extern:
//: C03:Global2.cpp {O} // Accessing external global variables extern int globe; // (The linker resolves the reference) void func() { globe = 47; } ///:~
Storage for the variable globe is
created by the definition in Global.cpp, and that same variable is
accessed by the code in Global2.cpp. Since the code in Global2.cpp
is compiled separately from the code in Global.cpp, the compiler must be
informed that the variable exists elsewhere by the declaration
extern int globe;
When you run the program, you’ll
see that the call to func( ) does indeed affect the single global
instance of globe.
//{L} Global2
This says that to create the final
program, the object file with the name Global2 must be linked in (there
is no extension because the extension names of object files differ from one
system to the next). In Global2.cpp, the first line has another special
comment tag {O}, which says “Don’t try to create an
executable out of this file, it’s being compiled so that it can be linked
into some other executable.” The ExtractCode.cpp program in Volume
2 of this book (downloadable at www.BruceEckel.com) reads these tags and
creates the appropriate makefile so everything compiles properly
(you’ll learn about makefiles at the end of this
chapter).
Local variables occur within a scope;
they are “local” to a function. They are often called
automatic variables because
they automatically come into being when the scope is entered and automatically
go away when the scope closes. The keyword
auto makes this explicit,
but local variables default to auto so it is never necessary to declare
something as an auto.
A register variable is a type of local
variable. The register keyword tells the compiler
“Make accesses to this variable as fast as possible.” Increasing the
access speed is implementation dependent, but, as the name suggests, it is often
done by placing the variable in a register. There is no guarantee that the
variable will be placed in a register or even that the access speed will
increase. It is a hint to the compiler.
There are restrictions to the use of
register variables. You cannot take or compute the address of a
register variable. A register variable can be declared only within
a block (you cannot have global or static register variables). You
can, however, use a register variable as a formal argument in a function
(i.e., in the argument list).
In general, you shouldn’t try to
second-guess the compiler’s optimizer, since it will probably do a better
job than you can. Thus, the register keyword is best
avoided.
The
static keyword has several
distinct meanings. Normally, variables defined local to a function disappear at
the end of the function scope. When you call the function again, storage for the
variables is created anew and the values are re-initialized. If you want a value
to be extant throughout the life of a program, you can define a function’s
local variable to be static and give it an initial value. The
initialization is performed only the first time the function is called, and the
data retains its value between function calls. This way, a function can
“remember” some piece of information between function
calls.
You may wonder why a global variable
isn’t used instead. The beauty of a static variable is that it is
unavailable outside the scope of the function, so it can’t be
inadvertently changed. This localizes errors.
Here’s an example of the use of
static variables:
//: C03:Static.cpp // Using a static variable in a function #include <iostream> using namespace std; void func() { static int i = 0; cout << "i = " << ++i << endl; } int main() { for(int x = 0; x < 10; x++) func(); } ///:~
Each time func( ) is called
in the for loop, it prints a different value. If the keyword static is
not used, the value printed will always be ‘1’.
The second meaning of static is
related to the first in the “unavailable outside a certain scope”
sense. When static is applied to a function name or to a variable that is
outside of all functions, it means “This name is unavailable outside of
this file.” The function name or variable is local to the file; we say it
has file
scope.
As a demonstration, compiling and linking the following two files will cause a
linker error:
//: C03:FileStatic.cpp // File scope demonstration. Compiling and // linking this file with FileStatic2.cpp // will cause a linker error // File scope means only available in this file: static int fs; int main() { fs = 1; } ///:~
Even though the variable fs is
claimed to exist as an extern in the following
file, the linker won’t find it because it has been declared static
in FileStatic.cpp.
//: C03:FileStatic2.cpp {O} // Trying to reference fs extern int fs; void func() { fs = 100; } ///:~
The static specifier may also be
used inside a class. This explanation will be delayed until you learn to
create classes, later in the
book.
The
extern keyword has already
been briefly described and demonstrated. It tells the compiler that a variable
or a function exists, even if the compiler hasn’t yet seen it in the file
currently being compiled. This variable or function may be defined in another
file or further down in the current file. As an example of the
latter:
//: C03:Forward.cpp // Forward function & data declarations #include <iostream> using namespace std; // This is not actually external, but the // compiler must be told it exists somewhere: extern int i; extern void func(); int main() { i = 0; func(); } int i; // The data definition void func() { i++; cout << i; } ///:~
When the compiler encounters the
declaration ‘extern int i’, it knows that the definition for
i must exist somewhere as a global variable. When the compiler reaches
the definition of i, no other declaration is visible, so it knows it has
found the same i declared earlier in the file. If you were to define
i as static, you would be telling the compiler that i is
defined globally (via the extern), but it also has file
scope (via the static), so the compiler will
generate an error.
To understand the behavior of C and C++
programs, you need to know about linkage. In an executing program, an
identifier is represented by storage in memory that holds a variable or a
compiled function body. Linkage describes this storage as it is seen by the
linker. There are two types of linkage: internal
linkage and external
linkage.
Internal linkage means that storage is
created to represent the identifier only for the file being compiled. Other
files may use the same identifier name with internal linkage, or for a global
variable, and no conflicts will be found by the linker – separate storage
is created for each identifier. Internal linkage is specified by the keyword
static in C and C++.
External linkage means that a single
piece of storage is created to represent the identifier for all files being
compiled. The storage is created once, and the linker must resolve all other
references to that storage. Global variables and function names have external
linkage. These are accessed from other files by declaring them with the keyword
extern. Variables defined outside all functions (with the exception of
const in C++) and function definitions default to external linkage. You
can specifically force them to have internal linkage using the static
keyword. You can explicitly state that an identifier has external linkage by
defining it with the extern keyword. Defining a variable or function with
extern is not necessary in C, but it is sometimes necessary for
const in C++.
Automatic (local) variables exist only
temporarily, on the stack, while a function is being called. The linker
doesn’t know about automatic
variables, and so these have no
linkage.
#define PI 3.14159
Everywhere you used PI, the value
3.14159 was substituted by the preprocessor (you can still use this method in C
and C++).
When you use the preprocessor to create
constants, you place control of those constants outside the scope of the
compiler. No type checking is performed on the name
PI and you can’t take the address of PI (so you can’t
pass a pointer or a reference to
PI). PI cannot be a variable of a user-defined type. The meaning
of PI lasts from the point it is defined to the end of the file; the
preprocessor doesn’t recognize scoping.
C++ introduces the concept of a named
constant that is just like a
variable, except that its value cannot be changed. The modifier
const tells the compiler
that a name represents a constant. Any data type, built-in or user-defined, may
be defined as const. If you define something as const and then
attempt to modify it, the compiler will generate an error.
You must specify the type of a
const, like this:
const int x = 10;
In Standard C and C++, you can use a
named constant in an argument list, even if the argument it fills is a pointer
or a reference (i.e., you can take the address of a const). A
const has a scope, just like a regular variable, so you can
“hide” a const inside a function and be sure that the name
will not affect the rest of the program.
The const was taken from C++ and
incorporated into Standard C, albeit quite differently. In C, the compiler
treats a const just like a variable that has a special tag attached that
says “Don’t change me.” When you define a const in C,
the compiler creates storage for it, so if you define more than one const
with the same name in two different files (or put the definition in a header
file), the linker will generate error messages about conflicts. The intended use
of const in C is quite different from its intended use in C++ (in short,
it’s nicer in C++).
In C++, a const must always have
an initialization value (in C, this is not true). Constant values for built-in
types are expressed as decimal,
octal, hexadecimal, or
floating-point numbers (sadly, binary numbers were not
considered important), or as characters.
In the absence of any other clues, the
compiler assumes a constant value is a decimal number. The numbers 47, 0, and
1101 are all treated as decimal numbers.
A constant value with a leading 0 is
treated as an octal number (base 8). Base 8 numbers can contain only digits 0-7;
the compiler flags other digits as an error. A legitimate octal number is 017
(15 in base 10).
A constant value with a leading 0x is
treated as a hexadecimal number (base 16). Base 16 numbers contain the digits
0-9 and a-f or A-F. A legitimate hexadecimal number is 0x1fe (510 in base
10).
Floating point numbers can contain
decimal points and exponential powers (represented by e,
which means “10 to the power of”). Both the decimal point and the
e are optional. If you assign a constant to a floating-point variable,
the compiler will take the constant value and convert it to a floating-point
number (this process is one form of what’s called implicit type
conversion). However, it is a
good idea to use either a decimal point or an e to remind the reader that
you are using a floating-point number; some older compilers also need the
hint.
Legitimate floating-point constant values
are: 1e4, 1.0001, 47.0, 0.0, and -1.159e-77. You can add suffixes to force the
type of floating-point number: f or F forces a float,
L or l forces a long double; otherwise the number
will be a
double.
Character
constants are characters surrounded by single quotes, as:
‘A’, ‘0’, ‘ ‘. Notice there is
a big difference between the character ‘0’ (ASCII 96) and the
value 0. Special characters are represented with the “backslash
escape”: ‘\n’ (newline), ‘\t’ (tab),
‘\\’ (backslash), ‘\r’ (carriage return),
‘\"’ (double quotes), ‘\'’ (single quote),
etc. You can also express char constants in octal: ‘\17’ or
hexadecimal:
‘\xff’.
Whereas the qualifier const tells
the compiler “This never changes” (which allows the compiler to
perform extra optimizations), the qualifier
volatile tells the compiler “You never know
when this will change,” and prevents the compiler from performing any
optimizations based on the stability of that variable. Use this keyword when you
read some value outside the control of your code, such as a register in a piece
of communication hardware. A volatile variable is always read whenever
its value is required, even if it was just read the line
before.
A special case of some storage being
“outside the control of your code” is in a multithreaded program. If
you’re watching a particular flag that is modified by another thread or
process, that flag should be volatile so the compiler doesn’t make
the assumption that it can optimize away multiple reads of the
flag.
Note that volatile may have no
effect when a compiler is not optimizing, but may prevent critical bugs when you
start optimizing the code (which is when the compiler will begin looking for
redundant reads).
This section covers all the operators in
C and C++.
All operators produce a value from their
operands. This value is produced without modifying the operands, except with the
assignment, increment, and decrement operators. Modifying an operand is called a
side effect. The most common use for operators
that modify their operands is to generate the side effect, but you should keep
in mind that the value produced is available for your use just as in operators
without side
effects.
Assignment is performed with the operator
=. It means “Take the right-hand side (often
called the rvalue) and copy it into the left-hand
side (often called the lvalue).” An rvalue
is any constant, variable, or expression that can produce a value, but an lvalue
must be a distinct, named variable (that is, there must be a physical space in
which to store data). For instance, you can assign a constant value to a
variable (A = 4;), but you cannot assign anything to constant value
– it cannot be an lvalue (you can’t say 4 =
A;).
The basic mathematical operators are the
same as the ones available in most programming languages: addition
(+),
subtraction (-),
division (/),
multiplication (*), and
modulus (%; this produces
the remainder from integer division). Integer division truncates the result (it
doesn’t round). The modulus operator cannot be used with floating-point
numbers.
C and C++ also use a shorthand notation
to perform an operation and an assignment at the same time. This is denoted by
an operator followed by an equal sign, and is consistent with all the operators
in the language (whenever it makes sense). For example, to add 4 to the variable
x and assign x to the result, you say: x += 4;.
This example shows the use of the
mathematical operators:
//: C03:Mathops.cpp // Mathematical operators #include <iostream> using namespace std; // A macro to display a string and a value. #define PRINT(STR, VAR) \ cout << STR " = " << VAR << endl int main() { int i, j, k; float u, v, w; // Applies to doubles, too cout << "enter an integer: "; cin >> j; cout << "enter another integer: "; cin >> k; PRINT("j",j); PRINT("k",k); i = j + k; PRINT("j + k",i); i = j - k; PRINT("j - k",i); i = k / j; PRINT("k / j",i); i = k * j; PRINT("k * j",i); i = k % j; PRINT("k % j",i); // The following only works with integers: j %= k; PRINT("j %= k", j); cout << "Enter a floating-point number: "; cin >> v; cout << "Enter another floating-point number:"; cin >> w; PRINT("v",v); PRINT("w",w); u = v + w; PRINT("v + w", u); u = v - w; PRINT("v - w", u); u = v * w; PRINT("v * w", u); u = v / w; PRINT("v / w", u); // The following works for ints, chars, // and doubles too: PRINT("u", u); PRINT("v", v); u += v; PRINT("u += v", u); u -= v; PRINT("u -= v", u); u *= v; PRINT("u *= v", u); u /= v; PRINT("u /= v", u); } ///:~
The rvalues of all the assignments can,
of course, be much more complex.
Notice the use of the macro
PRINT( ) to save typing (and typing errors!). Preprocessor macros
are traditionally named with all uppercase letters so they stand out –
you’ll learn later that macros can quickly become dangerous (and they can
also be very useful).
The arguments in the parenthesized list
following the macro name are substituted in all the code following the closing
parenthesis. The preprocessor removes the name PRINT and substitutes the
code wherever the macro is called, so the compiler cannot generate any error
messages using the macro name, and it doesn’t do any type checking on the
arguments (the latter can be beneficial, as shown in the debugging macros at the
end of the
chapter).
Relational operators establish a
relationship between the values of the operands. They produce a Boolean
(specified with the bool keyword in C++) true if the relationship
is true, and false if the relationship is false. The relational operators
are: less than (<), greater than
(>), less than or equal to
(<=), greater than or equal to
(>=), equivalent
(==), and not equivalent
(!=).
They may be used with all built-in data types in C and C++. They may be given
special definitions for user-defined data types in C++ (you’ll learn about
this in Chapter 12, which covers operator
overloading).
The logical operators and
(&&)
and or
(||)
produce a true or false
based on
the logical relationship of its arguments. Remember that in C and C++, a
statement is true if it has a non-zero value, and false if it has
a value of zero. If you print a bool, you’ll typically see a
‘1’ for true and ‘0’ for
false.
This example uses the relational and
logical operators:
//: C03:Boolean.cpp // Relational and logical operators. #include <iostream> using namespace std; int main() { int i,j; cout << "Enter an integer: "; cin >> i; cout << "Enter another integer: "; cin >> j; cout << "i > j is " << (i > j) << endl; cout << "i < j is " << (i < j) << endl; cout << "i >= j is " << (i >= j) << endl; cout << "i <= j is " << (i <= j) << endl; cout << "i == j is " << (i == j) << endl; cout << "i != j is " << (i != j) << endl; cout << "i && j is " << (i && j) << endl; cout << "i || j is " << (i || j) << endl; cout << " (i < 10) && (j < 10) is " << ((i < 10) && (j < 10)) << endl; } ///:~
You can replace the definition for
int with float or double in the program above. Be aware,
however, that the comparison of a floating-point number with the value of zero
is strict; a number that is the tiniest fraction different from another number
is still “not equal.” A floating-point number that is the tiniest
bit above zero is still
true.
The bitwise operators allow you to
manipulate individual bits in a number (since floating point values use a
special internal format, the bitwise operators work only with integral types:
char, int and long). Bitwise operators perform Boolean
algebra on the corresponding bits in the arguments to
produce the result.
The bitwise
and operator
(&) produces a one in
the output bit if both input bits are one; otherwise it produces a zero. The
bitwise or operator
(|) produces a one in the
output bit if either input bit is a one and produces a zero only if both input
bits are zero. The bitwise exclusive or, or xor
(^)
produces a one in the output bit if one or the other input bit is a one, but not
both. The bitwise not
(~, also called the ones complement
operator) is a unary
operator – it only takes one
argument (all other bitwise operators are binary
operators). Bitwise not
produces the opposite of the input bit – a one if the input bit is zero, a
zero if the input bit is one.
Bitwise operators can be combined with
the = sign to unite the operation and assignment:
&=, |=, and
^= are all legitimate operations (since ~
is a unary operator it cannot be combined with the =
sign).
The shift operators also manipulate bits.
The left-shift operator
(<<) produces the
operand to the left of the operator shifted to the left by the number of bits
specified after the operator. The right-shift operator
(>>) produces the
operand to the left of the operator shifted to the right by the number of bits
specified after the operator. If the value after the shift operator is greater
than the number of bits in the left-hand operand, the result is undefined. If
the left-hand operand is unsigned, the right shift is a logical shift so the
upper bits will be filled with zeros. If the left-hand operand is signed, the
right shift may or may not be a logical shift (that is, the behavior is
undefined).
Shifts can be combined with the equal
sign (<<= and
>>=). The lvalue is
replaced by the lvalue shifted by the rvalue.
What follows is an example that
demonstrates the use of all the operators involving bits. First, here’s a
general-purpose function that prints a byte in binary format, created separately
so that it may be easily reused. The header file declares the
function:
//: C03:printBinary.h // Display a byte in binary void printBinary(const unsigned char val); ///:~
Here’s the implementation of the
function:
//: C03:printBinary.cpp {O} #include <iostream> void printBinary(const unsigned char val) { for(int i = 7; i >= 0; i--) if(val & (1 << i)) std::cout << "1"; else std::cout << "0"; } ///:~
The printBinary( ) function
takes a single byte and displays it bit-by-bit. The expression
(1 << i)
produces a one in each successive bit
position; in binary: 00000001, 00000010, etc. If this bit is bitwise
anded with val and the result is nonzero, it means there was a one
in that position in val.
Finally, the function is used in the
example that shows the bit-manipulation operators:
//: C03:Bitwise.cpp //{L} printBinary // Demonstration of bit manipulation #include "printBinary.h" #include <iostream> using namespace std; // A macro to save typing: #define PR(STR, EXPR) \ cout << STR; printBinary(EXPR); cout << endl; int main() { unsigned int getval; unsigned char a, b; cout << "Enter a number between 0 and 255: "; cin >> getval; a = getval; PR("a in binary: ", a); cout << "Enter a number between 0 and 255: "; cin >> getval; b = getval; PR("b in binary: ", b); PR("a | b = ", a | b); PR("a & b = ", a & b); PR("a ^ b = ", a ^ b); PR("~a = ", ~a); PR("~b = ", ~b); // An interesting bit pattern: unsigned char c = 0x5A; PR("c in binary: ", c); a |= c; PR("a |= c; a = ", a); b &= c; PR("b &= c; b = ", b); b ^= a; PR("b ^= a; b = ", b); } ///:~
Once again, a preprocessor macro is used
to save typing. It prints the string of your choice, then the binary
representation of an expression, then a newline.
In main( ), the variables are
unsigned. This is because, in general, you don't want signs when you are
working with bytes. An int must be used instead of a char for
getval because the “cin >>” statement will
otherwise treat the first digit as a character. By assigning getval to
a and b, the value is converted to a single byte (by truncating
it).
The << and >>
provide bit-shifting behavior, but when they shift bits
off the end of the number, those bits are lost (it’s commonly said that
they fall into the mythical bit
bucket, a place where discarded bits end up, presumably so they can be
reused...). When manipulating bits you can also perform
rotation, which means that the bits that fall off
one end are inserted back at the other end, as if they’re being rotated
around a loop. Even though most computer processors provide a machine-level
rotate command (so you’ll see it in the assembly language for that
processor), there is no direct support for “rotate” in C or C++.
Presumably the designers of C felt justified in leaving
“rotate” off (aiming, as they said, for a minimal language) because
you can build your own rotate command. For example, here are functions to
perform left and right rotations:
//: C03:Rotation.cpp {O} // Perform left and right rotations unsigned char rol(unsigned char val) { int highbit; if(val & 0x80) // 0x80 is the high bit only highbit = 1; else highbit = 0; // Left shift (bottom bit becomes 0): val <<= 1; // Rotate the high bit onto the bottom: val |= highbit; return val; } unsigned char ror(unsigned char val) { int lowbit; if(val & 1) // Check the low bit lowbit = 1; else lowbit = 0; val >>= 1; // Right shift by one position // Rotate the low bit onto the top: val |= (lowbit << 7); return val; } ///:~
Try using these functions in
Bitwise.cpp. Notice the definitions (or at least declarations) of
rol( ) and ror( ) must be seen by the compiler in
Bitwise.cpp before the functions are used.
The bitwise functions are generally
extremely efficient to use because they translate directly into assembly
language statements. Sometimes a single C or C++ statement will generate a
single line of assembly
code.
Bitwise not isn’t the only
operator that takes a single argument. Its companion, the logical not
(!), will take a
true value and produce a false
value. The
unary minus (-) and unary
plus (+) are the same
operators as binary minus and plus; the compiler figures out which usage is
intended by the way you write the expression. For instance, the
statement
x = -a;
has an obvious meaning. The compiler can
figure out:
x = a * -b;
but the reader might get confused, so it
is safer to say:
x = a * (-b);
The unary minus produces the negative of
the value. Unary plus provides symmetry with unary minus, although it
doesn’t actually do anything.
The increment and
decrement
operators (++ and --) were introduced earlier in this chapter.
These are the only operators other than those involving assignment that have
side effects. These operators increase or decrease the
variable by one unit, although “unit” can have different meanings
according to the data type – this is especially true with
pointers.
The
last unary operators are the address-of
(&), dereference
(* and ->), and
cast operators in C and C++, and
new and delete in
C++. Address-of and dereference are used with pointers,
described in this chapter. Casting is described later in this chapter, and
new and delete are introduced in Chapter
4.
The ternary
if-else is unusual because it has three operands.
It is truly an operator because it produces a value, unlike the ordinary
if-else statement. It consists of three
expressions: if the first expression (followed by a ?) evaluates to
true, the expression following the ? is evaluated and its result
becomes the value produced by the operator. If the first expression is
false, the third expression (following a :) is executed and its
result becomes the value produced by the operator.
The conditional operator can be used for
its side effects or for the value it produces. Here’s a code fragment that
demonstrates both:
a = --b ? b : (b = -99);
Here, the conditional produces the
rvalue. a is assigned to the value of b if the result of
decrementing b is nonzero. If b became zero, a and b
are both assigned to -99. b is always decremented, but it is assigned to
-99 only if the decrement causes b to become 0. A similar statement can
be used without the “a =” just for its side
effects:
--b ? b : (b = -99);
Here the second B is superfluous, since
the value produced by the operator is unused. An expression is required between
the ? and :. In this case, the expression could simply be a
constant that might make the code run a bit
faster.
The comma is not restricted to separating
variable names in multiple definitions, such as
int i, j, k;
Of course, it’s also used in
function argument lists. However, it can also be used as an operator to separate
expressions – in this case it produces only the value of the last
expression. All the rest of the expressions in the comma-separated list are
evaluated only for their side effects. This example increments a list of
variables and uses the last one as the rvalue:
//: C03:CommaOperator.cpp #include <iostream> using namespace std; int main() { int a = 0, b = 1, c = 2, d = 3, e = 4; a = (b++, c++, d++, e++); cout << "a = " << a << endl; // The parentheses are critical here. Without // them, the statement will evaluate to: (a = b++), c++, d++, e++; cout << "a = " << a << endl; } ///:~
In general, it’s best to avoid
using the comma as anything other than a separator, since people are not used to
seeing it as an
operator.
As illustrated above, one of the pitfalls
when using operators is trying to get away without parentheses when you are even
the least bit uncertain about how an expression will evaluate (consult your
local C manual for the order of expression evaluation).
Another extremely common error looks like
this:
//: C03:Pitfall.cpp // Operator mistakes int main() { int a = 1, b = 1; while(a = b) { // .... } } ///:~
The statement a = b will always
evaluate to true when b is non-zero. The variable
a is assigned to the value of b, and the value of b is also
produced by the operator =. In general, you want
to use the equivalence operator
== inside a conditional statement, not assignment. This one bites a lot
of programmers (however, some compilers will point out the problem to you, which
is helpful).
A similar problem is using bitwise
and and or instead of their logical counterparts. Bitwise
and and or use one of the characters (& or |),
while logical and and or use two (&& and
||). Just as with = and ==, it’s easy to just type
one character instead of two. A useful mnemonic device is to observe that
“Bits are smaller, so they don’t need as many characters in their
operators.”
The word cast is used in the sense
of “casting into a mold.” The compiler will automatically change one
type of data into another if it makes sense. For instance, if you assign an
integral value to a floating-point variable, the compiler will secretly call a
function (or more probably, insert code) to convert the int to a
float. Casting allows you to make this type conversion explicit, or to
force it when it wouldn’t normally happen.
To perform a cast, put the desired data
type (including all modifiers) inside parentheses to the left of the value. This
value can be a variable, a constant, the value produced by an expression, or the
return value of a function. Here’s an example:
//: C03:SimpleCast.cpp int main() { int b = 200; unsigned long a = (unsigned long int)b; } ///:~
Casting is powerful, but it can cause
headaches because in some situations it forces the compiler to treat data as if
it were (for instance) larger than it really is, so it will occupy more space in
memory; this can trample over other data. This usually occurs when casting
pointers, not when making simple casts like the one shown
above.
C++ has an additional casting syntax,
which follows the function call syntax. This syntax puts the parentheses around
the argument, like a function call, rather than around the data
type:
//: C03:FunctionCallCast.cpp int main() { float a = float(200); // This is equivalent to: float b = (float)200; } ///:~
Of course in the case above you
wouldn’t really need a cast; you could just say 200.f or
200.0f(in effect, that’s typically what the compiler will do
for the above expression). Casts are generally usually
used instead with variables, rather than with
constants.
Casts should be used carefully, because
what you are actually doing is saying to the compiler “Forget
type checking – treat it as this other type
instead.” That is, you’re introducing a hole in the C++ type system
and preventing the compiler from telling you that you’re doing something
wrong with a type. What’s worse, the compiler believes you implicitly and
doesn’t perform any other checking to catch errors. Once you start
casting, you open yourself up for all kinds of problems. In fact, any program
that uses a lot of casts should be viewed with suspicion, no matter how much you
are told it simply “must” be done that way. In general, casts should
be few and isolated to the solution of very specific problems.
Once you understand this and are
presented with a buggy program, your first inclination
may be to look for casts as culprits. But how do you locate C-style casts? They
are simply type names inside of parentheses, and if you start hunting for such
things you’ll discover that it’s often hard to distinguish them from
the rest of your code.
Standard C++ includes an explicit cast
syntax that can be used to completely replace the old C-style casts (of course,
C-style casts cannot be outlawed without breaking code, but compiler writers
could easily flag old-style casts for you). The explicit cast syntax is such
that you can easily find them, as you can see by their names:
static_cast |
For “well-behaved” and
“reasonably well-behaved” casts, including things you might now do
without a cast (such as an automatic type conversion). |
const_cast |
To cast away const and/or
volatile. |
reinterpret_cast |
To cast to a completely different
meaning. The key is that you’ll need to cast back to the original type to
use it safely. The type you cast to is typically used only for bit twiddling or
some other mysterious purpose. This is the most dangerous of all the
casts. |
dynamic_cast |
For type-safe downcasting (this cast will
be described in Chapter 15). |
The first three explicit casts will
be described more completely in the following sections, while the last one can
be demonstrated only after you’ve learned more, in Chapter
15.
A static_cast is used for all
conversions that are well-defined. These include “safe” conversions
that the compiler would allow you to do without a cast and less-safe conversions
that are nonetheless well-defined. The types of conversions covered by
static_cast include typical castless conversions, narrowing
(information-losing) conversions, forcing a conversion from a void*,
implicit type conversions, and static navigation of class hierarchies (since you
haven’t seen classes and inheritance yet, this last topic will be delayed
until Chapter 15):
//: C03:static_cast.cpp void func(int) {} int main() { int i = 0x7fff; // Max pos value = 32767 long l; float f; // (1) Typical castless conversions: l = i; f = i; // Also works: l = static_cast<long>(i); f = static_cast<float>(i); // (2) Narrowing conversions: i = l; // May lose digits i = f; // May lose info // Says "I know," eliminates warnings: i = static_cast<int>(l); i = static_cast<int>(f); char c = static_cast<char>(i); // (3) Forcing a conversion from void* : void* vp = &i; // Old way produces a dangerous conversion: float* fp = (float*)vp; // The new way is equally dangerous: fp = static_cast<float*>(vp); // (4) Implicit type conversions, normally // performed by the compiler: double d = 0.0; int x = d; // Automatic type conversion x = static_cast<int>(d); // More explicit func(d); // Automatic type conversion func(static_cast<int>(d)); // More explicit } ///:~
In Section (1), you see the kinds of
conversions you’re used to doing in C, with or without a cast. Promoting
from an int to a long or float is not a problem because the
latter can always hold every value that an int can contain. Although
it’s unnecessary, you can use static_cast to highlight these
promotions.
Converting back the other way is shown in
(2). Here, you can lose data because an int is not as “wide”
as a long or a float; it won’t hold numbers of the same
size. Thus these are called narrowing
conversions. The compiler will
still perform these, but will often give you a warning. You can eliminate this
warning and indicate that you really did mean it using a cast.
Assigning from a
void* is not allowed without a cast in C++ (unlike
C), as seen in (3). This is dangerous and requires that programmers know what
they’re doing. The static_cast, at least, is easier to locate than
the old standard cast when you’re hunting for bugs.
Section (4) of the program shows the
kinds of implicit type conversions that are normally performed automatically by
the compiler. These are automatic and require no casting, but again
static_cast highlights the action in case you want to make it clear
what’s happening or hunt for it
later.
If you want to convert from a
const to a nonconst or from a
volatile to a nonvolatile, you use
const_cast. This is the only conversion allowed with
const_cast; if any other conversion is involved it must be done using a
separate expression or you’ll get a compile-time error.
//: C03:const_cast.cpp int main() { const int i = 0; int* j = (int*)&i; // Deprecated form j = const_cast<int*>(&i); // Preferred // Can't do simultaneous additional casting: //! long* l = const_cast<long*>(&i); // Error volatile int k = 0; int* u = const_cast<int*>(&k); } ///:~
If you take the address of a const
object, you produce a pointer to a
const, and this cannot be assigned to a nonconst pointer without a
cast. The old-style cast will accomplish this, but the const_cast is the
appropriate one to use. The same holds true for
volatile.
This is the least safe of the casting
mechanisms, and the one most likely to produce bugs. A reinterpret_cast
pretends that an object is just a bit pattern that can be treated (for some dark
purpose) as if it were an entirely different type of object. This is the
low-level bit twiddling that C is notorious for. You’ll virtually always
need to reinterpret_cast back to the original type (or otherwise treat
the variable as its original type) before doing anything else with
it.
//: C03:reinterpret_cast.cpp #include <iostream> using namespace std; const int sz = 100; struct X { int a[sz]; }; void print(X* x) { for(int i = 0; i < sz; i++) cout << x->a[i] << ' '; cout << endl << "--------------------" << endl; } int main() { X x; print(&x); int* xp = reinterpret_cast<int*>(&x); for(int* i = xp; i < xp + sz; i++) *i = 0; // Can't use xp as an X* at this point // unless you cast it back: print(reinterpret_cast<X*>(xp)); // In this example, you can also just use // the original identifier: print(&x); } ///:~
In this simple example, struct X
just contains an array of int, but when you create one on the stack as in
X x, the values of each of the ints are garbage (this is shown
using the print( ) function to display the contents of the
struct). To initialize them, the address of the X is taken and
cast to an int pointer, which is then walked through the array to set
each int to zero. Notice how the upper bound for i is calculated
by “adding” sz to xp; the compiler knows that you
actually want sz pointer locations greater than xp and it does the
correct pointer arithmetic for you.
The idea of reinterpret_cast is
that when you use it, what you get is so foreign that it cannot be used for the
type’s original purpose unless you cast it back. Here, we see the cast
back to an X* in the call to print, but of course since you still have
the original identifier you can also use that. But the xp is only useful
as an int*, which is truly a “reinterpretation” of the
original X.
A reinterpret_cast often indicates
inadvisable and/or nonportable programming, but it’s available when you
decide you have to use
it.
The sizeof
operator stands alone because it satisfies an unusual need. sizeof gives
you information about the amount of memory allocated for data items. As
described earlier in this chapter, sizeof tells you the number of bytes
used by any particular variable. It can also give the size of a data type (with
no variable name):
//: C03:sizeof.cpp #include <iostream> using namespace std; int main() { cout << "sizeof(double) = " << sizeof(double); cout << ", sizeof(char) = " << sizeof(char); } ///:~
By definition, the
sizeof any type of
char (signed, unsigned or plain) is always one, regardless
of whether the underlying storage for a char is actually one byte. For
all other types, the result is the size in bytes.
Note that sizeof is an operator,
not a function. If you apply it to a type, it must be used with the
parenthesized form shown above, but if you apply it to a variable you can use it
without parentheses:
//: C03:sizeofOperator.cpp int main() { int x; int i = sizeof x; } ///:~
This is an escape mechanism that allows
you to write assembly code for your hardware within a C++ program. Often
you’re able to reference C++ variables within the assembly code, which
means you can easily communicate with your C++ code and limit the assembly code
to that necessary for efficiency tuning or to use special processor
instructions. The exact syntax that you must use when writing the assembly
language is compiler-dependent and can be discovered in your compiler’s
documentation.
These are keywords for bitwise and
logical
operators.
Non-U.S. programmers without keyboard characters like &, |,
^, and so on, were forced to use C’s horrible trigraphs,
which were not only annoying to type, but obscure when reading. This is repaired
in C++ with additional
keywords:
Keyword |
Meaning |
---|---|
and |
&& (logical
and) |
or |
|| (logical
or) |
not |
! (logical NOT) |
not_eq |
!= (logical
not-equivalent) |
bitand |
& (bitwise
and) |
and_eq |
&= (bitwise
and-assignment) |
bitor |
| (bitwise
or) |
or_eq |
|= (bitwise or-assignment)
|
xor |
^ (bitwise
exclusive-or) |
xor_eq |
^= (bitwise
exclusive-or-assignment) |
compl |
~ (ones
complement) |
The fundamental data types and their
variations are essential, but rather primitive. C and C++ provide tools that
allow you to compose more sophisticated data types from the fundamental data
types. As you’ll see, the most important of these is struct, which
is the foundation for class in C++. However, the simplest way to create
more sophisticated types is simply to alias a name to another name via
typedef.
This keyword promises more than it
delivers: typedef suggests
“type definition” when “alias” would probably have been
a more accurate description, since that’s what it really does. The syntax
is:
typedef existing-type-description
alias-name
People often use typedef when data
types get slightly complicated, just to prevent extra keystrokes. Here is a
commonly-used typedef:
typedef unsigned long ulong;
Now if you say ulong the compiler
knows that you mean unsigned long. You might think that this could as
easily be accomplished using preprocessor substitution, but there are key
situations in which the compiler must be aware that you’re treating a name
as if it were a type, so typedef is essential.
One place where typedef comes in
handy is for pointer types. As previously mentioned, if you
say:
int* x, y;
This actually produces an int*
which is x and an int (not an int*) which is
y. That is, the ‘*’ binds to the right, not the left.
However, if you use a typedef:
typedef int* IntPtr; IntPtr x, y;
Then both x and y are of
type int*.
You can argue that it’s more
explicit and therefore more readable to avoid typedefs for primitive
types, and indeed programs rapidly become difficult to read when many
typedefs are used. However, typedefs become especially important
in C when used with
struct.
A
struct is a way to collect
a group of variables into a structure. Once you create a struct, then you
can make many instances of this “new” type of variable you’ve
invented. For example:
//: C03:SimpleStruct.cpp struct Structure1 { char c; int i; float f; double d; }; int main() { struct Structure1 s1, s2; s1.c = 'a'; // Select an element using a '.' s1.i = 1; s1.f = 3.14; s1.d = 0.00093; s2.c = 'a'; s2.i = 1; s2.f = 3.14; s2.d = 0.00093; } ///:~
The struct declaration must end
with a semicolon. In main( ), two instances of Structure1 are
created: s1 and s2. Each of these has their own separate versions
of c, i, f, and d. So s1 and s2
represent clumps of completely independent variables. To select one of the
elements within s1 or s2, you use a ‘.’, syntax
you’ve seen in the previous chapter when using C++ class objects
– since classes evolved from structs, this is where that
syntax arose from.
One thing you’ll notice is the
awkwardness of the use of Structure1 (as it turns out, this is only
required by C, not C++). In C, you can’t just say Structure1 when
you’re defining variables, you must say struct Structure1. This is
where typedef becomes especially handy in C:
//: C03:SimpleStruct2.cpp // Using typedef with struct typedef struct { char c; int i; float f; double d; } Structure2; int main() { Structure2 s1, s2; s1.c = 'a'; s1.i = 1; s1.f = 3.14; s1.d = 0.00093; s2.c = 'a'; s2.i = 1; s2.f = 3.14; s2.d = 0.00093; } ///:~
By using
typedef in this way, you can pretend (in C; try
removing the typedef for C++) that Structure2 is a built-in type,
like int or float, when you define s1 and s2 (but
notice it only has data – characteristics – and does not include
behavior, which is what we get with real objects in C++). You’ll notice
that the struct identifier has been left off at the beginning, because
the goal is to create the typedef. However, there are times when you
might need to refer to the struct during its definition. In those cases,
you can actually repeat the name of the struct as the struct name
and as the typedef:
//: C03:SelfReferential.cpp // Allowing a struct to refer to itself typedef struct SelfReferential { int i; SelfReferential* sr; // Head spinning yet? } SelfReferential; int main() { SelfReferential sr1, sr2; sr1.sr = &sr2; sr2.sr = &sr1; sr1.i = 47; sr2.i = 1024; } ///:~
If you look at this for awhile,
you’ll see that sr1 and sr2 point to each other, as well as
each holding a piece of data.
Actually, the struct name does not
have to be the same as the typedef name, but it is usually done this way
as it tends to keep things simpler.
In the examples above, all the
structs are manipulated as objects. However, like any piece of storage,
you can take the address of a struct object (as
seen in SelfReferential.cpp above). To select the elements of a
particular struct object, you use a ‘.’, as seen
above. However, if you have a pointer to a struct object, you must select
an element of that object using a different operator: the
‘->’. Here’s an example:
//: C03:SimpleStruct3.cpp // Using pointers to structs typedef struct Structure3 { char c; int i; float f; double d; } Structure3; int main() { Structure3 s1, s2; Structure3* sp = &s1; sp->c = 'a'; sp->i = 1; sp->f = 3.14; sp->d = 0.00093; sp = &s2; // Point to a different struct object sp->c = 'a'; sp->i = 1; sp->f = 3.14; sp->d = 0.00093; } ///:~
In main( ), the struct
pointer sp is initially pointing to s1, and the members of
s1 are initialized by selecting them with the ‘->’
(and you use this same operator in order to read those members). But then
sp is pointed to s2, and those variables are initialized the same
way. So you can see that another benefit of pointers is that they can be
dynamically redirected to point to different objects; this provides more
flexibility in your programming, as you will learn.
For now, that’s all you need to
know about structs, but you’ll become much more comfortable
with them (and especially their more potent successors, classes) as the
book
progresses.
An enumerated data type is a way of
attaching names to numbers, thereby giving more meaning to anyone reading the
code. The enum keyword
(from C) automatically enumerates any list of identifiers you give it by
assigning them values of 0, 1, 2, etc. You can declare enum variables
(which are always represented as integral values). The declaration of an
enum looks similar to a struct declaration.
An enumerated data type is useful when
you want to keep track of some sort of feature:
//: C03:Enum.cpp // Keeping track of shapes enum ShapeType { circle, square, rectangle }; // Must end with a semicolon like a struct int main() { ShapeType shape = circle; // Activities here.... // Now do something based on what the shape is: switch(shape) { case circle: /* circle stuff */ break; case square: /* square stuff */ break; case rectangle: /* rectangle stuff */ break; } } ///:~
shape is a variable of the
ShapeType enumerated data type, and its value is compared with the value
in the enumeration. Since shape is really just an int, however, it
can be any value an int can hold (including a negative number). You can
also compare an int variable with a value in the
enumeration.
You should be aware that the example
above of switching on type turns out to be a problematic way to program. C++ has
a much better way to code this sort of thing, the explanation of which must be
delayed until much later in the book.
If you don’t like the way the
compiler assigns values, you can do it yourself, like this:
enum ShapeType { circle = 10, square = 20, rectangle = 50 };
If you give values to some names and not
to others, the compiler will use the next integral value. For
example,
enum snap { crackle = 25, pop };
The compiler gives pop the value
26.
You can see how much more readable the
code is when you use enumerated data types. However, to some degree this is
still an attempt (in C) to accomplish the things that we can do with a
class in C++, so you’ll see enum used less in
C++.
C’s enumerations
are fairly primitive, simply
associating integral values with names, but they provide no type checking. In
C++, as you may have come to expect by now, the concept of type is fundamental,
and this is true with enumerations. When you create a named enumeration, you
effectively create a new type just as you do with a class: The name of your
enumeration becomes a reserved word for the duration of that translation unit.
In addition, there’s stricter type
checking for enumerations in C++ than in C. You’ll notice this in
particular if you have an instance of an enumeration
color called a. In C
you can say a++, but in C++ you can’t. This is because incrementing
an enumeration is performing two type conversions, one of them legal in C++ and
one of them illegal. First, the value of the enumeration is implicitly cast from
a color to an int, then the value is incremented, then the
int is cast back into a color. In C++ this isn’t allowed,
because color is a distinct type and not equivalent to an int.
This makes sense, because how do you know the increment of blue will even
be in the list of colors? If you want to increment a color, then it
should be a class (with an increment operation) and not an enum, because
the class can be made to be much safer. Any time you write code that assumes an
implicit conversion to an enum type, the compiler will flag this
inherently dangerous activity.
Sometimes a program will handle different
types of data using the same variable. In this situation, you have two choices:
you can create a struct containing all the possible different types you
might need to store, or you can use a union. A
union piles all the data into a single space; it figures out the amount
of space necessary for the largest item you’ve put in the union,
and makes that the size of the union. Use a union to save
memory.
Anytime you place a value in a
union, the value always starts in the same place at the beginning of the
union, but only uses as much space as is necessary. Thus, you create a
“super-variable” capable of holding any of the union
variables. All the addresses of the union variables are the same (in a
class or struct, the addresses are different).
Here’s a simple use of a
union. Try removing various elements and see what effect it has on the
size of the union. Notice that it makes no sense to declare more than one
instance of a single data type in a union (unless you’re just doing
it to use a different name).
//: C03:Union.cpp // The size and simple use of a union #include <iostream> using namespace std; union Packed { // Declaration similar to a class char i; short j; int k; long l; float f; double d; // The union will be the size of a // double, since that's the largest element }; // Semicolon ends a union, like a struct int main() { cout << "sizeof(Packed) = " << sizeof(Packed) << endl; Packed x; x.i = 'c'; cout << x.i << endl; x.d = 3.14159; cout << x.d << endl; } ///:~
The compiler performs the proper
assignment according to the union member you select.
Once you perform an assignment, the
compiler doesn’t care what you do with the union. In the example above,
you could assign a floating-point value to x:
x.f = 2.222;
and then send it to the output as if it
were an int:
cout << x.i;
Arrays are a kind of
composite type because they allow you to clump a lot of
variables together, one right after the other, under a single identifier name.
If you say:
int a[10];
You create storage for 10 int
variables stacked on top of each other, but without unique identifier names for
each variable. Instead, they are all lumped under the name
a.
To access one of these array
elements, you use the same square-bracket syntax that you use to define an
array:
a[5] = 47;
However, you must remember that even
though the size of a is 10, you select array elements starting at
zero (this is sometimes called
zero indexing), so you can
select only the array elements 0-9, like this:
//: C03:Arrays.cpp #include <iostream> using namespace std; int main() { int a[10]; for(int i = 0; i < 10; i++) { a[i] = i * 10; cout << "a[" << i << "] = " << a[i] << endl; } } ///:~
Array access is extremely fast. However,
if you index past the end of the array, there is no safety net –
you’ll step on other variables. The other drawback is that you must define
the size of the array at compile time; if you want to change the size at runtime
you can’t do it with the syntax above (C does have a way to create an
array dynamically, but it’s significantly messier). The C++ vector,
introduced in the previous chapter, provides an array-like object that
automatically resizes itself, so it is usually a much better solution if your
array size cannot be known at compile time.
//: C03:StructArray.cpp // An array of struct typedef struct { int i, j, k; } ThreeDpoint; int main() { ThreeDpoint p[10]; for(int i = 0; i < 10; i++) { p[i].i = i + 1; p[i].j = i + 2; p[i].k = i + 3; } } ///:~
Notice how the struct identifier
i is independent of the for loop’s
i.
To see that each element of an array is
contiguous with the next, you can print out the addresses like
this:
//: C03:ArrayAddresses.cpp #include <iostream> using namespace std; int main() { int a[10]; cout << "sizeof(int) = "<< sizeof(int) << endl; for(int i = 0; i < 10; i++) cout << "&a[" << i << "] = " << (long)&a[i] << endl; } ///:~
When you run this program, you’ll
see that each element is one int size away from the previous one. That
is, they are stacked one on top of the other.
The identifier of an array is unlike the
identifiers for ordinary variables. For one thing, an array identifier is not an
lvalue; you cannot assign to it. It’s really just a hook into the
square-bracket syntax, and when you give the name of an array, without square
brackets, what you get is the starting address of the array:
//: C03:ArrayIdentifier.cpp #include <iostream> using namespace std; int main() { int a[10]; cout << "a = " << a << endl; cout << "&a[0] =" << &a[0] << endl; } ///:~
When you run this program you’ll
see that the two addresses (which will be printed in hexadecimal, since there is
no cast to long) are the same.
So one way to look at the array
identifier is as a read-only pointer to the beginning of an array. And although
we can’t change the array identifier to point somewhere else, we
can create another pointer and use that to move around in the array. In
fact, the square-bracket syntax works with regular
pointers as well:
//: C03:PointersAndBrackets.cpp int main() { int a[10]; int* ip = a; for(int i = 0; i < 10; i++) ip[i] = i * 10; } ///:~
The fact that naming an array produces
its starting address turns out to be quite important when you want to pass an
array to a function. If you declare an array as a function argument, what
you’re really declaring is a pointer. So in the following example,
func1( ) and func2( ) effectively have the same argument
lists:
//: C03:ArrayArguments.cpp #include <iostream> #include <string> using namespace std; void func1(int a[], int size) { for(int i = 0; i < size; i++) a[i] = i * i - i; } void func2(int* a, int size) { for(int i = 0; i < size; i++) a[i] = i * i + i; } void print(int a[], string name, int size) { for(int i = 0; i < size; i++) cout << name << "[" << i << "] = " << a[i] << endl; } int main() { int a[5], b[5]; // Probably garbage values: print(a, "a", 5); print(b, "b", 5); // Initialize the arrays: func1(a, 5); func1(b, 5); print(a, "a", 5); print(b, "b", 5); // Notice the arrays are always modified: func2(a, 5); func2(b, 5); print(a, "a", 5); print(b, "b", 5); } ///:~
Even though func1( ) and
func2( ) declare their arguments differently, the usage is the same
inside the function. There are some other issues that this example reveals:
arrays cannot be passed by
value[32], that is,
you never automatically get a local copy of the array
that you pass into a function. Thus, when you modify an array, you’re
always modifying the outside object. This can be a bit confusing at first, if
you’re expecting the pass-by-value provided with ordinary
arguments.
You’ll notice that
print( ) uses the square-bracket syntax for array arguments. Even
though the pointer syntax and the square-bracket syntax are effectively the same
when passing arrays as arguments, the square-bracket syntax makes it clearer to
the reader that you mean for this argument to be an array.
Also note that the size argument
is passed in each case. Just passing the address of an array isn’t enough
information; you must always be able to know how big the array is inside your
function, so you don’t run off the end of that array.
Arrays can be of any type, including
arrays of pointers. In fact, when
you want to pass command-line arguments into your program, C and C++ have a
special argument list for main( ), which looks like
this:
int main(int argc, char* argv[]) { // ...
The first argument is the number of
elements in the array, which is the second argument. The second argument is
always an array of char*, because the arguments are passed from the
command line as character arrays (and remember, an array can be passed only as a
pointer). Each whitespace-delimited cluster of characters on the command line is
turned into a separate array argument. The following program prints out all its
command-line arguments by stepping through the array:
//: C03:CommandLineArgs.cpp #include <iostream> using namespace std; int main(int argc, char* argv[]) { cout << "argc = " << argc << endl; for(int i = 0; i < argc; i++) cout << "argv[" << i << "] = " << argv[i] << endl; } ///:~
You’ll notice that argv[0]
is the path and name of the program itself. This allows the program to discover
information about itself. It also adds one more to the array of program
arguments, so a common error when fetching
command-line arguments is to grab
argv[0] when you want argv[1].
You are not forced to use
argc and argv as
identifiers in main( ); those identifiers are only conventions (but
it will confuse people if you don’t use them). Also, there is an alternate
way to declare argv:
int main(int argc, char** argv) { // ...
Both forms are equivalent, but I find the
version used in this book to be the most intuitive when reading the code, since
it says, directly, “This is an array of character
pointers.”
All you get from the command-line is
character arrays; if you want to treat an argument as some other type, you are
responsible for converting it inside your program. To facilitate the
conversion to numbers, there are
some helper functions in the Standard C library, declared in
<cstdlib>. The
simplest ones to use are atoi( ),
atol( ), and
atof( ) to convert an ASCII character array
to an int, long, and double floating-point value,
respectively. Here’s an example using atoi( ) (the other two
functions are called the same way):
//: C03:ArgsToInts.cpp // Converting command-line arguments to ints #include <iostream> #include <cstdlib> using namespace std; int main(int argc, char* argv[]) { for(int i = 1; i < argc; i++) cout << atoi(argv[i]) << endl; } ///:~
In this program, you can put any number
of arguments on the command line. You’ll notice that the for loop
starts at the value 1 to skip over the program name at argv[0].
Also, if you put a floating-point number containing a decimal point on the
command line, atoi( ) takes only the digits up to the decimal point.
If you put non-numbers on the command line, these come back from
atoi( ) as zero.
The printBinary( ) function
introduced earlier in this chapter is handy for delving into the internal
structure of various data types. The most interesting of these is the
floating-point format that allows C and C++ to store numbers representing very
large and very small values in a limited amount of space. Although the details
can’t be completely exposed here, the bits inside of
floats and
doubles are divided into three regions: the
exponent, the mantissa, and the sign bit; thus it stores the values using
scientific notation. The following program allows you to play around by printing
out the binary patterns of various floating point numbers so you can deduce for
yourself the scheme used in your compiler’s floating-point format (usually
this is the IEEE standard for floating point numbers, but
your compiler may not follow that):
//: C03:FloatingAsBinary.cpp //{L} printBinary //{T} 3.14159 #include "printBinary.h" #include <cstdlib> #include <iostream> using namespace std; int main(int argc, char* argv[]) { if(argc != 2) { cout << "Must provide a number" << endl; exit(1); } double d = atof(argv[1]); unsigned char* cp = reinterpret_cast<unsigned char*>(&d); for(int i = sizeof(double)-1; i >= 0 ; i -= 2) { printBinary(cp[i-1]); printBinary(cp[i]); } } ///:~
First, the program guarantees that
you’ve given it an argument by checking the value of argc, which is
two if there’s a single argument (it’s one if there are no
arguments, since the program name is always the first element of argv).
If this fails, a message is printed and the Standard C Library function
exit( ) is called to terminate the program.
The program grabs the argument from the
command line and converts the characters to a double using
atof( ). Then the double is treated as an
array of bytes by taking the address and casting it to an unsigned char*.
Each of these bytes is passed to printBinary( ) for
display.
This example has been set up to print the
bytes in an order such that the sign bit appears first – on my machine.
Yours may be different, so you might want to re-arrange the way things are
printed. You should also be aware that floating-point formats are not trivial to
understand; for example, the exponent and mantissa are not generally arranged on
byte boundaries, but instead a number of bits is reserved for each one and they
are packed into the memory as tightly as possible. To truly see what’s
going on, you’d need to find out the size of each part of the number (sign
bits are always one bit, but exponents and mantissas are of differing sizes) and
print out the bits in each part separately.
If all you could do with a pointer that
points at an array is treat it as if it were an alias for that array, pointers
into arrays wouldn’t be very interesting. However, pointers are more
flexible than this, since they can be modified to point somewhere else (but
remember, the array identifier cannot be modified to point somewhere
else).
Pointer arithmetic refers to the
application of some of the arithmetic operators to pointers. The reason pointer
arithmetic is a separate subject from ordinary arithmetic is that pointers must
conform to special constraints in order to make them behave properly. For
example, a common operator to use with pointers is
++, which “adds one to the pointer.”
What this actually means is that the pointer is changed to move to “the
next value,” whatever that means. Here’s an
example:
//: C03:PointerIncrement.cpp #include <iostream> using namespace std; int main() { int i[10]; double d[10]; int* ip = i; double* dp = d; cout << "ip = " << (long)ip << endl; ip++; cout << "ip = " << (long)ip << endl; cout << "dp = " << (long)dp << endl; dp++; cout << "dp = " << (long)dp << endl; } ///:~
For one run on my machine, the output
is:
ip = 6684124 ip = 6684128 dp = 6684044 dp = 6684052
What’s interesting here is that
even though the operation ++ appears to be the same operation for both
the int* and the double*, you can see that the pointer has been
changed only 4 bytes for the int* but 8 bytes for the double*. Not
coincidentally, these are the sizes of int and double on my
machine. And that’s the trick of pointer arithmetic: the compiler figures
out the right amount to change the pointer so that it’s pointing to the
next element in the array (pointer arithmetic is only meaningful within arrays).
This even works with arrays of structs:
//: C03:PointerIncrement2.cpp #include <iostream> using namespace std; typedef struct { char c; short s; int i; long l; float f; double d; long double ld; } Primitives; int main() { Primitives p[10]; Primitives* pp = p; cout << "sizeof(Primitives) = " << sizeof(Primitives) << endl; cout << "pp = " << (long)pp << endl; pp++; cout << "pp = " << (long)pp << endl; } ///:~
The output for one run on my machine
was:
sizeof(Primitives) = 40 pp = 6683764 pp = 6683804
So you can see the compiler also does the
right thing for pointers to structs (and classes and
unions).
Pointer arithmetic also works with the
operators --, +, and
-, but the latter two operators are limited: you
cannot add two pointers, and if you subtract pointers the result is the number
of elements between the two pointers. However, you can add or subtract an
integral value and a pointer. Here’s an example demonstrating the use of
pointer arithmetic:
//: C03:PointerArithmetic.cpp #include <iostream> using namespace std; #define P(EX) cout << #EX << ": " << EX << endl; int main() { int a[10]; for(int i = 0; i < 10; i++) a[i] = i; // Give it index values int* ip = a; P(*ip); P(*++ip); P(*(ip + 5)); int* ip2 = ip + 5; P(*ip2); P(*(ip2 - 4)); P(*--ip2); P(ip2 - ip); // Yields number of elements } ///:~
It begins with another
macro, but this one uses a
preprocessor feature called
stringizing (implemented with the
‘#’ sign before an expression) that takes any expression and
turns it into a character array. This is quite convenient, since it allows the
expression to be printed, followed by a colon, followed by the value of the
expression. In main( ) you can see the useful shorthand that is
produced.
Although pre- and postfix versions of
++ and -- are valid with pointers, only the prefix versions are
used in this example because they are applied before the pointers are
dereferenced in the expressions above, so they allow us to see the effects of
the operations. Note that only integral values are being added and subtracted;
if two pointers were combined this way the compiler would not allow it.
Here is the output of the program
above:
*ip: 0 *++ip: 1 *(ip + 5): 6 *ip2: 6 *(ip2 - 4): 2 *--ip2: 5
In all cases, the pointer arithmetic
results in the pointer being adjusted to point to the “right place,”
based on the size of the elements being pointed to.
If pointer arithmetic seems a bit
overwhelming at first, don’t worry. Most of the time you’ll only
need to create arrays and index into them with [ ], and the most
sophisticated pointer arithmetic you’ll usually need is ++ and
--. Pointer arithmetic is generally reserved for more clever and complex
programs, and many of the containers in the Standard C++ library hide most of
these clever details so you don’t have to worry about
them.
In an ideal environment, you have an
excellent debugger available that easily makes the behavior of your program
transparent so you can quickly discover errors. However, most debuggers have
blind spots, and these will require you to embed code snippets in your program
to help you understand what’s going on. In addition, you may be developing
in an environment (such as an embedded system, which is where I spent my
formative years) that has no debugger available, and perhaps very limited
feedback (i.e. a one-line LED display). In these cases you become creative in
the ways you discover and display information about the execution of your
program. This section suggests some techniques for doing
this.
If you hard-wire debugging code into a
program, you can run into problems. You start to get too much information, which
makes the bugs difficult to isolate. When you think you’ve found the bug
you start tearing out debugging code, only to find you need to put it back in
again. You can solve these problems with two types of flags: preprocessor
debugging flags and runtime debugging flags.
By using the preprocessor to
#define one or more debugging flags (preferably in
a header file), you can test a flag using an
#ifdef statement and conditionally include
debugging code. When you think your debugging is finished, you can simply
#undef the flag(s) and the code will automatically
be removed (and you’ll reduce the size and runtime overhead of your
executable file).
It is best to decide on names for
debugging flags before you begin building your project so the names will be
consistent. Preprocessor flags are traditionally distinguished from variables by
writing them in all upper case. A common flag name is simply DEBUG (but
be careful you don’t use NDEBUG, which is reserved in C). The
sequence of statements might be:
#define DEBUG // Probably in a header file //... #ifdef DEBUG // Check to see if flag is defined /* debugging code here */ #endif // DEBUG
Most C and C++ implementations will also
let you #define and #undef flags from the compiler command line,
so you can re-compile code and insert debugging information with a single
command (preferably via the makefile, a tool that will be described shortly).
Check your local documentation for details.
In some situations it is more convenient
to turn debugging flags on and off during program execution, especially by
setting them when the program starts up using the command line. Large programs
are tedious to recompile just to insert debugging code.
//: C03:DynamicDebugFlags.cpp #include <iostream> #include <string> using namespace std; // Debug flags aren't necessarily global: bool debug = false; int main(int argc, char* argv[]) { for(int i = 0; i < argc; i++) if(string(argv[i]) == "--debug=on") debug = true; bool go = true; while(go) { if(debug) { // Debugging code here cout << "Debugger is now on!" << endl; } else { cout << "Debugger is now off." << endl; } cout << "Turn debugger [on/off/quit]: "; string reply; cin >> reply; if(reply == "on") debug = true; // Turn it on if(reply == "off") debug = false; // Off if(reply == "quit") break; // Out of 'while' } } ///:~
This program continues to allow you to
turn the debugging flag on and off until you type “quit” to tell it
you want to exit. Notice it requires that full words are typed in, not just
letters (you can shorten it to letter if you wish). Also, a command-line
argument can optionally be used to turn debugging on at startup – this
argument can appear anyplace in the command line, since the startup code in
main( ) looks at all the arguments. The testing is quite simple
because of the expression:
string(argv[i])
This takes the argv[i] character
array and creates a string, which then can be easily compared to the
right-hand side of the ==. The program above searches for the entire
string --debug=on. You can also look for --debug= and then see
what’s after that, to provide more options. Volume 2 (available from
www.BruceEckel.com) devotes a chapter to the Standard C++ string
class.
Although a debugging flag is one of the
relatively few areas where it makes a lot of sense to use a global variable,
there’s nothing that says it must be that way. Notice that the variable is
in lower case letters to remind the reader it isn’t a preprocessor
flag.
When writing debugging code, it is
tedious to write print expressions consisting of a character array containing
the variable name, followed by the variable. Fortunately, Standard C includes
the
stringize
operator ‘#’, which was used earlier in this chapter. When
you put a # before an argument in a preprocessor macro, the preprocessor
turns that argument into a character array. This, combined with the fact that
character arrays with no intervening punctuation are concatenated into a single
character array, allows you to make a very convenient macro for printing the
values of variables during debugging:
#define PR(x) cout << #x " = " << x << "\n";
If you print the variable a by
calling the macro PR(a), it will have the same effect as the
code:
cout << "a = " << a << "\n";
This same process works with entire
expressions. The following program uses a macro to create a shorthand that
prints the stringized expression and then evaluates the expression and prints
the result:
//: C03:StringizingExpressions.cpp #include <iostream> using namespace std; #define P(A) cout << #A << ": " << (A) << endl; int main() { int a = 1, b = 2, c = 3; P(a); P(b); P(c); P(a + b); P((c - a)/b); } ///:~
You can see how a technique like this can
quickly become indispensable, especially if you have no debugger (or must use
multiple development environments). You can also insert an #ifdef to
cause P(A) to be defined as “nothing” when you want to strip
out
debugging.
In the standard header file
<cassert>
you’ll find assert( ), which is a convenient debugging
macro. When you use assert( ), you give it an argument that is an
expression you are “asserting to be true.” The preprocessor
generates code that will test the assertion. If the assertion isn’t true,
the program will stop after issuing an error message telling you what the
assertion was and that it failed. Here’s a trivial
example:
//: C03:Assert.cpp // Use of the assert() debugging macro #include <cassert> // Contains the macro using namespace std; int main() { int i = 100; assert(i != 100); // Fails } ///:~
The macro originated in Standard C, so
it’s also available in the header file assert.h.
When you are finished debugging, you can
remove the code generated by the macro by placing the line:
#define NDEBUG
in the program
before the inclusion of <cassert>, or by defining NDEBUG on the
compiler command line. NDEBUG is a flag used in <cassert> to change
the way code is generated by the macros.
Later in this book, you’ll see some
more sophisticated alternatives to assert( ).
Once a function is compiled and loaded
into the computer to be executed, it occupies a chunk of memory. That memory,
and thus the function, has an address.
C has never been a language to bar entry
where others fear to tread. You can use function addresses with pointers just as
you can use variable addresses. The declaration and use of function pointers
looks a bit opaque at first, but it follows the format of the rest of the
language.
To define a pointer to a function that
has no arguments and no return value, you say:
void (*funcPtr)();
When you are looking at a
complex definition like this, the
best way to attack it is to start in the middle and work your way out.
“Starting in the middle” means starting at the variable name, which
is funcPtr. “Working your way out” means looking to the right
for the nearest item (nothing in this case; the right parenthesis stops you
short), then looking to the left (a pointer denoted by the asterisk), then
looking to the right (an empty argument list indicating a function that takes no
arguments), then looking to the left (void, which indicates the function
has no return value). This right-left-right motion works with most
declarations.
To review, “start in the
middle” (“funcPtr is a ...”), go to the right (nothing
there – you're stopped by the right parenthesis), go to the left and find
the ‘*’ (“... pointer to a ...”), go to the right
and find the empty argument list (“... function that takes no arguments
... ”), go to the left and find the void (“funcPtr is
a pointer to a function that takes no arguments and returns
void”).
You may wonder why *funcPtr
requires parentheses. If you didn't use them, the compiler would
see:
void *funcPtr();
You would be declaring a function (that
returns a void*) rather than defining a variable. You can think of
the compiler as going through the same process you do when it figures out what a
declaration or definition is supposed to be. It needs those parentheses to
“bump up against” so it goes back to the left and finds the
‘*’, instead of continuing to the right and finding the empty
argument list.
As an aside, once you figure out how the
C and C++ declaration syntax works you can create much more complicated items.
For instance:
//: C03:ComplicatedDefinitions.cpp /* 1. */ void * (*(*fp1)(int))[10]; /* 2. */ float (*(*fp2)(int,int,float))(int); /* 3. */ typedef double (*(*(*fp3)())[10])(); fp3 a; /* 4. */ int (*(*f4())[10])(); int main() {} ///:~
Walk through each one and use the
right-left guideline to figure it out. Number 1 says “fp1 is a
pointer to a function that takes an integer argument and returns a pointer to an
array of 10 void pointers.”
Number 2 says “fp2 is a
pointer to a function that takes three arguments (int, int, and
float) and returns a pointer to a function that takes an integer argument
and returns a float.”
If you are creating a lot of complicated
definitions, you might want to use a typedef. Number 3 shows how a
typedef saves typing the complicated description every time. It says
“An fp3 is a pointer to a function that takes no arguments and
returns a pointer to an array of 10 pointers to functions that take no arguments
and return doubles.” Then it says “a is one of these
fp3 types.” typedef is generally useful for building
complicated descriptions from simple ones.
Number 4 is a function declaration
instead of a variable definition. It says “f4 is a function that
returns a pointer to an array of 10 pointers to functions that return
integers.”
You will rarely if ever need such
complicated declarations and definitions as these. However, if you go through
the exercise of figuring them out you will not even be mildly disturbed with the
slightly complicated ones you may encounter in real life.
Once you define a
pointer to a function, you must assign it to a function
address before you can use it. Just as the address of an array arr[10] is
produced by the array name without the brackets (arr), the address of a
function func() is produced by the function name without the argument
list (func). You can also use the more explicit syntax
&func(). To call the function, you dereference
the pointer in the same way that you declared it (remember that C and C++ always
try to make definitions look the same as the way they are used). The following
example shows how a pointer to a function is defined and used:
//: C03:PointerToFunction.cpp // Defining and using a pointer to a function #include <iostream> using namespace std; void func() { cout << "func() called..." << endl; } int main() { void (*fp)(); // Define a function pointer fp = func; // Initialize it (*fp)(); // Dereferencing calls the function void (*fp2)() = func; // Define and initialize (*fp2)(); } ///:~
After the pointer to function fp
is defined, it is assigned to the address of a function func() using
fp = func (notice the argument list is missing on the function name). The
second case shows simultaneous definition and initialization.
One of the more interesting constructs
you can create is an array of pointers to functions. To select a function, you
just index into the array and dereference the pointer. This supports the concept
of table-driven code;
instead of using conditionals or case statements, you select functions to
execute based on a state variable (or a combination of state variables). This
kind of design can be useful if you often add or delete functions from the table
(or if you want to create or change such a table dynamically).
The following example creates some dummy
functions using a preprocessor macro, then creates an array of pointers to those
functions using automatic
aggregate initialization. As you
can see, it is easy to add or remove functions from the table (and thus,
functionality from the program) by changing a small amount of
code:
//: C03:FunctionTable.cpp // Using an array of pointers to functions #include <iostream> using namespace std; // A macro to define dummy functions: #define DF(N) void N() { \ cout << "function " #N " called..." << endl; } DF(a); DF(b); DF(c); DF(d); DF(e); DF(f); DF(g); void (*func_table[])() = { a, b, c, d, e, f, g }; int main() { while(1) { cout << "press a key from 'a' to 'g' " "or q to quit" << endl; char c, cr; cin.get(c); cin.get(cr); // second one for CR if ( c == 'q' ) break; // ... out of while(1) if ( c < 'a' || c > 'g' ) continue; (*func_table[c - 'a'])(); } } ///:~
At this point, you might be able to
imagine how this technique could be useful when creating some sort of
interpreter or list processing
program.
When using separate compilation
(breaking code into a number of
translation units), you need some way to automatically compile each file and to
tell the linker to build all the pieces – along with the appropriate
libraries and startup code – into an executable file. Most compilers allow
you to do this with a single command-line statement. For the GNU C++ compiler,
for example, you might say
g++ SourceFile1.cpp SourceFile2.cpp
The problem with this approach is that
the compiler will first compile each individual file, regardless of whether that
file needs to be rebuilt or not. With many files in a project, it can
become prohibitive to recompile everything if you’ve changed only a single
file.
The solution to this problem, developed
on Unix but available everywhere in some form, is a program called make.
The make utility manages all the individual files in a project by
following the instructions in a text file called a
makefile. When you edit some of the files in a
project and type make, the make program follows the guidelines in
the makefile to compare the dates on the source code files to the dates
on the corresponding target files, and if a source code file date is more recent
than its target file, make invokes the compiler on the source code file.
make only recompiles the source code files that were changed, and any
other source-code files that are affected by the modified files. By using
make, you don’t have to re-compile all the files in your project
every time you make a change, nor do you have to check to see that everything
was built properly. The makefile contains all the commands to put your
project together. Learning to use make will save you a lot of time and
frustration. You’ll also discover that make is the typical way that
you install new software on a Linux/Unix machine (although those
makefiles tend to be far more complicated than the ones presented in this
book, and you’ll often automatically generate a makefile for your
particular machine as part of the installation process).
Because make is available in some
form for virtually all C++ compilers (and even if it isn’t, you can use
freely-available makes with any compiler), it will be the tool used
throughout this book. However, compiler vendors have also created their own
project building tools. These tools ask you which files
are in your project and determine all the relationships themselves. These tools
use something similar to a makefile, generally called a project
file, but the programming environment maintains this file so you don’t
have to worry about it. The configuration and use of project files varies from
one development environment to another, so you must find the appropriate
documentation on how to use them (although project file tools provided by
compiler vendors are usually so simple to use that you can learn them by playing
around – my favorite form of education).
The makefiles used within this
book should work even if you are also using a specific vendor’s
project-building
tool.
When you type make (or whatever
the name of your “make” program happens to be), the make
program looks in the current directory for a file named makefile, which
you’ve created if it’s your project. This file lists
dependencies between source code
files. make looks at the dates on files. If a dependent file has an older
date than a file it depends on, make executes the
rule given after the dependency.
As a simple example, the makefile
for a program called “hello” might contain:
# A comment hello.exe: hello.cpp mycompiler hello.cpp
This says that hello.exe (the
target) depends on hello.cpp. When hello.cpp has a newer date than
hello.exe, make executes the “rule” mycompiler
hello.cpp. There may be multiple dependencies and multiple rules. Many
make programs require that all the rules begin with a tab. Other than
that, whitespace is generally ignored so you can format for
readability.
The rules are not restricted to being
calls to the compiler; you can call any program you want from within
make. By creating groups of interdependent dependency-rule sets, you can
modify your source code files, type make and be certain that all the
affected files will be rebuilt correctly.
A makefile may contain
macros (note that these are completely different
from C/C++ preprocessor macros). Macros allow convenient
string replacement. The makefiles in this book use a macro to invoke the
C++ compiler. For example,
CPP = mycompiler hello.exe: hello.cpp $(CPP) hello.cpp
The = is used to identify CPP
as a macro, and the $ and parentheses expand the macro. In this case,
the expansion means that the macro call $(CPP) will be replaced with the
string mycompiler. With the macro above, if you want to change to a
different compiler called cpp, you just change the macro
to:
CPP = cpp
You can also add compiler flags, etc., to
the macro, or use separate macros to add compiler flags.
It becomes tedious to tell make
how to invoke the compiler for every single cpp file in your project,
when you know it’s the same basic process each time. Since make is
designed to be a time-saver, it also has a way to abbreviate actions, as long as
they depend on file name suffixes. These abbreviations are called
suffix rules. A suffix rule
is the way to teach make how to convert a file with one type of extension
(.cpp, for example) into a file with another type of extension
(.obj or .exe). Once you teach make the rules for producing
one kind of file from another, all you have to do is tell make which
files depend on which other files. When make finds a file with a date
earlier than the file it depends on, it uses the rule to create a new file.
The suffix rule tells make that it
doesn’t need explicit rules to build everything, but instead it can figure
out how to build things based on their file extension. In this case it says
“To build a file that ends in exe from one that ends in cpp,
invoke the following command.” Here’s what it looks like for the
example above:
CPP = mycompiler .SUFFIXES: .exe .cpp .cpp.exe: $(CPP) $<
The
.SUFFIXES directive tells
make that it should watch out for any of the following file-name
extensions because they have special meaning for this particular makefile. Next
you see the suffix rule .cpp.exe, which says “Here’s how to
convert any file with an extension of cpp to one with an extension of
exe” (when the cpp file is more recent than the exe
file). As before, the $(CPP) macro is used, but then you see something
new: $<. Because this begins with a
‘$’ it’s a macro, but this is one of
make’s special built-in macros. The $< can be used only
in suffix rules, and it means “whatever prerequisite triggered the
rule” (sometimes called the dependent), which in this case
translates to “the cpp file that needs to be
compiled.”
Once the suffix rules have been set up,
you can simply say, for example, “make Union.exe,” and the
suffix rule will kick in, even though there’s no mention of
“Union” anywhere in the makefile.
After the macros and suffix rules,
make looks for the first “target” in a file, and builds that,
unless you specify differently. So for the following
makefile:
CPP = mycompiler .SUFFIXES: .exe .cpp .cpp.exe: $(CPP) $< target1.exe: target2.exe:
If you just type
‘make’, then target1.exe will be built (using the
default suffix rule) because that’s the first target that make
encounters. To build target2.exe you’d have to explicitly say
‘make target2.exe’. This becomes tedious, so you normally
create a default “dummy” target that depends on all the rest of the
targets, like this:
CPP = mycompiler .SUFFIXES: .exe .cpp .cpp.exe: $(CPP) $< all: target1.exe target2.exe
Here, ‘all’ does not
exist and there’s no file called ‘all’, so every time
you type make, the program sees ‘all’ as the first
target in the list (and thus the default target), then it sees that
‘all’ does not exist so it had better make it by checking all
the dependencies. So it looks at target1.exe and (using the suffix rule)
sees whether (1) target1.exe exists and (2) whether target1.cpp is
more recent than target1.exe, and if so runs the suffix rule (if you
provide an explicit rule for a particular target, that rule is used instead).
Then it moves on to the next file in the default target list. Thus, by creating
a default target list (typically called ‘all’ by convention,
but you can call it anything) you can cause every executable in your project to
be made simply by typing ‘make’. In addition, you can have
other non-default target lists that do other things – for example, you
could set it up so that typing ‘make debug’ rebuilds all your
files with debugging wired
in.
Using the program ExtractCode.cpp
from Volume 2 of this book, all the code listings in this book are automatically
extracted from the ASCII text version of this book and placed in subdirectories
according to their chapters. In addition, ExtractCode.cpp creates several
makefiles in each subdirectory (with different names) so you can simply
move into that subdirectory and type make -f mycompiler.makefile
(substituting the name of your compiler for ‘mycompiler’, the
‘-f’ flag says “use what follows as the
makefile”). Finally, ExtractCode.cpp creates a
“master” makefile in the root directory where the
book’s files have been expanded, and this makefile descends into
each subdirectory and calls make with the appropriate makefile.
This way you can compile all the code in the book by invoking a single
make command, and the process will stop whenever your compiler is unable
to handle a particular file (note that a Standard C++ conforming compiler should
be able to compile all the files in this book). Because implementations of
make vary from system to system, only the most basic, common features are
used in the generated makefiles.
As mentioned, the code-extraction tool
ExtractCode.cpp automatically generates makefiles for each
chapter. Because of this, the makefiles for each chapter will not be
placed in the book (all the makefiles are packaged with the source code, which
you can download from www.BruceEckel.com). However, it’s
useful to see an example of a makefile. What follows is a shortened
version of the one that was automatically generated for this chapter by the
book’s extraction tool. You’ll find more than one makefile in
each subdirectory (they have different names; you invoke a specific one with
‘make -f’). This one is for GNU C++:
CPP = g++ OFLAG = -o .SUFFIXES : .o .cpp .c .cpp.o : $(CPP) $(CPPFLAGS) -c $< .c.o : $(CPP) $(CPPFLAGS) -c $< all: \ Return \ Declare \ Ifthen \ Guess \ Guess2 # Rest of the files for this chapter not shown Return: Return.o $(CPP) $(OFLAG)Return Return.o Declare: Declare.o $(CPP) $(OFLAG)Declare Declare.o Ifthen: Ifthen.o $(CPP) $(OFLAG)Ifthen Ifthen.o Guess: Guess.o $(CPP) $(OFLAG)Guess Guess.o Guess2: Guess2.o $(CPP) $(OFLAG)Guess2 Guess2.o Return.o: Return.cpp Declare.o: Declare.cpp Ifthen.o: Ifthen.cpp Guess.o: Guess.cpp Guess2.o: Guess2.cpp
The macro CPP is set to the name of the
compiler. To use a different compiler, you can either edit the makefile
or change the value of the macro on the command line, like
this:
make CPP=cpp
Note, however, that
ExtractCode.cpp has an automatic scheme to automatically build
makefiles for additional compilers.
The second macro OFLAG is the flag
that’s used to indicate the name of the output file. Although many
compilers automatically assume the output file has the same base name as the
input file, others don’t (such as Linux/Unix compilers, which default to
creating a file called a.out).
You can see that there are two suffix
rules here, one for cpp files and one for .c files (in case any C
source code needs to be compiled). The default target is all, and each
line for this target is “continued” by using the backslash, up until
Guess2, which is the last one in the list and thus has no backslash.
There are many more files in this chapter, but only these are shown here for the
sake of brevity.
The suffix rules take care of creating
object files (with a .o extension) from cpp files, but in general
you need to explicitly state rules for creating the executable, because normally
an executable is created by linking many different object files and make
cannot guess what those are. Also, in this case (Linux/Unix) there is no
standard extension for executables so a suffix rule won’t work for these
simple situations. Thus, you see all the rules for building the final
executables explicitly stated.
This makefile takes the absolute
safest route of using as few make features as possible; it only uses the
basic make concepts of targets and dependencies, as well as macros. This
way it is virtually assured of working with as many make programs as
possible. It tends to produce a larger makefile, but that’s not so
bad since it’s automatically generated by
ExtractCode.cpp.
There are lots of other make
features that this book will not use, as well as newer and cleverer versions and
variations of make with advanced shortcuts that can save a lot of time.
Your local documentation may describe the further features of your particular
make, and you can learn more about make from Managing Projects
with Make by Oram and Talbott (O’Reilly, 1993). Also, if your compiler
vendor does not supply a make or it uses a non-standard make, you
can find GNU make for virtually any platform in existence by searching the
Internet for GNU archives (of which there are
many).
This chapter was a fairly intense tour
through all the fundamental features of C++ syntax, most of which are inherited
from and in common with C (and result in C++’s vaunted backwards
compatibility with C). Although some C++ features were introduced here, this
tour is primarily intended for people who are conversant in programming, and
simply need to be given an introduction to the syntax basics of C and C++. If
you’re already a C programmer, you may have even seen one or two things
about C here that were unfamiliar, aside from the C++ features that were most
likely new to you. However, if this chapter has still seemed a bit overwhelming,
you should go through the CD ROM course Thinking in C: Foundations for C++
and Java (which contains lectures, exercises, and guided solutions), which
is bound into this book, and also available at
www.BruceEckel.com.
Solutions to selected exercises
can be found in the electronic document The Thinking in C++ Annotated
Solution Guide, available for a small fee from
www.BruceEckel.com.
[30]
Note that all conventions seem to end after the agreement that some sort of
indentation take place. The feud between styles of code formatting is unending.
See Appendix A for the description of this book’s coding
style.
[31]
Thanks to Kris C. Matson for suggesting this exercise topic.
[32]
Unless you take the very strict approach that “all argument passing in
C/C++ is by value, and the ‘value’ of an array is what is produced
by the array identifier: it’s address.” This can be seen as true
from the assembly-language standpoint, but I don’t think it helps when
trying to work with higher-level concepts. The addition of references in C++
makes the “all passing is by value” argument more confusing, to the
point where I feel it’s more helpful to think in terms of “passing
by value” vs. “passing addresses.”