C++ Introduction
C++ Introduction
C++ Introduction
These tutorials explain the C++ language from its basics up to the newest features introduced by
C++11. Chapters have a practical orientation, with example programs in all sections to start
practicing what is being explained right away.
Introduction
Compilers
Basics of C++
Structure of a program
Constants
Operators
Basic Input/Output
Program structure
Control Structures
Functions
Name visibility
Arrays
Character sequences
Pointers
Dynamic Memory
Data structures
Classes
Classes (I)
Classes (II)
Special members
Polymorphism
Type conversions
Exceptions
Preprocessor directives
Compilers
The essential tools needed to follow these tutorials are a computer and a compiler toolchain able
to compile C++ code and build the programs to run on it.
C++ is a language that has evolved much over the years, and these tutorials explain many
features added recently to the language. Therefore, in order to properly follow the tutorials, a
recent compiler is needed. It shall support (even if only partially) the features introduced by the
2011 standard.
Many compiler vendors support the new features at different degrees. See the bottom of this page
for some compilers that are known to support the features needed. Some of them are free!
If for some reason, you need to use some older compiler, you can access an older version of
these tutorials here(no longer updated).
What is a compiler?
Computers understand only one language and that language consists of sets of instructions made
of ones and zeros. This computer language is appropriately called machine language.
A single instruction to a computer could look like this:
00000
10011110
A particular computer's machine language program that allows a user to input two numbers, adds
the two numbers together, and displays the total could include these machine code instructions:
00000
10011110
00001
11110100
00010
10011110
00011
11010100
00100
10111111
00101
00000000
As you can imagine, programming a computer directly in machine language using only ones and
zeros is very tedious and error prone. To make programming easier, high level languages have
been developed. High level programs also make it easier for programmers to inspect and
understand each other's programs easier.
This is a portion of code written in C++ that accomplishes the exact same purpose:
1 int a, b, sum;
2
3 cin >> a;
4 cin >> b;
5
6 sum = a + b;
7 cout << sum << endl;
Even if you cannot really understand the code above, you should be able to appreciate how much
easier it will be to program in the C++ language as opposed to machine language.
Because a computer can only understand machine language and humans wish to write in high
level languages high level languages have to be re-written (translated) into machine language at
some point. This is done by special programs called compilers, interpreters, or assemblers that
are built into the various programming applications.
C++ is designed to be a compiled language, meaning that it is generally translated into machine
language that can be understood directly by the system, making the generated program highly
efficient. For that, a set of tools are needed, known as the development toolchain, whose core are
a compiler and its linker.
Console programs
Console programs are programs that use text to communicate with the user and the environment,
such as printing text to the screen or reading input from a keyboard.
Console programs are easy to interact with, and generally have a predictable behavior that is
identical across all platforms. They are also simple to implement and thus are very useful to learn
the basics of a programming language: The examples in these tutorials are all console programs.
The way to compile console programs depends on the particular tool you are using.
The easiest way for beginners to compile C++ programs is by using an Integrated Development
Environment (IDE). An IDE generally integrates several development tools, including a text
editor and tools to compile programs directly from it.
Here you have instructions on how to compile and run console programs using different free
Integrated Development Interfaces (IDEs):
IDE
Platform
Console programs
Code::blocks
Visual Studio
Express
Windows
Dev-C++
Windows
If you happen to have a Linux or Mac environment with development features, you should be
able to compile any of the examples directly from a terminal just by including C++11 flags in the
command for the compiler:
Compile
r
Platform
Command
GCC
Linux, among
others...
Clang
OS X, among
others...
Structure of a program
The best way to learn a programming language is by writing programs. Typically, the first
program beginners write is a program called "Hello World", which simply prints "Hello World"
to your computer screen. Although it is very simple, it contains all the fundamental components
C++ programs have:
1 // my first program in C++
2 #include <iostream>
3
Hello World!
Edit
&
4 int main()
5{
6 std::cout << "Hello World!";
7}
The left panel above shows the C++ code for this program. The right panel shows the result
when the program is executed by a computer. The grey numbers to the left of the panels are line
numbers to make discussing programs and researching errors easier. They are not part of the
program.
Let's examine this program line by line:
Line 1: // my first program in C++
Two slash signs indicate that the rest of the line is a comment inserted by the programmer
but which has no effect on the behavior of the program. Programmers use them to include
short explanations or observations concerning the code or program. In this case, it is a
brief introductory description of the program.
Run
easier to understand for the humans reading it. But C++ does not have strict rules on indentation
or on how to split instructions in different lines. For example, instead of
1 int main ()
2{
3 std::cout << " Hello World!";
4}
all in a single line, and this would have had exactly the same meaning as the preceding code.
In C++, the separation between statements is specified with an ending semicolon (;), with the
separation into different lines not mattering at all for this purpose. Many statements can be
written in a single line, or each statement can be in its own line. The division of code in different
lines serves only to make it more legible and schematic for the humans that may read it, but has
no effect on the actual behavior of the program.
Now, let's add an additional statement to our first program:
1 // my second program in C++
2 #include <iostream>
3
4 int main ()
5{
6 std::cout << "Hello World! ";
7 std::cout << "I'm a C++ program";
8}
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In this case, the program performed two insertions into std::cout in two different statements.
Once again, the separation in different lines of code simply gives greater readability to the
program, since main could have been perfectly valid defined in this way:
int main () { std::cout << " Hello World! "; std::cout << " I'm a C++ program "; }
The source code could have also been divided into more code lines instead:
1 int main ()
2{
3 std::cout <<
4 "Hello World!";
5 std::cout
6 << "I'm a C++ program";
7}
And the result would again have been exactly the same as in the previous examples.
Preprocessor directives (those that begin by #) are out of this general rule since they are not
statements. They are lines read and processed by the preprocessor before proper compilation
begins. Preprocessor directives must be specified in their own line and, because they are not
statements, do not have to end with a semicolon (;).
Comments
As noted above, comments do not affect the operation of the program; however, they provide an
important tool to document directly within the source code what the program does and how it
operates.
C++ supports two ways of commenting code:
1 // line comment
2 /* block comment */
The first of them, known as line comment, discards everything from where the pair of slash signs
(//) are found up to the end of that same line. The second one, known as block comment, discards
everything between the /*characters and the first appearance of the */ characters, with the
possibility of including multiple lines.
Let's add comments to our second program:
1 /* my second program in C++
2 with more comments */
3
4 #include <iostream>
5
6 int main ()
7{
If comments are included within the source code of a program without using the comment
characters combinations//, /* or */, the compiler takes them as if they were C++ expressions,
most likely causing the compilation to fail with one, or several, error messages.
The above declaration allows all elements in the std namespace to be accessed in
an unqualified manner (without the std:: prefix).
With this in mind, the last example can be rewritten to make unqualified uses of cout as:
1 // my second program in C++
Hello World! I'm a C++ program
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 cout << "Hello World! ";
8 cout << "I'm a C++ program";
9}
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Both ways of accessing the elements of the std namespace (explicit qualification
and using declarations) are valid in C++ and produce the exact same behavior. For simplicity,
and to improve readability, the examples in these tutorials will more often use this latter
approach with using declarations, although note that explicit qualification is the only way to
guarantee that name collisions never happen.
Namespaces are explained in more detail in a later chapter.
Variables and types
The usefulness of the "Hello World" programs shown in the previous chapter is rather
questionable. We had to write several lines of code, compile them, and then execute the resulting
program, just to obtain the result of a simple sentence written on the screen. It certainly would
have been much faster to type the output sentence ourselves.
However, programming is not limited only to printing simple texts on the screen. In order to go a
little further on and to become able to write programs that perform useful tasks that really save
us work, we need to introduce the concept of variable.
Let's imagine that I ask you to remember the number 5, and then I ask you to also memorize the
number 2 at the same time. You have just stored two different values in your memory (5 and 2).
Now, if I ask you to add 1 to the first number I said, you should be retaining the numbers 6 (that
is 5+1) and 2 in your memory. Then we could, for example, subtract these values and obtain 4 as
result.
The whole process described above is a simile of what a computer can do with two variables.
The same process can be expressed in C++ with the following set of statements:
1 a = 5;
2 b = 2;
3 a = a + 1;
4 result = a - b;
Obviously, this is a very simple example, since we have only used two small integer values, but
consider that your computer can store millions of numbers like these at the same time and
conduct sophisticated mathematical operations with them.
We can now define variable as a portion of memory to store a value.
Each variable needs a name that identifies it and distinguishes it from the others. For example, in
the previous code the variable names were a, b, and result, but we could have called the variables
any names we could have come up with, as long as they were valid C++ identifiers.
Identifiers
A valid identifier is a sequence of one or more letters, digits, or underscore characters (_).
Spaces, punctuation marks, and symbols cannot be part of an identifier. In addition, identifiers
shall always begin with a letter. They can also begin with an underline character (_), but such
identifiers are -on most cases- considered reserved for compiler-specific keywords or external
identifiers, as well as identifiers containing two successive underscore characters anywhere. In
no case can they begin with a digit.
C++ uses a number of keywords to identify operations and data descriptions; therefore,
identifiers created by a programmer cannot match these keywords. The standard reserved
keywords that cannot be used for programmer created identifiers are:
alignas, alignof, and, and_eq, asm, auto, bitand, bitor, bool, break, case, catch, char, char16_t,
char32_t, class, compl, const, constexpr, const_cast, continue, decltype, default, delete, do,
double, dynamic_cast, else, enum, explicit, export, extern, false, float, for, friend, goto, if, inline,
int, long, mutable, namespace, new, noexcept, not, not_eq, nullptr, operator, or, or_eq, private,
protected, public, register, reinterpret_cast, return, short, signed, sizeof, static, static_assert,
static_cast, struct, switch, template, this, thread_local, throw, true, try, typedef, typeid, typename,
union, unsigned, using, virtual, void, volatile, wchar_t, while, xor, xor_eq
Specific compilers may also have additional specific reserved keywords.
Very important: The C++ language is a "case sensitive" language. That means that an identifier
written in capital letters is not equivalent to another one with the same name but written in small
letters. Thus, for example, theRESULT variable is not the same as the result variable or
the Result variable. These are three different identifiers identifiying three different variables.
large floating-point number; even though they are all represented using zeros and ones, they are
not interpreted in the same way, and in many cases, they don't occupy the same amount of
memory.
Fundamental data types are basic types implemented directly by the language that represent the
basic storage units supported natively by most systems. They can mainly be classified into:
Character types: They can represent a single character, such as 'A' or '$'. The most basic
type is char, which is a one-byte character. Other types are also provided for wider
characters.
Numerical integer types: They can store a whole number value, such as 7 or 1024. They
exist in a variety of sizes, and can either be signed or unsigned, depending on whether
they support negative values or not.
Floating-point types: They can represent real values, such as 3.14 or 0.01, with different
levels of precision, depending on which of the three floating-point types is used.
Boolean type: The boolean type, known in C++ as bool, can only represent one of two
states, true orfalse.
Character types
Integer types
(unsigned)
char
char16_t
char32_t
wchar_t
signed char
signed int
unsigned char
unsigned int
unsigned long int
unsigned long
long int
float
Floating-point types
double
long double
Boolean type
bool
Void type
void
Null pointer
decltype(nullptr)
no storage
* The names of certain integer types can be abbreviated without their signed and int components
- only the part not in italics is required to identify the type, the part in italics is optional.
I.e., signed short int can be abbreviated as signed short, short int, or simply short; they all
identify the same fundamental type.
Within each of the groups above, the difference between types is only their size (i.e., how much
they occupy in memory): the first type in each group is the smallest, and the last is the largest,
with each type being at least as large as the one preceding it in the same group. Other than that,
the types in a group have the same properties.
Note in the panel above that other than char (which has a size of exactly one byte), none of the
fundamental types has a standard size specified (but a minimum size, at most). Therefore, the
type is not required (and in many cases is not) exactly this minimum size. This does not mean
that these types are of an undetermined size, but that there is no standard size across all
compilers and machines; each compiler implementation may specify the sizes for these types that
fit the best the architecture where the program is going to run. This rather generic size
specification for types gives the C++ language a lot of flexibility to be adapted to work optimally
in all kinds of platforms, both present and future.
Type sizes above are expressed in bits; the more bits a type has, the more distinct values it can
represent, but at the same time, also consumes more space in memory:
Size
8-bit
16-bit
32-bit
64-bit
Notes
256 = 28
65 536 = 216
For integer types, having more representable values means that the range of values they can
represent is greater; for example, a 16-bit unsigned integer would be able to represent 65536
distinct values in the range 0 to 65535, while its signed counterpart would be able to represent,
on most cases, values between -32768 and 32767. Note that the range of positive values is
approximately halved in signed types compared to unsigned types, due to the fact that one of the
16 bits is used for the sign; this is a relatively modest difference in range, and seldom justifies the
use of unsigned types based purely on the range of positive values they can represent.
For floating-point types, the size affects their precision, by having more or less bits for their
significant and exponent.
If the size or precision of the type is not a concern, then char, int, and double are typically
selected to represent characters, integers, and floating-point values, respectively. The other types
in their respective groups are only used in very particular cases.
The properties of fundamental types in a particular system and compiler implementation can be
obtained by using the numeric_limits classes (see standard header <limits>). If for some reason,
types of specific sizes are needed, the library defines certain fixed-size type aliases in
header <cstdint>.
The types described above (characters, integers, floating-point, and boolean) are collectively
known as arithmetic types. But two additional fundamental types exist: void, which identifies the
lack of type; and the type nullptr, which is a special type of pointer. Both types will be discussed
further in a coming chapter about pointers.
C++ supports a wide variety of types based on the fundamental types discussed above; these
other types are known as compound data types, and are one of the main strengths of the C++
language. We will also see them in more detail in future chapters.
Declaration of variables
C++ is a strongly-typed language, and requires every variable to be declared with its type before
its first use. This informs the compiler the size to reserve in memory for the variable and how to
interpret its value. The syntax to declare a new variable in C++ is straightforward: we simply
write the type followed by the variable name (i.e., its identifier). For example:
1 int a;
2 float mynumber;
These are two valid declarations of variables. The first one declares a variable of type int with
the identifier a. The second one declares a variable of type float with the identifier mynumber.
Once declared, the variables a andmynumber can be used within the rest of their scope in the
program.
If declaring more than one variable of the same type, they can all be declared in a single
statement by separating their identifiers with commas. For example:
int a, b, c;
This declares three variables (a, b and c), all of them of type int, and has exactly the same
meaning as:
1 int a;
2 int b;
3 int c;
To see what variable declarations look like in action within a program, let's have a look at the
entire C++ code of the example about your mental memory proposed at the beginning of this
chapter:
1 // operating with variables
2
3 #include <iostream>
4 using namespace std;
5
6 int main ()
7{
8 // declaring variables:
9 int a, b;
10 int result;
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11
12 // process:
13 a = 5;
14 b = 2;
15 a = a + 1;
16 result = a - b;
17
18 // print out the result:
19 cout << result;
20
21 // terminate the program:
22 return 0;
23 }
Don't be worried if something else than the variable declarations themselves look a bit strange to
you. Most of it will be explained in more detail in coming chapters.
Initialization of variables
When the variables in the example above are declared, they have an undetermined value until
they are assigned a value for the first time. But it is possible for a variable to have a specific
value from the moment it is declared. This is called the initialization of the variable.
In C++, there are three ways to initialize variables. They are all equivalent and are reminiscent of
the evolution of the language over the years:
The first one, known as c-like initialization (because it is inherited from the C language), consists
of appending an equal sign followed by the value to which the variable is initialized:
type identifier = initial_value;
For example, to declare a variable of type int called x and initialize it to a value of zero from the
same moment it is declared, we can write:
int x = 0;
Finally, a third method, known as uniform initialization, similar to the above, but using curly
braces ({}) instead of parentheses (this was introduced by the revision of the C++ standard, in
2011):
type identifier {initial_value};
For example:
int x {0};
All three ways of initializing variables are valid and equivalent in C++.
1 // initialization of variables
2
3 #include <iostream>
4 using namespace std;
5
6 int main ()
7{
8 int a=5;
// initial value: 5
9 int b(3);
// initial value: 3
10 int c{2};
// initial value: 2
11 int result;
// initial value undetermined
12
13 a = a + b;
14 result = a - c;
15 cout << result;
16
17 return 0;
18 }
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Here, bar is declared as having an auto type; therefore, the type of bar is the type of the value
used to initialize it: in this case it uses the type of foo, which is int.
Variables that are not initialized can also make use of type deduction with the decltype specifier:
1 int foo = 0;
2 decltype(foo) bar; // the same as: int bar;
Introduction to strings
Fundamental types represent the most basic types handled by the machines where the code may
run. But one of the major strengths of the C++ language is its rich set of compound types, of
which the fundamental types are mere building blocks.
An example of compound type is the string class. Variables of this type are able to store
sequences of characters, such as words or sentences. A very useful feature!
A first difference with fundamental data types is that in order to declare and use objects
(variables) of this type, the program needs to include the header where the type is defined within
the standard library (header <string>):
1 // my first string
This is a string
Edit
2 #include <iostream>
3 #include <string>
4 using namespace std;
5
6 int main ()
7{
8 string mystring;
9 mystring = "This is a string";
10 cout << mystring;
11 return 0;
12 }
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Run
As you can see in the previous example, strings can be initialized with any valid string literal,
just like numerical type variables can be initialized to any valid numerical literal. As with
fundamental types, all initialization formats are valid with strings:
1 string mystring = "This is a string";
2 string mystring ("This is a string");
3 string mystring {"This is a string"};
Strings can also perform all the other basic operations that fundamental data types can, like being
declared without an initial value and change its value during execution:
1 // my first string
This is the initial string content
2 #include <iostream>
This is a different string content
3 #include <string>
4 using namespace std;
5
6 int main ()
7{
8 string mystring;
9 mystring = "This is the initial string content";
10 cout << mystring << endl;
11 mystring = "This is a different string content";
12 cout << mystring << endl;
13 return 0;
14 }
Note: inserting the endl manipulator ends the line (printing a newline
character and flushing the stream).
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The string class is a compound type. As you can see in the example
above, compound types are used in the same way as fundamental types: the
same syntax is used to declare variables and to initialize them.
For more details on standard C++ strings, see the string class reference.
Constants
Constants are expressions with a fixed value.
Literals
Literals are the most obvious kind of constants. They are used to express particular values within
the source code of a program. We have already used some in previous chapters to give specific
values to variables or to express messages we wanted our programs to print out, for example,
when we wrote:
a = 5;
Integer Numerals
1 1776
2 707
3 -273
These are numerical constants that identify integer values. Notice that they are not enclosed in
quotes or any other special character; they are a simple succession of digits representing a whole
number in decimal base; for example, 1776 always represents the value one thousand seven
hundred seventy-six.
In addition to decimal numbers (those that most of us use every day), C++ allows the use of octal
numbers (base 8) and hexadecimal numbers (base 16) as literal constants. For octal literals, the
digits are preceded with a 0(zero) character. And for hexadecimal, they are preceded by the
characters 0x (zero, x). For example, the following literal constants are all equivalent to each
other:
1 75
2 0113
3 0x4b
// decimal
// octal
// hexadecimal
All of these represent the same number: 75 (seventy-five) expressed as a base-10 numeral, octal
numeral and hexadecimal numeral, respectively.
These literal constants have a type, just like variables. By default, integer literals are of type int.
However, certain suffixes may be appended to an integer literal to specify a different integer
type:
Suffix
Type modifier
u or U
unsigned
l or L
long
ll or LL
long long
Unsigned may be combined with any of the other two in any order to form unsigned
long or unsigned long long.
For example:
1 75
2 75u
3 75l
4 75ul
5 75lu
// int
// unsigned int
// long
// unsigned long
// unsigned long
In all the cases above, the suffix can be specified using either upper or lowercase letters.
They express real values, with decimals and/or exponents. They can include either a decimal
point, an e character (that expresses "by ten at the Xth height", where X is an integer value that
follows the e character), or both a decimal point and an e character:
1 3.14159 // 3.14159
2 6.02e23 // 6.02 x 10^23
3 1.6e-19 // 1.6 x 10^-19
4 3.0
// 3.0
These are four valid numbers with decimals expressed in C++. The first number is PI, the second
one is the number of Avogadro, the third is the electric charge of an electron (an extremely small
number) -all of them approximated-, and the last one is the number three expressed as a floatingpoint numeric literal.
The default type for floating-point literals is double. Floating-point literals of type float or long
double can be specified by adding one of the following suffixes:
Suffix
Type
f or F
float
l or L
long double
For example:
1 3.14159L // long double
2 6.02e23f // float
Any of the letters that can be part of a floating-point numerical constant (e, f, l) can be written
using either lower or uppercase letters with no difference in meaning.
2 'p'
3 "Hello world"
4 "How do you do?"
The first two expressions represent single-character literals, and the following two
represent string literalscomposed of several characters. Notice that to represent a single
character, we enclose it between single quotes ('), and to express a string (which generally
consists of more than one character), we enclose the characters between double quotes (").
Both single-character and string literals require quotation marks surrounding them to distinguish
them from possible variable identifiers or reserved keywords. Notice the difference between
these two expressions:
x
'x'
Here, x alone would refer to an identifier, such as the name of a variable or a compound type,
whereas 'x'(enclosed within single quotation marks) would refer to the character literal 'x' (the
character that represents a lowercase x letter).
Character and string literals can also represent special characters that are difficult or impossible
to express otherwise in the source code of a program, like newline (\n) or tab (\t). These special
characters are all of them preceded by a backslash character (\).
Here you have a list of the single character escape codes:
Escape code
Description
\n
newline
\r
carriage return
\t
tab
\v
vertical tab
\b
backspace
\f
\a
alert (beep)
\'
\"
\?
\\
backslash (\)
For example:
'\n'
'\t'
"Left \t Right"
"one\ntwo\nthree"
Internally, computers represent characters as numerical codes: most typically, they use one
extension of the ASCIIcharacter encoding system (see ASCII code for more info). Characters
can also be represented in literals using its numerical code by writing a backslash character (\)
followed by the code expressed as an octal (base-8) or hexadecimal (base-16) number. For an
octal value, the backslash is followed directly by the digits; while for hexadecimal,
an x character is inserted between the backslash and the hexadecimal digits themselves (for
example: \x20 or \x4A).
Several string literals can be concatenated to form a single string literal simply by separating
them by one or more blank spaces, including tabs, newlines, and other valid blank characters.
For example:
1 "this forms" "a single"
2 "of characters"
Note how spaces within the quotes are part of the literal, while those outside them are not.
Some programmers also use a trick to include long string literals in multiple lines: In C++, a
backslash (\) at the end of line is considered a line-continuation character that merges both that
line and the next into a single line. Therefore the following code:
1 x = "string expressed in \
2 two lines"
is equivalent to:
x = "string expressed in two lines"
All the character literals and string literals described above are made of characters of type char. A
different character type can be specified by using one of the following prefixes:
Prefix
Character type
char16_t
char32_t
wchar_t
Note that, unlike type suffixes for integer literals, these prefixes are case sensitive: lowercase
for char16_t and uppercase for char32_t and wchar_t.
For string literals, apart from the above u, U, and L, two additional prefixes exist:
Prefix
Description
u8
In raw strings, backslashes and single and double quotes are all valid characters; the content of
the literal is delimited by an initial R"sequence( and a final )sequence", where sequence is any
sequence of characters (including an empty sequence). The content of the string is what lies
inside the parenthesis, ignoring the delimiting sequence itself. For example:
1 R"(string with \backslash)"
2 R"&%$(string with \backslash)&%$"
Both strings above are equivalent to "string with \\backslash". The R prefix can be combined
Other literals
true and false are the two possible values for variables of type bool.
We can then use these names instead of the literals they were defined to:
1 #include <iostream>
2 using namespace std;
3
4 const double pi = 3.14159;
5 const char newline = '\n';
6
7 int main ()
8{
9 double r=5.0;
// radius
10 double circle;
11
12 circle = 2 * pi * r;
13 cout << circle;
14 cout << newline;
15 }
31.4159
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31.4159
Note that the #define lines are preprocessor directives, and as such are singleline instructions that -unlike C++ statements- do not require semicolons (;)
at the end; the directive extends automatically until the end of the line. If a
semicolon is included in the line, it is part of the replacement sequence and
is also included in all replaced occurrences. Operators
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Once introduced to variables and constants, we can begin to operate with them by
using operators. What follows is a complete list of operators. At this point, it is likely not
necessary to know all of them, but they are all listed here to also serve as reference.
This statement assigns the integer value 5 to the variable x. The assignment operation always
takes place from right to left, and never the other way around:
x = y;
This statement assigns to variable x the value contained in variable y. The value of x at the
moment this statement is executed is lost and replaced by the value of y.
Consider also that we are only assigning the value of y to x at the moment of the assignment
operation. Therefore, if y changes at a later moment, it will not affect the new value taken by x.
For example, let's have a look at the following code - I have included the evolution of the content
stored in the variables as comments:
1 // assignment operator
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 int a, b;
// a:?, b:?
8 a = 10;
// a:10, b:?
9 b = 4;
// a:10, b:4
10 a = b;
// a:4, b:4
11 b = 7;
// a:4, b:7
12
13 cout << "a:";
14 cout << a;
15 cout << " b:";
a:4 b:7
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16 cout << b;
17 }
This program prints on screen the final values of a and b (4 and 7, respectively). Notice
how a was not affected by the final modification of b, even though we declared a = b earlier.
Assignment operations are expressions that can be evaluated. That means that the assignment
itself has a value, and -for fundamental types- this value is the one assigned in the operation. For
example:
y = 2 + (x = 5);
In this expression, y is assigned the result of adding 2 and the value of another assignment
expression (which has itself a value of 5). It is roughly equivalent to:
1 x = 5;
2 y = 2 + x;
Arithmetic operators ( +, -, *, /, % )
The five arithmetical operations supported by C++ are:
operator
description
addition
subtraction
multiplication
division
modulo
results in variable x containing the value 2, since dividing 11 by 3 results in 3, with a remainder
of 2.
Compound assignment (+=, -=, *=, /=, %=, >>=, <<=, &=, ^=, |=)
Compound assignment operators modify the current value of a variable by performing an
operation on it. They are equivalent to assigning the result of an operation to the first operand:
expression
equivalent to...
y += x;
y = y + x;
x -= 5;
x = x - 5;
x /= y;
x = x / y;
price *= units + 1;
and the same for all other compound assignment operators. For example:
1 // compound assignment operators
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 int a, b=3;
8 a = b;
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9 a+=2;
10 cout << a;
11 }
// equivalent to a=a+2
are all equivalent in its functionality; the three of them increase by one the value of x.
In the early C compilers, the three previous expressions may have produced different executable
code depending on which one was used. Nowadays, this type of code optimization is generally
performed automatically by the compiler, thus the three expressions should produce exactly the
same executable code.
A peculiarity of this operator is that it can be used both as a prefix and as a suffix. That means
that it can be written either before the variable name (++x) or after it (x++). Although in simple
expressions like x++ or ++x, both have exactly the same meaning; in other expressions in which
the result of the increment or decrement operation is evaluated, they may have an important
difference in their meaning: In the case that the increase operator is used as a prefix (++x) of the
value, the expression evaluates to the final value of x, once it is already increased. On the other
hand, in case that it is used as a suffix (x++), the value is also increased, but the expression
evaluates to the value that x had before being increased. Notice the difference:
Example 1
x = 3;
y = ++x;
// x contains 4, y contains 4
Example 2
x = 3;
y = x++;
// x contains 4, y contains 3
In Example 1, the value assigned to y is the value of x after being increased. While in Example 2,
it is the value xhad before being increased.
Relational and comparison operators ( ==, !=, >, <, >=, <= )
Two expressions can be compared using relational and equality operators. For example, to know
if two values are equal or if one is greater than the other.
The result of such an operation is either true or false (i.e., a Boolean value).
The relational operators in C++ are:
operator
description
==
Equal to
!=
Not equal to
<
Less than
>
Greater than
<=
>=
Of course, it's not just numeric constants that can be compared, but just any value, including, of
course, variables. Suppose that a=2, b=3 and c=6, then:
1 (a == 5) // evaluates to false, since a is not equal to 5
2 (a*b >= c) // evaluates to true, since (2*3 >= 6) is true
3 (b+4 > a*c) // evaluates to false, since (3+4 > 2*6) is false
4 ((b=2) == a) // evaluates to true
Be careful! The assignment operator (operator =, with one equal sign) is not the same as the
equality comparison operator (operator ==, with two equal signs); the first one (=) assigns the
value on the right-hand to the variable on its left, while the other (==) compares whether the
values on both sides of the operator are equal. Therefore, in the last expression ((b=2) == a), we
first assigned the value 2 to b and then we compared it to a (that also stores the value 2),
yielding true.
The logical operators && and || are used when evaluating two expressions to obtain a single
relational result. The operator && corresponds to the Boolean logical operation AND, which
yields true if both its operands are true, andfalse otherwise. The following panel shows the result
of operator && evaluating the expression a&&b:
&& OPERATOR (and)
a
a && b
true
true
true
true
false
false
false
true
false
false
false
false
The operator || corresponds to the Boolean logical operation OR, which yields true if either of its
operands is true, thus being false only when both operands are false. Here are the possible results
of a||b:
|| OPERATOR (or)
a
a || b
true
true
true
true
false
true
false
true
true
false
false
false
For example:
1 ( (5 == 5) && (3 > 6) ) // evaluates to false ( true && false )
2 ( (5 == 5) || (3 > 6) ) // evaluates to true ( true || false )
When using the logical operators, C++ only evaluates what is necessary from left to right to
come up with the combined relational result, ignoring the rest. Therefore, in the last example
((5==5)||(3>6)), C++ evaluates first whether 5==5 is true, and if so, it never checks
whether 3>6 is true or not. This is known as short-circuit evaluation, and works like this for
these operators:
operato
r
short-circuit
&&
if the left-hand side expression is false, the combined result is false (the right-hand side
expression is never evaluated).
||
if the left-hand side expression is true, the combined result is true (the right-hand side
expression is never evaluated).
This is mostly important when the right-hand expression has side effects, such as altering values:
if ( (i<10) && (++i<n) ) { /*...*/ } // note that the condition increments i
Here, the combined conditional expression would increase i by one, but only if the condition on
the left of && istrue, because otherwise, the condition on the right-hand side (++i<n) is never
evaluated.
For example:
1 // conditional operator
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 int a,b,c;
8
9 a=2;
10 b=7;
11 c = (a>b) ? a : b;
12
13 cout << c << '\n';
14 }
In this example, a was 2, and b was 7, so the expression being evaluated (a>b) was not true, thus
the first value specified after the question mark was discarded in favor of the second value (the
one after the colon) which was b(with a value of 7).
Comma operator ( , )
The comma operator (,) is used to separate two or more expressions that are included where only
one expression is expected. When the set of expressions has to be evaluated for a value, only the
right-most expression is considered.
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would first assign the value 3 to b, and then assign b+2 to variable a. So, at the end,
variable a would contain the value 5 while variable b would contain value 3.
asm equivalent
description
&
AND
Bitwise AND
OR
Bitwise inclusive OR
XOR
Bitwise exclusive OR
NOT
<<
SHL
>>
SHR
The previous code converts the floating-point number 3.14 to an integer value (3); the remainder
is lost. Here, the typecasting operator was (int). Another way to do the same thing in C++ is to
use the functional notation preceding the expression to be converted by the type and enclosing
the expression between parentheses:
i = int (f);
sizeof
This operator accepts one parameter, which can be either a type or a variable, and returns the size
in bytes of that type or object:
x = sizeof (char);
Here, x is assigned the value 1, because char is a type with a size of one byte.
The value returned by sizeof is a compile-time constant, so it is always determined before
program execution.
Other operators
Later in these tutorials, we will see a few more operators, like the ones referring to pointers or
the specifics for object-oriented programming.
Precedence of operators
A single expression may have multiple operators. For example:
x = 5 + 7 % 2;
In C++, the above expression always assigns 6 to variable x, because the % operator has a higher
precedence than the + operator, and is always evaluated before. Parts of the expressions can be
enclosed in parenthesis to override this precedence order, or to make explicitly clear the intended
effect. Notice the difference:
From greatest to smallest priority, C++ operators are evaluated in the following order:
Leve
Precedence group
Operator
Description
Grouping
l
1
Scope
Postfix (unary)
Prefix (unary)
::
scope qualifier
++ --
()
functional forms
[]
subscript
. ->
member access
++ --
~!
+-
unary prefix
&*
reference / dereference
new delete
allocation / deallocation
sizeof
parameter pack
(type)
C-style type-casting
Left-toright
Left-toright
Right-toleft
Pointer-to-member
.* ->*
access pointer
Left-toright
Arithmetic: scaling
*/%
Left-toright
Arithmetic: addition
+-
addition, subtraction
Left-toright
Bitwise shift
<< >>
Left-toright
Relational
comparison operators
Left-to-
right
9
Equality
== !=
equality / inequality
Left-toright
10
And
&
bitwise AND
Left-toright
11
Exclusive or
bitwise XOR
Left-toright
12
Inclusive or
bitwise OR
Left-toright
13
Conjunction
&&
logical AND
Left-toright
14
Disjunction
||
logical OR
Left-toright
Assignment-level
expressions
= *= /= %= +=
-=
assignment / compound
>>= <<= &= ^= | assignment
=
15
16
Sequencing
?:
conditional operator
comma separator
Right-toleft
Left-toright
C++ uses a convenient abstraction called streams to perform input and output operations in
sequential media such as the screen, the keyboard or a file. A stream is an entity where a program
can either insert or extract characters to/from. There is no need to know details about the media
associated to the stream or any of its internal specifications. All we need to know is that streams
are a source/destination of characters, and that these characters are provided/accepted
sequentially (i.e., one after another).
The standard library defines a handful of stream objects that can be used to access what are
considered the standard sources and destinations of characters by the environment where the
program runs:
stream
description
cin
cout
cerr
clog
We are going to see in more detail only cout and cin (the standard output and input
streams); cerr and clog are also output streams, so they essentially work like cout, with the only
difference being that they identify streams for specific purposes: error messages and logging;
which, in many cases, in most environment setups, they actually do the exact same thing: they
print on screen, although they can also be individually redirected.
The << operator inserts the data that follows it into the stream that precedes it. In the examples
above, it inserted the literal string Output sentence, the number 120, and the value of
variable x into the standard output streamcout. Notice that the sentence in the first statement is
enclosed in double quotes (") because it is a string literal, while in the last one, x is not. The
double quoting is what makes the difference; when the text is enclosed between them, the text is
printed literally; when they are not, the text is interpreted as the identifier of a variable, and its
value is printed instead. For example, these two sentences have very different results:
1 cout << "Hello"; // prints Hello
2 cout << Hello; // prints the content of variable Hello
This last statement would print the text This is a single C++ statement. Chaining insertions is
especially useful to mix literals and variables in a single statement:
cout << "I am " << age << " years old and my zipcode is " << zipcode;
Assuming the age variable contains the value 24 and the zipcode variable contains 90064, the
output of the previous statement would be:
I am 24 years old and my zipcode is 90064
What cout does not do automatically is add line breaks at the end, unless instructed to do so. For
example, take the following two statements inserting into cout:
cout << "This is a sentence.";
cout << "This is another sentence.";
The output would be in a single line, without any line breaks in between. Something like:
This is a sentence.This is another sentence.
To insert a line break, a new-line character shall be inserted at the exact position the line should
be broken. In C++, a new-line character can be specified as \n (i.e., a backslash character
followed by a lowercase n). For example:
1 cout << "First sentence.\n";
2 cout << "Second sentence.\nThird sentence.";
The first statement declares a variable of type int called age, and the second extracts from cin a
value to be stored in it. This operation makes the program wait for input from cin; generally, this
means that the program will wait for the user to enter some sequence with the keyboard. In this
case, note that the characters introduced using the keyboard are only transmitted to the program
when the ENTER (or RETURN) key is pressed. Once the statement with the extraction operation
on cin is reached, the program will wait for as long as needed until some input is introduced.
The extraction operation on cin uses the type of the variable after the >> operator to determine
how it interprets the characters read from the input; if it is an integer, the format expected is a
series of digits, if a string a sequence of characters, etc.
1 // i/o example
Please enter an integer value: 702
2
The value you entered is 702 and its double is
3 #include <iostream>
1404.
4 using namespace std;
5
6 int main ()
7{
8 int i;
9 cout << "Please enter an integer value: ";
10 cin >> i;
11 cout << "The value you entered is " << i;
12 cout << " and its double is " << i*2 << ".\n";
13 return 0;
14 }
As you can see, extracting from cin seems to make the task of getting input from the standard
input pretty simple and straightforward. But this method also has a big drawback. What happens
in the example above if the user enters something else that cannot be interpreted as an integer?
Well, in this case, the extraction operation fails. And this, by default, lets the program continue
without setting a value for variable i, producing undetermined results if the value of i is used
later.
This is very poor program behavior. Most programs are expected to behave in an expected
manner no matter what the user types, handling invalid values appropriately. Only very simple
programs should rely on values extracted directly from cin without further checking. A little later
we will see how stringstreams can be used to have better control over user input.
Extractions on cin can also be chained to request more than one datum in a single statement:
cin >> a >> b;
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In both cases, the user is expected to introduce two values, one for variable a, and another for
variable b. Any kind of space is used to separate two consecutive input operations; this may
either be a space, a tab, or a new-line character.
However, cin extraction always considers spaces (whitespaces, tabs, new-line...) as terminating
the value being extracted, and thus extracting a string means to always extract a single word, not
a phrase or an entire sentence.
To get an entire line from cin, there exists a function, called getline, that takes the stream (cin) as
first argument, and the string variable as second. For example:
1 // cin with strings
2 #include <iostream>
3 #include <string>
4 using namespace std;
5
6 int main ()
7{
8 string mystr;
9 cout << "What's your name? ";
10 getline (cin, mystr);
11 cout << "Hello " << mystr << ".\n";
12 cout << "What is your favorite team? ";
13 getline (cin, mystr);
14 cout << "I like " << mystr << " too!\n";
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15 return 0;
16 }
Notice how in both calls to getline, we used the same string identifier (mystr). What the program
does in the second call is simply replace the previous content with the new one that is introduced.
The standard behavior that most users expect from a console program is that each time the
program queries the user for input, the user introduces the field, and then
presses ENTER (or RETURN). That is to say, input is generally expected to happen in terms of
lines on console programs, and this can be achieved by using getline to obtain input from the
user. Therefore, unless you have a strong reason not to, you should always use getline to get
input in your console programs instead of extracting from cin.
stringstream
The standard header <sstream> defines a type called stringstream that allows a string to be
treated as a stream, and thus allowing extraction or insertion operations from/to strings in the
same way as they are performed on cinand cout. This feature is most useful to convert strings to
numerical values and vice versa. For example, in order to extract an integer from a string we can
write:
1 string mystr ("1204");
2 int myint;
3 stringstream(mystr) >> myint;
This declares a string with initialized to a value of "1204", and a variable of type int. Then, the
third line uses this variable to extract from a stringstream constructed from the string. This piece
of code stores the numerical value1204 in the variable called myint.
1 // stringstreams
2 #include <iostream>
3 #include <string>
4 #include <sstream>
5 using namespace std;
6
7 int main ()
8{
9 string mystr;
10 float price=0;
11 int quantity=0;
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12
13 cout << "Enter price: ";
14 getline (cin,mystr);
15 stringstream(mystr) >> price;
16 cout << "Enter quantity: ";
17 getline (cin,mystr);
18 stringstream(mystr) >> quantity;
19 cout << "Total price: " << price*quantity <<
20 endl;
21 return 0;
}
As usual, indentation and line breaks in the code have no effect, so the above code is equivalent
to:
if (x == 100) { cout << "x is "; cout << x; }
Selection statements with if can also specify what happens when the condition is not fulfilled, by
using the elsekeyword to introduce an alternative statement. Its syntax is:
if (condition) statement1 else statement2
where statement1 is executed in case condition is true, and in case it is not, statement2 is
executed.
For example:
1 if (x == 100)
2 cout << "x is 100";
3 else
4 cout << "x is not 100";
This prints x is 100, if indeed x has a value of 100, but if it does not, and only if it does not, it
prints x is not 100instead.
Several if + else structures can be concatenated with the intention of checking a range of values.
For example:
1 if (x > 0)
2 cout << "x is positive";
3 else if (x < 0)
4 cout << "x is negative";
5 else
6 cout << "x is 0";
This prints whether x is positive, negative, or zero by concatenating two if-else structures. Again,
it would have also been possible to execute more than a single statement per case by grouping
them into blocks enclosed in braces: {}.
10, 9, 8, 7, 6, 5, 4, 3, 2, 1, liftoff!
The first statement in main sets n to a value of 10. This is the first number in the countdown.
Then the while-loop begins: if this value fulfills the condition n>0 (that n is greater than zero),
then the block that follows the condition is executed, and repeated for as long as the condition
(n>0) remains being true.
The whole process of the previous program can be interpreted according to the following script
(beginning in main):
1. n is assigned a value
2. The while condition is checked (n>0). At this point there are two possibilities:
o condition is true: the statement is executed (to step 3)
o condition is false: ignore statement and continue after it (to step 5)
3. Execute statement:
cout << n << ", ";
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--n;
(prints the value of n and decreases n by 1)
4. End of block. Return automatically to step 2.
5. Continue the program right after the block:
print liftoff! and end the program.
A thing to consider with while-loops is that the loop should end at some point, and thus the
statement shall alter values checked in the condition in some way, so as to force it to become
false at some point. Otherwise, the loop will continue looping forever. In this case, the loop
includes --n, that decreases the value of the variable that is being evaluated in the condition (n)
by one - this will eventually make the condition (n>0) false after a certain number of loop
iterations. To be more specific, after 10 iterations, n becomes 0, making the condition no longer
true, and ending the while-loop.
Note that the complexity of this loop is trivial for a computer, and so the whole countdown is
performed instantly, without any practical delay between elements of the count (if interested,
see sleep_for for a countdown example with delays).
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11 getline (cin,str);
12 cout << "You entered: " << str << '\n';
13 } while (str != "goodbye");
14 }
The do-while loop is usually preferred over a while-loop when the statement needs to be
executed at least once, such as when the condition that is checked to end of the loop is
determined within the loop statement itself. In the previous example, the user input within the
block is what will determine if the loop ends. And thus, even if the user wants to end the loop as
soon as possible by entering goodbye, the block in the loop needs to be executed at least once to
prompt for input, and the condition can, in fact, only be determined after it is executed.
The for loop is designed to iterate a number of times. Its syntax is:
for (initialization; condition; increase) statement;
Like the while-loop, this loop repeats statement while condition is true. But, in addition, the for
loop provides specific locations to contain an initialization and an increase expression, executed
before the loop begins the first time, and after each iteration, respectively. Therefore, it is
especially useful to use counter variables ascondition.
It works in the following way:
1. initialization is executed. Generally, this declares a counter variable, and sets it to some
initial value. This is executed a single time, at the beginning of the loop.
2. condition is checked. If it is true, the loop continues; otherwise, the loop ends,
and statement is skipped, going directly to step 5.
3. statement is executed. As usual, it can be either a single statement or a block enclosed in
curly braces { }.
4. increase is executed, and the loop gets back to step 2.
5. the loop ends: execution continues by the next statement after it.
10, 9, 8, 7, 6, 5, 4, 3, 2, 1, liftoff!
The three fields in a for-loop are optional. They can be left empty, but in all cases the semicolon
signs between them are required. For example, for (;n<10;) is a loop
without initialization or increase (equivalent to a while-loop); and for (;n<10;++n) is a loop
with increase, but no initialization (maybe because the variable was already initialized before the
loop). A loop with no condition is equivalent to a loop with true as condition (i.e., an infinite
loop).
Because each of the fields is executed in a particular time in the life cycle of a loop, it may be
useful to execute more than a single expression as any of initialization, condition, or statement.
Unfortunately, these are not statements, but rather, simple expressions, and thus cannot be
replaced by a block. As expressions, they can, however, make use of the comma operator (,):
This operator is an expression separator, and can separate multiple expressions where only one is
generally expected. For example, using it, it would be possible for a for loop to handle two
counter variables, initializing and increasing both:
1 for ( n=0, i=100 ; n!=i ; ++n, --i )
2{
3 // whatever here...
4}
This loop will execute 50 times if neither n or i are modified within the loop:
n starts with a value of 0, and i with 100, the condition is n!=i (i.e., that n is not equal to i).
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Because n is increased by one, and i decreased by one on each iteration, the loop's condition will
become false after the 50th iteration, when both n and i are equal to 50.
The for-loop has another syntax, which is used exclusively with ranges:
for ( declaration : range ) statement;
This kind of for loop iterates over all the elements in range, where declaration declares some
variable able to take the value of an element in this range. Ranges are sequences of elements,
including arrays, containers, and any other type supporting the functions begin and end; Most of
these types have not yet been introduced in this tutorial, but we are already acquainted with at
least one kind of range: strings, which are sequences of characters.
An example of range-based for loop using strings:
1 // range-based for loop
2 #include <iostream>
3 #include <string>
4 using namespace std;
5
6 int main ()
7{
8 string str {"Hello!"};
9 for (char c : str)
10 {
11 std::cout << "[" << c << "]";
12 }
13 std::cout << '\n';
14 }
[H][e][l][l][o][!]
Note how what precedes the colon (:) in the for loop is the declaration of a char variable (the
elements in a string are of type char). We then use this variable, c, in the statement block to
represent the value of each of the elements in the range.
This loop is automatic and does not require the explicit declaration of any counter variable.
Range based loops usually make also use of type deduction for the type of the elements
with auto. Typically, the range-based loop above can also be written as:
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Here, the type of c is automatically deduced as the type of the elements in str.
Jump statements
Jump statements allow altering the flow of a program by performing jumps to specific locations.
The break statement
break leaves a loop, even if the condition for its end is not fulfilled. It can be used to end an
infinite loop, or to force it to end before its natural end. For example, let's stop the countdown
before its natural end:
1 // break loop example
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 for (int n=10; n>0; n--)
8 {
9 cout << n << ", ";
10 if (n==3)
11 {
12
cout << "countdown aborted!";
13
break;
14 }
15 }
16 }
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The continue statement causes the program to skip the rest of the loop in the current iteration, as
if the end of the statement block had been reached, causing it to jump to the start of the following
iteration. For example, let's skip number 5 in our countdown:
1 // continue loop example
2 #include <iostream>
10, 9, 8, 7, 6, 4, 3, 2, 1, liftoff!
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goto allows to make an absolute jump to another point in the program. This unconditional jump
ignores nesting levels, and does not cause any automatic stack unwinding. Therefore, it is a
feature to use with care, and preferably within the same block of statements, especially in the
presence of local variables.
The destination point is identified by a label, which is then used as an argument for
the goto statement. A label is made of a valid identifier followed by a colon (:).
goto is generally deemed a low-level feature, with no particular use cases in modern higher-level
programming paradigms generally used with C++. But, just as an example, here is a version of
our countdown loop using goto:
1 // goto loop example
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 int n=10;
8 mylabel:
9 cout << n << ", ";
10 n--;
11 if (n>0) goto mylabel;
12 cout << "liftoff!\n";
13 }
10, 9, 8, 7, 6, 5, 4, 3, 2, 1, liftoff!
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if-else equivalent
if (x == 1) {
cout << "x is 1";
}
else if (x == 2) {
cout << "x is 2";
}
break;
default:
cout << "value of x unknown";
}
else {
cout << "value of x unknown";
}
The switch statement has a somewhat peculiar syntax inherited from the early times of the first C
compilers, because it uses labels instead of blocks. In the most typical use (shown above), this
means that break statements are needed after each group of statements for a particular label.
If break is not included, all statements following the case (including those under any other labels)
are also executed, until the end of the switch block or a jump statement (such as break) is
reached.
If the example above lacked the break statement after the first group for case one, the program
would not jump automatically to the end of the switch block after printing x is 1, and would
instead continue executing the statements in case two (thus printing also x is 2). It would then
continue doing so until a break statement is encountered, or the end of the switch block. This
makes unnecessary to enclose the statements for each case in braces {}, and can also be useful to
execute the same group of statements for different possible values. For example:
1 switch (x) {
2 case 1:
3 case 2:
4 case 3:
5 cout << "x is 1, 2 or 3";
6 break;
7 default:
8 cout << "x is not 1, 2 nor 3";
9 }
The result is 8
This program is divided in two functions: addition and main. Remember that no matter the order
in which they are defined, a C++ program always starts by calling main. In fact, main is the only
function called automatically, and the code in any other function is only executed if its function
is called from main (directly or indirectly).
In the example above, main begins by declaring the variable z of type int, and right after that, it
performs the first function call: it calls addition. The call to a function follows a structure very
similar to its declaration. In the example above, the call to addition can be compared to its
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The parameters in the function declaration have a clear correspondence to the arguments passed
in the function call. The call passes two values, 5 and 3, to the function; these correspond to the
parameters a and b, declared for function addition.
At the point at which the function is called from within main, the control is passed to
function addition: here, execution of main is stopped, and will only resume once
the addition function ends. At the moment of the function call, the value of both arguments
(5 and 3) are copied to the local variables int a and int b within the function.
Then, inside addition, another local variable is declared (int r), and by means of the
expression r=a+b, the result of a plus b is assigned to r; which, for this case, where a is 5 and b is
3, means that 8 is assigned to r.
The final statement within the function:
return r;
Ends function addition, and returns the control back to the point where the function was called;
in this case: to function main. At this precise moment, the program resumes its course
on main returning exactly at the same point at which it was interrupted by the call to addition.
But additionally, because addition has a return type, the call is evaluated as having a value, and
this value is the value specified in the return statement that ended addition: in this particular case,
the value of the local variable r, which at the moment of the return statement had a value of 8.
Therefore, the call to addition is an expression with the value returned by the function, and in
this case, that value, 8, is assigned to z. It is as if the entire function call (addition(5,3)) was
replaced by the value it returns (i.e., 8).
Then main simply prints this value by calling:
A function can actually be called multiple times within a program, and its argument is naturally
not limited just to literals:
1 // function example
The first result is 5
2 #include <iostream>
The second result is 5
3 using namespace std;
The third result is 2
4
The fourth result is 6
5 int subtraction (int a, int b)
6{
7 int r;
8 r=a-b;
9 return r;
10 }
11
12 int main ()
13 {
14 int x=5, y=3, z;
15 z = subtraction (7,2);
16 cout << "The first result is " << z << '\n';
17 cout << "The second result is " << subtraction (7,2) << '\n';
18 cout << "The third result is " << subtraction (x,y) << '\n';
19 z= 4 + subtraction (x,y);
20 cout << "The fourth result is " << z << '\n';
21 }
Similar to the addition function in the previous example, this example defines
a subtract function, that simply returns the difference between its two parameters. This
time, main calls this function several times, demonstrating more possible ways in which a
function can be called.
Let's examine each of these calls, bearing in mind that each function call is itself an expression
that is evaluated as the value it returns. Again, you can think of it as if the function call was itself
replaced by the returned value:
1 z = subtraction (7,2);
2 cout << "The first result is " << z;
If we replace the function call by the value it returns (i.e., 5), we would have:
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1 z = 5;
2 cout << "The first result is " << z;
as:
cout << "The second result is " << 5;
The arguments passed to subtraction are variables instead of literals. That is also valid, and
works fine. The function is called with the values x and y have at the moment of the call: 5 and 3
respectively, returning 2 as result.
The fourth call is again similar:
z = 4 + subtraction (x,y);
The only addition being that now the function call is also an operand of an addition operation.
Again, the result is the same as if the function call was replaced by its result: 6. Note, that thanks
to the commutative property of additions, the above can also be written as:
z = subtraction (x,y) + 4;
With exactly the same result. Note also that the semicolon does not necessarily go after the
function call, but, as always, at the end of the whole statement. Again, the logic behind may be
easily seen again by replacing the function calls by their returned value:
1 z = 4 + 2;
2 z = 2 + 4;
I'm a function!
void can also be used in the function's parameter list to explicitly specify that the function takes
no actual parameters when called. For example, printmessage could have been declared as:
1 void printmessage (void)
2{
3 cout << "I'm a function!";
4}
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In C++, an empty parameter list can be used instead of void with same meaning, but the use
of void in the argument list was popularized by the C language, where this is a requirement.
Something that in no case is optional are the parentheses that follow the function name, neither
in its declaration nor when calling it. And even when the function takes no parameters, at least an
empty pair of parentheses shall always be appended to the function name. See
how printmessage was called in an earlier example:
printmessage ();
The parentheses are what differentiate functions from other kinds of declarations or statements.
The following would not call the function:
printmessage;
Note that this only applies to function main for historical reasons. All other functions with a
return type shall end with a proper return statement that includes a return value, even if this is
never used.
When main returns zero (either implicitly or explicitly), it is interpreted by the environment as
that the program ended successfully. Other values may be returned by main, and some
environments give access to that value to the caller in some way, although this behavior is not
required nor necessarily portable between platforms. The values for main that are guaranteed to
be interpreted in the same way on all platforms are:
value
description
EXIT_SUCCESS
EXIT_FAILURE
Because the implicit return 0; statement for main is a tricky exception, some authors consider it
good practice to explicitly write the statement.
In this case, function addition is passed 5 and 3, which are copies of the values of x and y,
respectively. These values (5 and 3) are used to initialize the variables set as parameters in the
function's definition, but any modification of these variables within the function has no effect on
the values of the variables x and y outside it, because x and y were themselves not passed to the
function on the call, but only copies of their values at that moment.
In certain cases, though, it may be useful to access an external variable from within a function.
To do that, arguments can be passed by reference, instead of by value. For example, the
function duplicate in this code duplicates the value of its three arguments, causing the variables
used as arguments to actually be modified by the call:
1 // passing parameters by reference
2 #include <iostream>
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&
To gain access to its arguments, the function declares its parameters as references. In C++,
references are indicated with an ampersand (&) following the parameter type, as in the
parameters taken by duplicate in the example above.
When a variable is passed by reference, what is passed is no longer a copy, but the variable itself,
the variable identified by the function parameter, becomes somehow associated with the
argument passed to the function, and any modification on their corresponding local variables
within the function are reflected in the variables passed as arguments in the call.
In fact, a, b, and c become aliases of the arguments passed on the function call (x, y, and z) and
any change on awithin the function is actually modifying variable x outside the function. Any
change on b modifies y, and any change on c modifies z. That is why when, in the example,
function duplicate modifies the values of variables a, b, and c, the values of x, y, and z are
affected.
If instead of defining duplicate as:
void duplicate (int& a, int& b, int& c)
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The variables would not be passed by reference, but by value, creating instead copies of their
values. In this case, the output of the program would have been the values of x, y, and z without
being modified (i.e., 1, 3, and 7).
This function takes two strings as parameters (by value), and returns the result of concatenating
them. By passing the arguments by value, the function forces a and b to be copies of the
arguments passed to the function when it is called. And if these are long strings, it may mean
copying large quantities of data just for the function call.
But this copy can be avoided altogether if both parameters are made references:
1 string concatenate (string& a, string& b)
2{
3 return a+b;
4}
Arguments by reference do not require a copy. The function operates directly on (aliases of) the
strings passed as arguments, and, at most, it might mean the transfer of certain pointers to the
function. In this regard, the version of concatenate taking references is more efficient than the
version taking values, since it does not need to copy expensive-to-copy strings.
On the flip side, functions with reference parameters are generally perceived as functions that
modify the arguments passed, because that is why reference parameters are actually for.
The solution is for the function to guarantee that its reference parameters are not going to be
modified by this function. This can be done by qualifying the parameters as constant:
1 string concatenate (const string& a, const string& b)
2{
3 return a+b;
4}
By qualifying them as const, the function is forbidden to modify the values of neither a nor b, but
can actually access their values as references (aliases of the arguments), without having to make
actual copies of the strings.
Therefore, const references provide functionality similar to passing arguments by value, but with
an increased efficiency for parameters of large types. That is why they are extremely popular in
C++ for arguments of compound types. Note though, that for most fundamental types, there is no
noticeable difference in efficiency, and in some cases, const references may even be less
efficient!
Inline functions
Calling a function generally causes a certain overhead (stacking arguments, jumps, etc...), and
thus for very short functions, it may be more efficient to simply insert the code of the function
where it is called, instead of performing the process of formally calling a function.
Preceding a function declaration with the inline specifier informs the compiler that inline
expansion is preferred over the usual function call mechanism for a specific function. This does
not change at all the behavior of a function, but is merely used to suggest the compiler that the
code generated by the function body shall be inserted at each point the function is called, instead
of being invoked with a regular function call.
For example, the concatenate function above may be declared inline as:
1 inline string concatenate (const string& a, const string& b)
2{
3 return a+b;
4}
This informs the compiler that when concatenate is called, the program prefers the function to be
expanded inline, instead of performing a regular call. inline is only specified in the function
declaration, not when it is called.
Note that most compilers already optimize code to generate inline functions when they see an
opportunity to improve efficiency, even if not explicitly marked with the inline specifier.
Therefore, this specifier merely indicates the compiler that inline is preferred for this function,
although the compiler is free to not inline it, and optimize otherwise. In C++, optimization is a
task delegated to the compiler, which is free to generate any code for as long as the resulting
behavior is the one specified by the code.
6
5
In this example, there are two calls to function divide. In the first one:
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divide (12)
The call only passes one argument to the function, even though the function has two parameters.
In this case, the function assumes the second parameter to be 2 (notice the function definition,
which declares its second parameter as int b=2). Therefore, the result is 6.
In the second call:
divide (20,4)
The call passes two arguments to the function. Therefore, the default value for b (int b=2) is
ignored, and b takes the value passed as argument, that is 4, yielding a result of 5.
Declaring functions
In C++, identifiers can only be used in expressions once they have been declared. For example,
some variable xcannot be used before being declared with a statement, such as:
int x;
The same applies to functions. Functions cannot be called before they are declared. That is why,
in all the previous examples of functions, the functions were always defined before
the main function, which is the function from where the other functions were called.
If main were defined before the other functions, this would break the rule that functions shall be
declared before being used, and thus would not compile.
The prototype of a function can be declared without actually defining the function completely,
giving just enough details to allow the types involved in a function call to be known. Naturally,
the function shall be defined somewhere else, like later in the code. But at least, once declared
like this, it can already be called.
The declaration shall include all types involved (the return type and the type of its arguments),
using the same syntax as used in the definition of the function, but replacing the body of the
function (the block of statements) with an ending semicolon.
The parameter list does not need to include the parameter names, but only their types. Parameter
names can nevertheless be specified, but they are optional, and do not need to necessarily match
those in the function definition. For example, a function called protofunction with two int
parameters can be declared with either of these statements:
1 int protofunction (int first, int second);
2 int protofunction (int, int);
Anyway, including a name for each parameter always improves legibility of the declaration.
1 // declaring functions prototypes
2 #include <iostream>
3 using namespace std;
4
5 void odd (int x);
6 void even (int x);
7
8 int main()
9{
10 int i;
11 do {
12 cout << "Please, enter number (0 to exit): ";
13 cin >> i;
14 odd (i);
15 } while (i!=0);
16 return 0;
17 }
18
19 void odd (int x)
20 {
21 if ((x%2)!=0) cout << "It is odd.\n";
22 else even (x);
23 }
24
25 void even (int x)
26 {
27 if ((x%2)==0) cout << "It is even.\n";
28 else odd (x);
29 }
This example is indeed not an example of efficiency. You can probably write yourself a version
of this program with half the lines of code. Anyway, this example illustrates how functions can
be declared before its definition:
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Declare the prototype of the functions. They already contain all what is necessary to call them,
their name, the types of their argument, and their return type (void in this case). With these
prototype declarations in place, they can be called before they are entirely defined, allowing for
example, to place the function from where they are called (main) before the actual definition of
these functions.
But declaring functions before being defined is not only useful to reorganize the order of
functions within the code. In some cases, such as in this particular case, at least one of the
declarations is required, because odd and evenare mutually called; there is a call
to even in odd and a call to odd in even. And, therefore, there is no way to structure the code so
that odd is defined before even, and even before odd.
Recursivity
Recursivity is the property that functions have to be called by themselves. It is useful for some
tasks, such as sorting elements, or calculating the factorial of numbers. For example, in order to
obtain the factorial of a number (n!) the mathematical formula would be:
n! = n * (n-1) * (n-2) * (n-3) ... * 1
More concretely, 5! (factorial of 5) would be:
5! = 5 * 4 * 3 * 2 * 1 = 120
And a recursive function to calculate this in C++ could be:
1 // factorial calculator
2 #include <iostream>
3 using namespace std;
4
5 long factorial (long a)
6{
7 if (a > 1)
8 return (a * factorial (a-1));
9 else
10 return 1;
9! = 362880
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11 }
12
13 int main ()
14 {
15 long number = 9;
16 cout << number << "! = " << factorial
17 (number);
18 return 0;
}
Notice how in function factorial we included a call to itself, but only if the
argument passed was greater than 1, since, otherwise, the function would
perform an infinite recursive loop, in which once it arrived to 0, it would
continue multiplying by all the negative numbers (probably provoking a stack
overflow at some point during runtime). Overloads and templates
Overloaded functions
In C++, two different functions can have the same name if their parameters are different; either
because they have a different number of parameters, or because any of their parameters are of a
different type. For example:
1 // overloading functions
2 #include <iostream>
3 using namespace std;
4
5 int operate (int a, int b)
6{
7 return (a*b);
8}
9
10 double operate (double a, double b)
11 {
12 return (a/b);
13 }
14
15 int main ()
16 {
17 int x=5,y=2;
18 double n=5.0,m=2.0;
19 cout << operate (x,y) << '\n';
20 cout << operate (n,m) << '\n';
21 return 0;
10
2.5
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22 }
In this example, there are two functions called operate, but one of them has two parameters of
type int, while the other has them of type double. The compiler knows which one to call in each
case by examining the types passed as arguments when the function is called. If it is called with
two int arguments, it calls to the function that has twoint parameters, and if it is called with
two doubles, it calls the one with two doubles.
In this example, both functions have quite different behaviors, the int version multiplies its
arguments, while thedouble version divides them. This is generally not a good idea. Two
functions with the same name are generally expected to have -at least- a similar behavior, but this
example demonstrates that is entirely possible for them not to. Two overloaded functions (i.e.,
two functions with the same name) have entirely different definitions; they are, for all purposes,
different functions, that only happen to have the same name.
Note that a function cannot be overloaded only by its return type. At least one of its parameters
must have a different type.
Function templates
Overloaded functions may have the same definition. For example:
1 // overloaded functions
2 #include <iostream>
3 using namespace std;
4
5 int sum (int a, int b)
6{
7 return a+b;
8}
9
10 double sum (double a, double b)
11 {
12 return a+b;
13 }
14
15 int main ()
16 {
17 cout << sum (10,20) << '\n';
18 cout << sum (1.0,1.5) << '\n';
19 return 0;
30
2.5
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20 }
Here, sum is overloaded with different parameter types, but with the exact same body.
The function sum could be overloaded for a lot of types, and it could make sense for all of them
to have the same body. For cases such as this, C++ has the ability to define functions with
generic types, known as function templates. Defining a function template follows the same
syntax than a regular function, except that it is preceded by the template keyword and a series of
template parameters enclosed in angle-brackets <>:
template <template-parameters> function-declaration
The template parameters are a series of parameters separated by commas. These parameters can
be generic template types by specifying either the class or typename keyword followed by an
identifier. This identifier can then be used in the function declaration as if it was a regular type.
For example, a generic sum function could be defined as:
1 template <class SomeType>
2 SomeType sum (SomeType a, SomeType b)
3{
4 return a+b;
5}
It makes no difference whether the generic type is specified with keyword class or
keyword typename in the template argument list (they are 100% synonyms in template
declarations).
In the code above, declaring SomeType (a generic type within the template parameters enclosed
in angle-brackets) allows SomeType to be used anywhere in the function definition, just as any
other type; it can be used as the type for parameters, as return type, or to declare new variables of
this type. In all cases, it represents a generic type that will be determined on the moment the
template is instantiated.
Instantiating a template is applying the template to create a function using particular types or
values for its template parameters. This is done by calling the function template, with the same
syntax as calling a regular function, but specifying the template arguments enclosed in angle
brackets:
name <template-arguments> (function-arguments)
For example, the sum function template defined above can be called with:
x = sum<int>(10,20);
The function sum<int> is just one of the possible instantiations of function template sum. In this
case, by using intas template argument in the call, the compiler automatically instantiates a
version of sum where each occurrence ofSomeType is replaced by int, as if it was defined as:
1 int sum (int a, int b)
2{
3 return a+b;
4}
11
2.5
In this case, we have used T as the template parameter name, instead of SomeType. It makes no
difference, and Tis actually a quite common template parameter name for generic types.
In the example above, we used the function template sum twice. The first time with arguments of
type int, and the second one with arguments of type double. The compiler has instantiated and
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Therefore, result will be a variable of the same type as the parameters a and b, and as the type
returned by the function.
In this specific case where the generic type T is used as a parameter for sum, the compiler is even
able to deduce the data type automatically without having to explicitly specify it within angle
brackets. Therefore, instead of explicitly specifying the template arguments with:
1 k = sum<int> (i,j);
2 h = sum<double> (f,g);
without the type enclosed in angle brackets. Naturally, for that, the type shall be unambiguous.
If sum is called with arguments of different types, the compiler may not be able to deduce the
type of T automatically.
Templates are a powerful and versatile feature. They can have multiple template parameters, and
the function can still use regular non-templated types. For example:
1 // function templates
2 #include <iostream>
3 using namespace std;
4
5 template <class T, class U>
6 bool are_equal (T a, U b)
7{
8 return (a==b);
9}
10
11 int main ()
12 {
13 if (are_equal(10,10.0))
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Note that this example uses automatic template parameter deduction in the call to are_equal:
are_equal(10,10.0)
Is equivalent to:
are_equal<int,double>(10,10.0)
Since, in C++, integer literals with no suffix (such as 10) are always of type int, and floatingpoint literals without suffix (such as 10.0) are always of type double, there is no ambiguity
possible, and thus the template arguments can be omitted in the call.
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In each scope, a name can only represent one entity. For example, there cannot be two variables
with the same name in the same scope:
1 int some_function ()
2{
3 int x;
4 x = 0;
5 double x; // wrong: name already used in this scope
6 x = 0.0;
7}
The visibility of an entity with block scope extends until the end of the block, including inner
blocks. Nevertheless, an inner block, because it is a different block, can re-utilize a name existing
in an outer scope to refer to a different entity; in this case, the name will refer to a different entity
only within the inner block, hiding the entity it names outside. While outside it, it will still refer
to the original entity. For example:
1 // inner block scopes
2 #include <iostream>
3 using namespace std;
4
5 int main () {
6 int x = 10;
7 int y = 20;
8 {
9 int x; // ok, inner scope.
10 x = 50; // sets value to inner x
11 y = 50; // sets value to (outer) y
12 cout << "inner block:\n";
13 cout << "x: " << x << '\n';
14 cout << "y: " << y << '\n';
15 }
16 cout << "outer block:\n";
17 cout << "x: " << x << '\n';
18 cout << "y: " << y << '\n';
19 return 0;
20 }
inner block:
x: 50
y: 50
outer block:
x: 10
y: 50
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Note that y is not hidden in the inner block, and thus accessing y still accesses the outer variable.
Variables declared in declarations that introduce a block, such as function parameters and
variables declared in loops and conditions (such as those declared on a for or an if) are local to
the block they introduce.
Namespaces
Only one entity can exist with a particular name in a particular scope. This is seldom a problem
for local names, since blocks tend to be relatively short, and names have particular purposes
within them, such as naming a counter variable, an argument, etc...
But non-local names bring more possibilities for name collision, especially considering that
libraries may declare many functions, types, and variables, neither of them local in nature, and
some of them very generic.
Namespaces allow us to group named entities that otherwise would have global scope into
narrower scopes, giving them namespace scope. This allows organizing the elements of
programs into different logical scopes referred to by names.
The syntax to declare a namespaces is:
namespace identifier
{
named_entities
}
Where identifier is any valid identifier and named_entities is the set of variables, types and
functions that are included within the namespace. For example:
1 namespace myNamespace
2{
3 int a, b;
4}
In this case, the variables a and b are normal variables declared within a namespace
called myNamespace.
These variables can be accessed from within their namespace normally, with their identifier
(either a or b), but if accessed from outside the myNamespace namespace they have to be
properly qualified with the scope operator ::. For example, to access the previous variables from
outside myNamespace they should be qualified like:
1 myNamespace::a
2 myNamespace::b
5
6.2832
3.1416
In this case, there are two functions with the same name: value. One is defined within the
namespace foo, and the other one in bar. No redefinition errors happen thanks to namespaces.
Notice also how pi is accessed in an unqualified manner from within namespace bar (just as pi),
while it is again accessed in main, but here it needs to be qualified as bar::pi.
Namespaces can be split: Two segments of a code can be declared in the same namespace:
1 namespace foo { int a; }
2 namespace bar { int b; }
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This declares three variables: a and c are in namespace foo, while b is in namespace bar.
Namespaces can even extend across different translation units (i.e., across different files of
source code).
using
The keyword using introduces a name into the current declarative region (such as a block), thus
avoiding the need to qualify the name. For example:
1 // using
2 #include <iostream>
3 using namespace std;
4
5 namespace first
6{
7 int x = 5;
8 int y = 10;
9}
10
11 namespace second
12 {
13 double x = 3.1416;
14 double y = 2.7183;
15 }
16
17 int main () {
18 using first::x;
19 using second::y;
20 cout << x << '\n';
21 cout << y << '\n';
22 cout << first::y << '\n';
23 cout << second::x << '\n';
24 return 0;
25 }
5
2.7183
10
3.1416
Notice how in main, the variable x (without any name qualifier) refers to first::x,
whereas y refers to second::y, just as specified by the using declarations. The
variables first::y and second::x can still be accessed, but require fully qualified names.
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The keyword using can also be used as a directive to introduce an entire namespace:
1 // using
5
2 #include <iostream>
10
3 using namespace std;
3.1416
4
2.7183
5 namespace first
6{
7 int x = 5;
8 int y = 10;
9}
10
11 namespace second
12 {
13 double x = 3.1416;
14 double y = 2.7183;
15 }
16
17 int main () {
18 using namespace first;
19 cout << x << '\n';
20 cout << y << '\n';
21 cout << second::x << '\n';
22 cout << second::y << '\n';
23 return 0;
24 }
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In this case, by declaring that we were using namespace first, all direct uses of x and y without
name qualifiers were also looked up in namespace first.
using and using namespace have validity only in the same block in which they are stated or in the
entire source code file if they are used directly in the global scope. For example, it would be
possible to first use the objects of one namespace and then those of another one by splitting the
code in different blocks:
1 // using namespace example
2 #include <iostream>
3 using namespace std;
4
5 namespace first
6{
7 int x = 5;
8}
9
5
3.1416
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10 namespace second
11 {
12 double x = 3.1416;
13 }
14
15 int main () {
16 {
17 using namespace first;
18 cout << x << '\n';
19 }
20 {
21 using namespace second;
22 cout << x << '\n';
23 }
24 return 0;
25 }
Namespace aliasing
Existing namespaces can be aliased with new names, with the following syntax:
namespace new_name = current_name;
The std namespace
All the entities (variables, types, constants, and functions) of the standard C++ library are
declared within the stdnamespace. Most examples in these tutorials, in fact, include the following
line:
using namespace std;
This introduces direct visibility of all the names of the std namespace into the code. This is done
in these tutorials to facilitate comprehension and shorten the length of the examples, but many
programmers prefer to qualify each of the elements of the standard library used in their
programs. For example, instead of:
cout << "Hello world!";
Whether the elements in the std namespace are introduced with using declarations or are fully
qualified on every use does not change the behavior or efficiency of the resulting program in any
way. It is mostly a matter of style preference, although for projects mixing libraries, explicit
qualification tends to be preferred.
Storage classes
The storage for variables with global or namespace scope is allocated for the entire duration of
the program. This is known as static storage, and it contrasts with the storage for local
variables (those declared within a block). These use what is known as automatic storage. The
storage for local variables is only available during the block in which they are declared; after
that, that same storage may be used for a local variable of some other function, or used
otherwise.
But there is another substantial difference between variables with static storage and variables
with automatic storage:
- Variables with static storage (such as global variables) that are not explicitly initialized are
automatically initialized to zeroes.
- Variables with automatic storage (such as local variables) that are not explicitly initialized are
left uninitialized, and thus have an undetermined value.
For example:
1 // static vs automatic storage
2 #include <iostream>
3 using namespace std;
4
5 int x;
6
7 int main ()
8{
9 int y;
10 cout << x << '\n';
11 cout << y << '\n';
0
4285838
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12 return 0;
13 }
The actual output may vary, but only the value of x is guaranteed to be
zero. y can actually contain just about any value. Arrays
An array is a series of elements of the same type placed in contiguous memory locations that can
be individually referenced by adding an index to a unique identifier.
That means that, for example, five values of type int can be declared as an array without having
to declare 5 different variables (each with its own identifier). Instead, using an array, the
five int values are stored in contiguous memory locations, and all five can be accessed using the
same identifier, with the proper index.
For example, an array containing 5 integer values of type int called foo could be represented as:
where each blank panel represents an element of the array. In this case, these are values of
type int. These elements are numbered from 0 to 4, being 0 the first and 4 the last; In C++, the
first element in an array is always numbered with a zero (not a one), no matter its length.
Like a regular variable, an array must be declared before it is used. A typical declaration for an
array in C++ is:
type name [elements];
where type is a valid type (such as int, float...), name is a valid identifier and the elements field
(which is always enclosed in square brackets []), specifies the length of the array in terms of the
number of elements.
Therefore, the foo array, with five elements of type int, can be declared as:
int foo [5];
NOTE: The elements field within square brackets [], representing the number of elements in the
array, must be aconstant expression, since arrays are blocks of static memory whose size must be
determined at compile time, before the program runs.
Initializing arrays
By default, regular arrays of local scope (for example, those declared within a function) are left
uninitialized. This means that none of its elements are set to any particular value; their contents
are undetermined at the point the array is declared.
But the elements in an array can be explicitly initialized to specific values when it is declared, by
enclosing those initial values in braces {}. For example:
int foo [5] = { 16, 2, 77, 40, 12071 };
The number of values between braces {} shall not be greater than the number of elements in the
array. For example, in the example above, foo was declared having 5 elements (as specified by
the number enclosed in square brackets, []), and the braces {} contained exactly 5 values, one for
each element. If declared with less, the remaining elements are set to their default values (which
for fundamental types, means they are filled with zeroes). For example:
int bar [5] = { 10, 20, 30 };
This creates an array of five int values, each initialized with a value of zero:
When an initialization of values is provided for an array, C++ allows the possibility of leaving
the square brackets empty []. In this case, the compiler will assume automatically a size for the
array that matches the number of values included between the braces {}:
int foo [] = { 16, 2, 77, 40, 12071 };
After this declaration, array foo would be 5 int long, since we have provided 5 initialization
values.
Finally, the evolution of C++ has led to the adoption of universal initialization also for arrays.
Therefore, there is no longer need for the equal sign between the declaration and the initializer.
Both these statements are equivalent:
1 int foo[] = { 10, 20, 30 };
2 int foo[] { 10, 20, 30 };
Static arrays, and those declared directly in a namespace (outside any function), are always
initialized. If no explicit initializer is specified, all the elements are default-initialized (with
zeroes, for fundamental types).
For example, the following statement stores the value 75 in the third element of foo:
foo [2] = 75;
and, for example, the following copies the value of the third element of foo to a variable called x:
x = foo[2];
The main difference is that the declaration is preceded by the type of the elements, while the
access is not.
Some other valid operations with arrays:
1 foo[0] = a;
2 foo[a] = 75;
3 b = foo [a+2];
4 foo[foo[a]] = foo[2] + 5;
For example:
1 // arrays example
2 #include <iostream>
3 using namespace std;
4
5 int foo [] = {16, 2, 77, 40, 12071};
6 int n, result=0;
7
8 int main ()
9{
10 for ( n=0 ; n<5 ; ++n )
11 {
12 result += foo[n];
13 }
14 cout << result;
15 return 0;
16 }
12206
Multidimensional arrays
Multidimensional arrays can be described as "arrays of arrays". For example, a bidimensional
array can be imagined as a two-dimensional table made of elements, all of them of a same
uniform data type.
jimmy represents a bidimensional array of 3 per 5 elements of type int. The C++ syntax for this
is:
int jimmy [3][5];
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and, for example, the way to reference the second element vertically and fourth horizontally in
an expression would be:
jimmy[1][3]
declares an array with an element of type char for each second in a century. This amounts to
more than 3 billionchar! So this declaration would consume more than 3 gigabytes of memory!
At the end, multidimensional arrays are just an abstraction for programmers, since the same
results can be achieved with a simple array, by multiplying its indices:
1 int jimmy [3][5]; // is equivalent to
2 int jimmy [15]; // (3 * 5 = 15)
With the only difference that with multidimensional arrays, the compiler automatically
remembers the depth of each imaginary dimension. The following two pieces of code produce
the exact same result, but one uses a bidimensional array while the other uses a simple array:
multidimensional array
#define WIDTH 5
pseudo-multidimensional array
#define WIDTH 5
#define HEIGHT 3
#define HEIGHT 3
int main ()
{
for (n=0; n<HEIGHT; n++)
for (m=0; m<WIDTH; m++)
{
jimmy[n][m]=(n+1)*(m+1);
}
}
int main ()
{
for (n=0; n<HEIGHT; n++)
for (m=0; m<WIDTH; m++)
{
jimmy[n*WIDTH+m]=(n+1)*(m+1);
}
}
None of the two code snippets above produce any output on the screen, but both assign values to
the memory block called jimmy in the following way:
Note that the code uses defined constants for the width and height, instead of using directly their
numerical values. This gives the code a better readability, and allows changes in the code to be
made easily in one place.
Arrays as parameters
At some point, we may need to pass an array to a function as a parameter. In C++, it is not
possible to pass the entire block of memory represented by an array to a function directly as an
argument. But what can be passed instead is its address. In practice, this has almost the same
effect, and it is a much faster and more efficient operation.
To accept an array as parameter for a function, the parameters can be declared as the array type,
but with empty brackets, omitting the actual size of the array. For example:
void procedure (int arg[])
This function accepts a parameter of type "array of int" called arg. In order to pass to this
function an array declared as:
5 10 15
2 4 6 8 10
In the code above, the first parameter (int arg[]) accepts any array whose elements are of type int,
whatever its length. For that reason, we have included a second parameter that tells the function
the length of each array that we pass to it as its first parameter. This allows the for loop that
prints out the array to know the range to iterate in the array passed, without going out of range.
In a function declaration, it is also possible to include multidimensional arrays. The format for a
tridimensional array parameter is:
base_type[][depth][depth]
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Notice that the first brackets [] are left empty, while the following ones specify sizes for their
respective dimensions. This is necessary in order for the compiler to be able to determine the
depth of each additional dimension.
In a way, passing an array as argument always loses a dimension. The reason behind is that, for
historical reasons, arrays cannot be directly copied, and thus what is really passed is a pointer.
This is a common source of errors for novice programmers. Although a clear understanding of
pointers, explained in a coming chapter, helps a lot.
Library arrays
The arrays explained above are directly implemented as a language feature, inherited from the C
language. They are a great feature, but by restricting its copy and easily decay into pointers, they
probably suffer from an excess of optimization.
To overcome some of these issues with language built-in arrays, C++ provides an alternative
array type as a standard container. It is a type template (a class template, in fact) defined in
header <array>.
Containers are a library feature that falls out of the scope of this tutorial, and thus the class will
not be explained in detail here. Suffice it to say that they operate in a similar way to built-in
arrays, except that they allow being copied (an actually expensive operation that copies the entire
block of memory, and thus to use with care) and decay into pointers only when explicitly told to
do so (by means of its member data).
Just as an example, these are two versions of the same example using the language built-in array
described in this chapter, and the container in the library:
language built-in array
#include <iostream>
#include <iostream>
#include <array>
using namespace std;
int main()
{
int myarray[3] = {10,20,30};
int main()
{
array<int,3> myarray {10,20,30};
As you can see, both kinds of arrays use the same syntax to access its
elements: myarray[i]. Other than that, the main differences lay on the
declaration of the array, and the inclusion of an additional header for
the library array. Notice also how it is easy to access the size of the library
array. Character sequences
The string class has been briefly introduced in an earlier chapter. It is a very powerful class to
handle and manipulate strings of characters. However, because strings are, in fact, sequences of
characters, we can represent them also as plain arrays of elements of a character type.
For example, the following array:
char foo [20];
is an array that can store up to 20 elements of type char. It can be represented as:
Therefore, this array has a capacity to store sequences of up to 20 characters. But this capacity
does not need to be fully exhausted: the array can also accommodate shorter sequences. For
example, at some point in a program, either the sequence "Hello" or the sequence "Merry
Christmas" can be stored in foo, since both would fit in a sequence with a capacity for 20
characters.
By convention, the end of strings represented in character sequences is signaled by a special
character: the null character, whose literal value can be written as '\0' (backslash, zero).
In this case, the array of 20 elements of type char called foo can be represented storing the
character sequences"Hello" and "Merry Christmas" as:
Notice how after the content of the string itself, a null character ('\0') has been added in order to
indicate the end of the sequence. The panels in gray color represent char elements with
undetermined values.
The above declares an array of 6 elements of type char initialized with the characters that form
the word "Hello"plus a null character '\0' at the end.
But arrays of character elements have another way to be initialized: using string literals directly.
In the expressions used in some examples in previous chapters, string literals have already shown
up several times. These are specified by enclosing the text between double quotes ("). For
example:
"the result is: "
In both cases, the array of characters myword is declared with a size of 6 elements of type char:
the 5 characters that compose the word "Hello", plus a final null character ('\0'), which specifies
the end of the sequence and that, in the second case, when using double quotes (") it is appended
automatically.
Please notice that here we are talking about initializing an array of characters at the moment it is
being declared, and not about assigning values to them later (once they have already been
declared). In fact, because string literals are regular arrays, they have the same restrictions as
these, and cannot be assigned values.
Expressions (once myword has already been declared as above), such as:
1 myword = "Bye";
2 myword[] = "Bye";
This is because arrays cannot be assigned values. Note, though, that each of its elements can be
assigned a value individually. For example, this would be correct:
1 myword[0] = 'B';
2 myword[1] = 'y';
3 myword[2] = 'e';
4 myword[3] = '\0';
language; in fact, string literals still always produce null-terminated character sequences, and
not string objects.
In the standard library, both representations for strings (C-strings and library strings) coexist, and
most functions requiring strings are overloaded to support both.
For example, cin and cout support null-terminated sequences directly, allowing them to be
directly extracted fromcin or inserted into cout, just like strings. For example:
1 // strings and NTCS:
2 #include <iostream>
3 #include <string>
4 using namespace std;
5
6 int main ()
7{
8 char question1[] = "What is your name? ";
9 string question2 = "Where do you live? ";
10 char answer1 [80];
11 string answer2;
12 cout << question1;
13 cin >> answer1;
14 cout << question2;
15 cin >> answer2;
16 cout << "Hello, " << answer1;
17 cout << " from " << answer2 << "!\n";
18 return 0;
19 }
In this example, both arrays of characters using null-terminated sequences and strings are used.
They are quite interchangeable in their use together with cin and cout, but there is a notable
difference in their declarations: arrays have a fixed size that needs to be specified either implicit
or explicitly when declared; question1 has a size of exactly 20 characters (including the
terminating null-characters) and answer1 has a size of 80 characters; while strings are simply
strings, no size is specified. This is due to the fact that strings have a dynamic size determined
during runtime, while the size of arrays is determined on compilation, before the program runs.
In any case, null-terminated character sequences and arrays are easily transformed from one
another:
Null-terminated character sequences can be transformed into strings implicitly, and strings can
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(note: both c_str and data members of string are equivalent) Pointers
In earlier chapters, variables have been explained as locations in the computer's memory which
can be accessed by their identifier (their name). This way, the program does not need to care
about the physical address of the data in memory; it simply uses the identifier whenever it needs
to refer to the variable.
For a C++ program, the memory of a computer is like a succession of memory cells, each one
byte in size, and each with a unique address. These single-byte memory cells are ordered in a
way that allows data representations larger than one byte to occupy memory cells that have
consecutive addresses.
This way, each cell can be easily located in the memory by means of its unique address. For
example, the memory cell with the address 1776 always follows immediately after the cell with
address 1775 and precedes the one with1777, and is exactly one thousand cells after 776 and
exactly one thousand cells before 2776.
When a variable is declared, the memory needed to store its value is assigned a specific location
in memory (its memory address). Generally, C++ programs do not actively decide the exact
memory addresses where its variables are stored. Fortunately, that task is left to the environment
where the program is run - generally, an operating system that decides the particular memory
locations on runtime. However, it may be useful for a program to be able to obtain the address of
a variable during runtime in order to access data cells that are at a certain position relative to it.
foo = &myvar;
This would assign the address of variable myvar to foo; by preceding the name of the
variable myvar with thereference operator (&), we are no longer assigning the content of the
variable itself to foo, but its address.
The actual address of a variable in memory cannot be known before runtime, but let's assume, in
order to help clarify some concepts, that myvar is placed during runtime in the memory
address 1776.
In this case, consider the following code fragment:
1 myvar = 25;
2 foo = &myvar;
3 bar = myvar;
The values contained in each variable after the execution of this are shown in the following
diagram:
First, we have assigned the value 25 to myvar (a variable whose address in memory we assumed
to be 1776).
The second statement assigns foo the address of myvar, which we have assumed to be 1776.
Finally, the third statement, assigns the value contained in myvar to bar. This is a standard
assignment operation, as already done many times in earlier chapters.
The main difference between the second and third statements is the appearance of the reference
operator (&).
The variable that stores the address of another variable (like foo in the previous example) is what
in C++ is called a pointer. Pointers are a very powerful feature of the language that has many
uses in lower level programming. A bit later, we will see how to declare and use pointers.
This could be read as: "baz equal to value pointed to by foo", and the statement would actually
assign the value25 to baz, since foo is 1776, and the value pointed to by 1776 (following the
example above) would be 25.
It is important to clearly differentiate that foo refers to the value 1776, while *foo (with an
asterisk * preceding the identifier) refers to the value stored at address 1776, which in this case
is 25. Notice the difference of including or not including the dereference operator (I have added
an explanatory comment of how each of these two expressions could be read):
1 baz = foo; // baz equal to foo (1776)
2 baz = *foo; // baz equal to value pointed to by foo (25)
Thus, they have sort of opposite meanings: A variable referenced with & can be dereferenced
with *.
Earlier, we performed the following two assignment operations:
1 myvar = 25;
2 foo = &myvar;
Right after these two statements, all of the following expressions would give true as result:
1 myvar == 25
2 &myvar == 1776
3 foo == 1776
4 *foo == 25
The first expression is quite clear, considering that the assignment operation performed
on myvar was myvar=25. The second one uses the reference operator (&), which returns the
address of myvar, which we assumed it to have a value of 1776. The third one is somewhat
obvious, since the second expression was true and the assignment operation performed
on foo was foo=&myvar. The fourth expression uses the dereference operator (*) that can be
read as "value pointed to by", and the value pointed to by foo is indeed 25.
So, after all that, you may also infer that for as long as the address pointed by foo remains
unchanged, the following expression will also be true:
*foo == myvar
Declaring pointers
Due to the ability of a pointer to directly refer to the value that it points to, a pointer has different
properties when it points to a char than when it points to an int or a float. Once dereferenced, the
type needs to be known. And for that, the declaration of a pointer needs to include the data type
the pointer is going to point to.
The declaration of pointers follows this syntax:
type * name;
where type is the data type pointed to by the pointer. This type is not the type of the pointer itself,
but the type of the data the pointer points to. For example:
1 int * number;
2 char * character;
3 double * decimals;
These are three declarations of pointers. Each one is intended to point to a different data type,
but, in fact, all of them are pointers and all of them are likely going to occupy the same amount
of space in memory (the size in memory of a pointer depends on the platform where the program
runs). Nevertheless, the data to which they point to do not occupy the same amount of space nor
are of the same type: the first one points to an int, the second one to a char, and the last one to
a double. Therefore, although these three example variables are all of them pointers, they
actually have different types: int*, char*, and double* respectively, depending on the type they
point to.
Note that the asterisk (*) used when declaring a pointer only means that it is a pointer (it is part
of its type compound specifier), and should not be confused with the dereference operator seen a
bit earlier, but which is also written with an asterisk (*). They are simply two different things
represented with the same sign.
Let's see an example on pointers:
1 // my first pointer
2 #include <iostream>
3 using namespace std;
4
5 int main ()
6{
7 int firstvalue, secondvalue;
8 int * mypointer;
firstvalue is 10
secondvalue is 20
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9
10 mypointer = &firstvalue;
11 *mypointer = 10;
12 mypointer = &secondvalue;
13 *mypointer = 20;
14 cout << "firstvalue is " << firstvalue << '\n';
15 cout << "secondvalue is " << secondvalue <<
16 '\n';
17 return 0;
}
Notice that even though neither firstvalue nor secondvalue are directly set any value in the
program, both end up with a value set indirectly through the use of mypointer. This is how it
happens:
First, mypointer is assigned the address of firstvalue using the reference operator (&). Then, the
value pointed to by mypointer is assigned a value of 10. Because, at this moment, mypointer is
pointing to the memory location offirstvalue, this in fact modifies the value of firstvalue.
In order to demonstrate that a pointer may point to different variables during its lifetime in a
program, the example repeats the process with secondvalue and that same pointer, mypointer.
Here is an example a little bit more elaborated:
1 // more pointers
firstvalue is 10
2 #include <iostream>
secondvalue is 20
3 using namespace std;
4
5 int main ()
6{
7 int firstvalue = 5, secondvalue = 15;
8 int * p1, * p2;
9
10 p1 = &firstvalue; // p1 = address of firstvalue
11 p2 = &secondvalue; // p2 = address of secondvalue
12 *p1 = 10;
// value pointed to by p1 = 10
13 *p2 = *p1;
// value pointed to by p2 = value pointed by p1
14 p1 = p2;
// p1 = p2 (value of pointer is copied)
15 *p1 = 20;
// value pointed by p1 = 20
16
17 cout << "firstvalue is " << firstvalue << '\n';
18 cout << "secondvalue is " << secondvalue << '\n';
19 return 0;
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20 }
Each assignment operation includes a comment on how each line could be read: i.e., replacing
ampersands (&) by "address of", and asterisks (*) by "value pointed to by".
Notice that there are expressions with pointers p1 and p2, both with and without the dereference
operator (*). The meaning of an expression using the dereference operator (*) is very different
from one that does not. When this operator precedes the pointer name, the expression refers to
the value being pointed, while when a pointer name appears without this operator, it refers to the
value of the pointer itself (i.e., the address of what the pointer is pointing to).
Another thing that may call your attention is the line:
int * p1, * p2;
This declares the two pointers used in the previous example. But notice that there is an asterisk
(*) for each pointer, in order for both to have type int* (pointer to int). This is required due to the
precedence rules. Note that if, instead, the code was:
int * p1, p2;
p1 would indeed be of type int*, but p2 would be of type int. Spaces do not matter at all for this
purpose. But anyway, simply remembering to put one asterisk per pointer is enough for most
pointer users interested in declaring multiple pointers per statement. Or even better: use a
different statemet for each variable.
After that, mypointer and myarray would be equivalent and would have very similar properties.
The main difference being that mypointer can be assigned a different address,
whereas myarray can never be assigned anything, and will always represent the same block of 20
elements of type int. Therefore, the following assignment would not be valid:
myarray = mypointer;
Pointers and arrays support the same set of operations, with the same meaning for both. The
main difference being that pointers can be assigned new addresses, while arrays cannot.
In the chapter about arrays, brackets ([]) were explained as specifying the index of an element of
the array. Well, in fact these brackets are a dereferencing operator known as offset operator. They
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dereference the variable they follow just as * does, but they also add the number between
brackets to the address being dereferenced. For example:
1 a[5] = 0;
// a [offset of 5] = 0
2 *(a+5) = 0; // pointed by (a+5) = 0
These two expressions are equivalent and valid, not only if a is a pointer, but also if a is an array.
Remember that if an array, its name can be used just like a pointer to its first element.
Pointer initialization
Pointers can be initialized to point to specific locations at the very moment they are defined:
1 int myvar;
2 int * myptr = &myvar;
The resulting state of variables after this code is the same as after:
1 int myvar;
2 int * myptr;
3 myptr = &myvar;
When pointers are initialized, what is initialized is the address they point to (i.e., myptr), never
the value being pointed (i.e., *myptr). Therefore, the code above shall not be confused with:
1 int myvar;
2 int * myptr;
3 *myptr = &myvar;
Which anyway would not make much sense (and is not valid code).
The asterisk (*) in the pointer declaration (line 2) only indicates that it is a pointer, it is not the
dereference operator (as in line 3). Both things just happen to use the same sign: *. As always,
spaces are not relevant, and never change the meaning of an expression.
Pointers can be initialized either to the address of a variable (such as in the case above), or to the
value of another pointer (or array):
1 int myvar;
2 int *foo = &myvar;
3 int *bar = foo;
Pointer arithmetics
To conduct arithmetical operations on pointers is a little different than to conduct them on regular
integer types. To begin with, only addition and subtraction operations are allowed; the others
make no sense in the world of pointers. But both addition and subtraction have a slightly
different behavior with pointers, according to the size of the data type to which they point.
When fundamental data types were introduced, we saw that types have different sizes. For
example: char always has a size of 1 byte, short is generally larger than that, and int and long are
even larger; the exact size of these being dependent on the system. For example, let's imagine
that in a given system, char takes 1 byte, short takes 2 bytes, and long takes 4.
Suppose now that we define three pointers in this compiler:
1 char *mychar;
2 short *myshort;
3 long *mylong;
and that we know that they point to the memory locations 1000, 2000, and 3000, respectively.
Therefore, if we write:
1 ++mychar;
2 ++myshort;
3 ++mylong;
mychar, as one would expect, would contain the value 1001. But not so
obviously, myshort would contain the value 2002, and mylong would contain 3004, even though
they have each been incremented only once. The reason is that, when adding one to a pointer, the
pointer is made to point to the following element of the same type, and, therefore, the size in
bytes of the type it points to is added to the pointer.
This is applicable both when adding and subtracting any number to a pointer. It would happen
exactly the same if we wrote:
1 mychar = mychar + 1;
2 myshort = myshort + 1;
3 mylong = mylong + 1;
Regarding the increment (++) and decrement (--) operators, they both can be used as either
prefix or suffix of an expression, with a slight difference in behavior: as a prefix, the increment
happens before the expression is evaluated, and as a suffix, the increment happens after the
expression is evaluated. This also applies to expressions incrementing and decrementing
pointers, which can become part of more complicated expressions that also include dereference
operators (*). Remembering operator precedence rules, we can recall that postfix operators, such
as increment and decrement, have higher precedence than prefix operators, such as the
dereference operator (*). Therefore, the following expression:
*p++
is equivalent to *(p++). And what it does is to increase the value of p (so it now points to the
next element), but because ++ is used as postfix, the whole expression is evaluated as the value
pointed originally by the pointer (the address it pointed to before being incremented).
Essentially, these are the four possible combinations of the dereference operator with both the
prefix and suffix versions of the increment operator (the same being applicable also to the
decrement operator):
1 *p++ // same as *(p++): increment pointer, and dereference unincremented address
Because ++ has a higher precedence than *, both p and q are incremented, but because both
increment operators (++) are used as postfix and not prefix, the value assigned to *p is *q before
both p and q are incremented. And then both are incremented. It would be roughly equivalent to:
1 *p = *q;
2 ++p;
3 ++q;
Here p points to a variable, but points to it in a const-qualified manner, meaning that it can read
the value pointed, but it cannot modify it. Note also, that the expression &y is of type int*, but
this is assigned to a pointer of typeconst int*. This is allowed: a pointer to non-const can be
implicitly converted to a pointer to const. But not the other way around! As a safety feature,
pointers to const are not implicitly convertible to pointers to non-const.
One of the use cases of pointers to const elements is as function parameters: a function that takes
a pointer to non-const as parameter can modify the value passed as argument, while a function
that takes a pointer to constas parameter cannot.
1 // pointers as arguments:
2 #include <iostream>
3 using namespace std;
4
5 void increment_all (int* start, int* stop)
6{
7 int * current = start;
8 while (current != stop) {
9 ++(*current); // increment value pointed
10 ++current; // increment pointer
11 }
12 }
13
14 void print_all (const int* start, const int* stop)
15 {
16 const int * current = start;
17 while (current != stop) {
18 cout << *current << '\n';
19 ++current; // increment pointer
20 }
21 }
22
23 int main ()
24 {
25 int numbers[] = {10,20,30};
26 increment_all (numbers,numbers+3);
27 print_all (numbers,numbers+3);
28 return 0;
29 }
11
21
31
Note that print_all uses pointers that point to constant elements. These pointers point to constant
content they cannot modify, but they are not constant themselves: i.e., the pointers can still be
incremented or assigned different addresses, although they cannot modify the content they point
to.
And this is where a second dimension to constness is added to pointers: Pointers can also be
themselves const. And this is specified by appending const to the pointed type (after the asterisk):
1 int x;
2
int *
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3 const int *
p2 = &x; // non-const pointer to const int
4
int * const p3 = &x; // const pointer to non-const int
5 const int * const p4 = &x; // const pointer to const int
The syntax with const and pointers is definitely tricky, and recognizing the cases that best suit
each use tends to require some experience. In any case, it is important to get constness with
pointers (and references) right sooner rather than later, but you should not worry too much about
grasping everything if this is the first time you are exposed to the mix of const and pointers.
More use cases will show up in coming chapters.
To add a little bit more confusion to the syntax of const with pointers, the const qualifier can
either precede or follow the pointed type, with the exact same meaning:
1 const int * p2a = &x; //
non-const pointer to const int
2 int const * p2b = &x; // also non-const pointer to const int
As with the spaces surrounding the asterisk, the order of const in this case is simply a matter of
style. This chapter uses a prefix const, as for historical reasons this seems to be more extended,
but both are exactly equivalent. The merits of each style are still intensely debated on the
internet.
This declares an array with the literal representation for "hello", and then a pointer to its first
element is assigned to foo. If we imagine that "hello" is stored at the memory locations that start
at address 1702, we can represent the previous declaration as:
Note that here foo is a pointer and contains the value 1702, and not 'h', nor "hello", although
1702 indeed is the address of both of these.
The pointer foo points to a sequence of characters. And because pointers and arrays behave
essentially in the same way in expressions, foo can be used to access the characters in the same
way arrays of null-terminated character sequences are. For example:
1 *(foo+4)
2 foo[4]
Both expressions have a value of 'o' (the fifth element of the array).
Pointers to pointers
C++ allows the use of pointers that point to pointers, that these, in its turn, point to data (or even
to other pointers). The syntax simply requires an asterisk (*) for each level of indirection in the
declaration of the pointer:
1 char a;
2 char * b;
3 char ** c;
4 a = 'z';
5 b = &a;
6 c = &b;
This, assuming the randomly chosen memory locations for each variable of 7230, 8092,
and 10502, could be represented as:
With the value of each variable represented inside its corresponding cell, and their respective
addresses in memory represented by the value under them.
The new thing in this example is variable c, which is a pointer to a pointer, and can be used in
three different levels of indirection, each one of them would correspond to a different value:
void pointers
The void type of pointer is a special type of pointer. In C++, void represents the absence of type.
Therefore, voidpointers are pointers that point to a value that has no type (and thus also an
undetermined length and undetermined dereferencing properties).
This gives void pointers a great flexibility, by being able to point to any data type, from an
integer value or a float to a string of characters. In exchange, they have a great limitation: the
data pointed by them cannot be directly dereferenced (which is logical, since we have no type to
dereference to), and for that reason, any address in avoid pointer needs to be transformed into
some other pointer type that points to a concrete data type before being dereferenced.
One of its possible uses may be to pass generic parameters to a function. For example:
1 // increaser
2 #include <iostream>
3 using namespace std;
4
5 void increase (void* data, int psize)
6{
7 if ( psize == sizeof(char) )
8 { char* pchar; pchar=(char*)data; ++
9 (*pchar); }
10 else if (psize == sizeof(int) )
11 { int* pint; pint=(int*)data; ++(*pint); }
12 }
13
14 int main ()
15 {
y, 1603
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16
17
18
19
20
21
char a = 'x';
int b = 1602;
increase (&a,sizeof(a));
increase (&b,sizeof(b));
cout << a << ", " << b << '\n';
return 0;
}
sizeof is an operator integrated in the C++ language that returns the size in bytes of its argument.
For non-dynamic data types, this value is a constant. Therefore, for example, sizeof(char) is 1,
because char is has always a size of one byte.
Neither p nor q point to addresses known to contain a value, but none of the above statements
causes an error. In C++, pointers are allowed to take any address value, no matter whether there
actually is something at that address or not. What can cause an error is to dereference such a
pointer (i.e., actually accessing the value they point to). Accessing such a pointer causes
undefined behavior, ranging from an error during runtime to accessing some random value.
But, sometimes, a pointer really needs to explicitly point to nowhere, and not just an invalid
address. For such cases, there exists a special value that any pointer type can take: the null
pointer value. This value can be expressed in C++ in two ways: either with an integer value of
zero, or with the nullptr keyword:
1 int * p = 0;
2 int * q = nullptr;
Here, both p and q are null pointers, meaning that they explicitly point to nowhere, and they both
actually compare equal: all null pointers compare equal to other null pointers. It is also quite
usual to see the defined constant NULLbe used in older code to refer to the null pointer value:
int * r = NULL;
NULL is defined in several headers of the standard library, and is defined as an alias of
some null pointer constant value (such as 0 or nullptr).
Do not confuse null pointers with void pointers! A null pointer is a value that any pointer can
take to represent that it is pointing to "nowhere", while a void pointer is a type of pointer that can
point to somewhere without a specific type. One refers to the value stored in the pointer, and the
other to the type of data it points to.
Pointers to functions
C++ allows operations with pointers to functions. The typical use of this is for passing a function
as an argument to another function. Pointers to functions are declared with the same syntax as a
regular function declaration, except that the name of the function is enclosed between
parentheses () and an asterisk (*) is inserted before the name:
1 // pointer to functions
2 #include <iostream>
3 using namespace std;
4
5 int addition (int a, int b)
6 { return (a+b); }
7
8 int subtraction (int a, int b)
9 { return (a-b); }
10
11 int operation (int x, int y, int (*functocall)(int,int))
12 {
13 int g;
14 g = (*functocall)(x,y);
15 return (g);
16 }
17
18 int main ()
19 {
20 int m,n;
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In the example above, minus is a pointer to a function that has two parameters of type int. It is
directly initialized to point to the function subtraction:
int (* minus)(int,int) = subtraction;
Dynamic memory
In the programs seen in previous chapters, all memory needs were determined before program
execution by defining the variables needed. But there may be cases where the memory needs of a
program can only be determined during runtime. For example, when the memory needed
depends on user input. On these cases, programs need to dynamically allocate memory, for
which the C++ language integrates the operators new anddelete.
In this case, the system dynamically allocates space for five elements of type int and returns a
pointer to the first element of the sequence, which is assigned to foo (a pointer).
Therefore, foo now points to a valid block of memory with space for five elements of type int.
Here, foo is a pointer, and thus, the first element pointed to by foo can be accessed either with the
expressionfoo[0] or the expression *foo (both are equivalent). The second element can be
accessed either with foo[1] or *(foo+1), and so on...
There is a substantial difference between declaring a normal array and allocating dynamic
memory for a block of memory using new. The most important difference is that the size of a
regular array needs to be a constant expression, and thus its size has to be determined at the
moment of designing the program, before it is run, whereas the dynamic memory allocation
performed by new allows to assign memory during runtime using any variable value as size.
The dynamic memory requested by our program is allocated by the system from the memory
heap. However, computer memory is a limited resource, and it can be exhausted. Therefore, there
are no guarantees that all requests to allocate memory using operator new are going to be granted
by the system.
C++ provides two standard mechanisms to check if the allocation was successful:
One is by handling exceptions. Using this method, an exception of type bad_alloc is thrown
when the allocation fails. Exceptions are a powerful C++ feature explained later in these
tutorials. But for now, you should know that if this exception is thrown and it is not handled by a
specific handler, the program execution is terminated.
This exception method is the method used by default by new, and is the one used in a declaration
like:
foo = new int [5]; // if allocation fails, an exception is thrown
The other method is known as nothrow, and what happens when it is used is that when a memory
allocation fails, instead of throwing a bad_alloc exception or terminating the program, the
pointer returned by new is a null pointer, and the program continues its execution normally.
This method can be specified by using a special object called nothrow, declared in
header <new>, as argument fornew:
foo = new (nothrow) int [5];
In this case, if the allocation of this block of memory fails, the failure can be detected by
checking if foo is a null pointer:
1 int * foo;
2 foo = new (nothrow) int [5];
3 if (foo == nullptr) {
4 // error assigning memory. Take measures.
5}
This nothrow method is likely to produce less efficient code than exceptions, since it implies
explicitly checking the pointer value returned after each and every allocation. Therefore, the
exception mechanism is generally preferred, at least for critical allocations. Still, most of the
coming examples will use the nothrow mechanism due to its simplicity.
The first statement releases the memory of a single element allocated using new, and the second
one releases the memory allocated for arrays of elements using new and a size in brackets ([]).
The value passed as argument to delete shall be either a pointer to a memory block previously
allocated with new, or a null pointer (in the case of a null pointer, delete produces no effect).
1 // rememb-o-matic
2 #include <iostream>
3 #include <new>
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Notice how the value within brackets in the new statement is a variable value entered by the user
(i), not a constant expression:
p= new (nothrow) int[i];
There always exists the possibility that the user introduces a value for i so big that the system
cannot allocate enough memory for it. For example, when I tried to give a value of 1 billion to
the "How many numbers" question, my system could not allocate that much memory for the
program, and I got the text message we prepared for this case (Error: memory could not be
allocated).
It is considered good practice for programs to always be able to handle failures to allocate
memory, either by checking the pointer value (if nothrow) or by catching the proper exception.
Run
Dynamic memory in C
C++ integrates the operators new and delete for allocating dynamic memory.
But these were not available in the C language; instead, it used a library
solution, with the functions malloc, calloc, realloc and free, defined in the
header <cstdlib> (known as <stdlib.h> in C). The functions are also available
in C++ and can also be used to allocate and deallocate dynamic memory.
Note, though, that the memory blocks allocated by these functions are not
necessarily compatible with those returned by new, so they should not be
mixed; each one should be handled with its own set of functions or
operators. Data structures
Data structures
A data structure is a group of data elements grouped together under one name. These data
elements, known asmembers, can have different types and different lengths. Data structures can
be declared in C++ using the following syntax:
struct type_name {
member_type1 member_name1;
member_type2 member_name2;
member_type3 member_name3;
.
.
} object_names;
Where type_name is a name for the structure type, object_name can be a set of valid identifiers
for objects that have the type of this structure. Within braces {}, there is a list with the data
members, each one is specified with a type and a valid identifier as its name.
For example:
1 struct product {
2 int weight;
3 double price;
4} ;
5
6 product apple;
This declares a structure type, called product, and defines it having two
members: weight and price, each of a different fundamental type. This declaration creates a new
type (product), which is then used to declare three objects (variables) of this type: apple, banana,
and melon. Note how once product is declared, it is used just like any other type.
Right at the end of the struct definition, and before the ending semicolon (;), the optional
field object_names can be used to directly declare objects of the structure type. For example, the
structure objects apple, banana, andmelon can be declared at the moment the data structure type
is defined:
1 struct product {
2 int weight;
3 double price;
4 } apple, banana, melon;
In this case, where object_names are specified, the type name (product) becomes
optional: struct requires either a type_name or at least one name in object_names, but not
necessarily both.
It is important to clearly differentiate between what is the structure type name (product), and
what is an object of this type (apple, banana, and melon). Many objects (such as apple, banana,
and melon) can be declared from a single structure type (product).
Once the three objects of a determined structure type are declared (apple, banana, and melon) its
members can be accessed directly. The syntax for that is simply to insert a dot (.) between the
object name and the member name. For example, we could operate with any of these elements as
if they were standard variables of their respective types:
1 apple.weight
2 apple.price
3 banana.weight
4 banana.price
5 melon.weight
6 melon.price
Each one of these has the data type corresponding to the member they refer
to: apple.weight, banana.weight, and melon.weight are of type int,
The example shows how the members of an object act just as regular variables. For example, the
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memberyours.year is a valid variable of type int, and mine.title is a valid variable of type string.
But the objects mine and yours are also variables with a type (of type movies_t). For example,
both have been passed to function printmovie just as if they were simple variables. Therefore,
one of the features of data structures is the ability to refer to both their members individually or
to the entire structure as a whole. In both cases using the same identifier: the name of the
structure.
Because structures are types, they can also be used as the type of arrays to construct tables or
databases of them:
1 // array of structures
2 #include <iostream>
3 #include <string>
4 #include <sstream>
5 using namespace std;
6
7 struct movies_t {
8 string title;
9 int year;
10 } films [3];
11
12 void printmovie (movies_t movie);
13
14 int main ()
15 {
16 string mystr;
17 int n;
18
19 for (n=0; n<3; n++)
20 {
21 cout << "Enter title: ";
22 getline (cin,films[n].title);
23 cout << "Enter year: ";
24 getline (cin,mystr);
25 stringstream(mystr) >> films[n].year;
26 }
27
28 cout << "\nYou have entered these movies:\n";
29 for (n=0; n<3; n++)
30 printmovie (films[n]);
31 return 0;
32 }
33
34 void printmovie (movies_t movie)
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35 {
36 cout << movie.title;
37 cout << " (" << movie.year << ")\n";
38 }
Pointers to structures
Like any other type, structures can be pointed to by its own type of pointers:
1 struct movies_t {
2 string title;
3 int year;
4 };
5
6 movies_t amovie;
7 movies_t * pmovie;
Here amovie is an object of structure type movies_t, and pmovie is a pointer to point to objects
of structure typemovies_t. Therefore, the following code would also be valid:
pmovie = &amovie;
The value of the pointer pmovie would be assigned the address of object amovie.
Now, let's see another example that mixes pointers and structures, and will serve to introduce a
new operator: the arrow operator (->):
1 // pointers to structures
2 #include <iostream>
3 #include <string>
4 #include <sstream>
5 using namespace std;
6
7 struct movies_t {
8 string title;
9 int year;
10 };
11
12 int main ()
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13 {
14 string mystr;
15
16 movies_t amovie;
17 movies_t * pmovie;
18 pmovie = &amovie;
19
20 cout << "Enter title: ";
21 getline (cin, pmovie->title);
22 cout << "Enter year: ";
23 getline (cin, mystr);
24 (stringstream) mystr >> pmovie->year;
25
26 cout << "\nYou have entered:\n";
27 cout << pmovie->title;
28 cout << " (" << pmovie->year << ")\n";
29
30 return 0;
31 }
The arrow operator (->) is a dereference operator that is used exclusively with pointers to objects
that have members. This operator serves to access the member of an object directly from its
address. For example, in the example above:
pmovie->title
Both expressions, pmovie->title and (*pmovie).title are valid, and both access the
member title of the data structure pointed by a pointer called pmovie. It is definitely something
different than:
*pmovie.title
*(pmovie.title)
This would access the value pointed by a hypothetical pointer member called title of the structure
object pmovie(which is not the case, since title is not a pointer type). The following panel
summarizes possible combinations of the operators for pointers and for structure members:
Expression
What is evaluated
Equivalent
a.b
Member b of object a
a->b
(*a).b
*a.b
*(a.b)
Nesting structures
Structures can also be nested in such a way that an element of a structure is itself another
structure:
1 struct movies_t {
2 string title;
3 int year;
4 };
5
6 struct friends_t {
7 string name;
8 string email;
9 movies_t favorite_movie;
10 } charlie, maria;
11
12 friends_t * pfriends = &charlie;
After the previous declarations, all of the following expressions would be valid:
1 charlie.name
2 maria.favorite_movie.title
3 charlie.favorite_movie.year
4 pfriends->favorite_movie.year
(where, by the way, the last two expressions refer to the same
member). Other data types
Type aliases (typedef / using)
A type alias is a different name by which a type can be identified. In C++, any valid type can be
aliased so that it can be referred to with a different identifier.
In C++, there are two syntaxes for creating such type aliases: The first, inherited from the C
language, uses thetypedef keyword:
typedef existing_type new_type_name ;
where existing_type is any type, either fundamental or compound, and new_type_name is an
identifier with the new name given to the type.
For example:
1 typedef char C;
2 typedef unsigned int WORD;
3 typedef char * pChar;
4 typedef char field [50];
This defines four type aliases: C, WORD, pChar, and field as char, unsigned
int, char* and char[50], respectively. Once these aliases are defined, they can be used in any
declaration just like any other valid type:
1 C mychar, anotherchar, *ptc1;
2 WORD myword;
3 pChar ptc2;
4 field name;
More recently, a second syntax to define type aliases was introduced in the C++ language:
using new_type_name = existing_type ;
For example, the same type aliases as above could be defined as:
1 using C = char;
2 using WORD = unsigned int;
3 using pChar = char *;
4 using field = char [50];
Both aliases defined with typedef and aliases defined with using are semantically equivalent. The
only difference being that typedef has certain limitations in the realm of templates that using has
not. Therefore, using is more generic, although typedef has a longer history and is probably more
common in existing code.
Note that neither typedef nor using create new distinct data types. They only create synonyms of
existing types. That means that the type of myword above, declared with type WORD, can as
well be considered of type unsigned int; it does not really matter, since both are actually referring
to the same type.
Type aliases can be used to reduce the length of long or confusing type names, but they are most
useful as tools to abstract programs from the underlying types they use. For example, by using an
alias of int to refer to a particular kind of parameter instead of using int directly, it allows for the
type to be easily replaced by long (or some other type) in a later version, without having to
change every instance where it is used.
Unions
Unions allow one portion of memory to be accessed as different data types. Its declaration and
use is similar to the one of structures, but its functionality is totally different:
union type_name {
member_type1 member_name1;
member_type2 member_name2;
member_type3 member_name3;
.
.
} object_names;
This creates a new union type, identified by type_name, in which all its member elements
occupy the same physical space in memory. The size of this type is the one of the largest member
element. For example:
1 union mytypes_t {
2 char c;
3 int i;
4 float f;
5 } mytypes;
Each of these members is of a different data type. But since all of them are referring to the same
location in memory, the modification of one of the members will affect the value of all of them.
It is not possible to store different values in them in a way that each is independent of the others.
One of the uses of a union is to be able to access a value either in its entirety or as an array or
structure of smaller elements. For example:
1 union mix_t {
2 int l;
3 struct {
4 short hi;
5 short lo;
6 } s;
7 char c[4];
8 } mix;
If we assume that the system where this program runs has an int type with a size of 4 bytes, and
a short type of 2 bytes, the union defined above allows the access to the same group of 4
bytes: mix.l, mix.s and mix.c, and which we can use according to how we want to access these
bytes: as if they were a single value of type int, or as if they were two values of type short, or as
an array of char elements, respectively. The example mixes types, arrays, and structures in the
union to demonstrate different ways to access the data. For a little-endian system, this union
could be represented as:
The exact alignment and order of the members of a union in memory depends on the system,
with the possibility of creating portability issues.
Anonymous unions
Unions can also be declared with no type name or object name. In this case, they become
anonymous unions, and its members are directly accessible by their member names. For
example, look at the differences between these two structure declarations:
structure with regular union
struct {
char title[50];
char author[50];
union {
float dollars;
int yen;
} price;
} book;
The only difference between the two pieces of code is that in the first one, the union has a name
(price), while in the second it has not. This affects the way to access members dollars and yen of
an object of this type. For an object of the first type (a regular union), it would be:
1 book.price.dollars
2 book.price.yen
whereas for an object of the second type (an anonymous union), it would be:
1 book.dollars
2 book.yen
store two different values simultaneously. The price can be set in dollars or in yen, but not in
both simultaneously.
Notice that this declaration includes no other type, neither fundamental nor compound, in its
definition. To say it another way, somehow, this creates a whole new data type from scratch
without basing it on any other existing type. The possible values that variables of this new
type color_t may take are the enumerators listed within braces. For example, once
the colors_t enumerated type is declared, the following expressions will be valid:
1 colors_t mycolor;
2
3 mycolor = blue;
4 if (mycolor == green) mycolor = red;
Values of enumerated types declared with enum are implicitly convertible to the integer type int,
and vice versa. In fact, the elements of such an enum are always assigned an integer numerical
equivalent internally, of which they become an alias. If it is not specified otherwise, the integer
value equivalent to the first possible value is 0, the equivalent to the second is 1, to the third is 2,
and so on... Therefore, in the data type colors_t defined above,black would be equivalent
to 0, blue would be equivalent to 1, green to 2, and so on...
A specific integer value can be specified for any of the possible values in the enumerated type.
And if the constant value that follows it is itself not given its own value, it is automatically
assumed to be the same value plus one. For example:
1 enum months_t { january=1, february, march, april,
2
may, june, july, august,
3
september, october, november, december} y2k;
In this case, the variable y2k of the enumerated type months_t can contain any of the 12 possible
values that go from january to december and that are equivalent to the values
between 1 and 12 (not between 0 and 11, sincejanuary has been made equal to 1).
Because enumerated types declared with enum are implicitly convertible to int, and each of the
enumerator values is actually of type int, there is no way to distinguish 1 from january - they are
the exact same value of the same type. The reasons for this are historical and are inheritance of
the C language.
Each of the enumerator values of an enum class type needs to be scoped into its type (this is
actually also possible with enum types, but it is only optional). For example:
1 Colors mycolor;
2
3 mycolor = Colors::blue;
Enumerated types declared with enum class also have more control over their underlying type; it
may be any integral data type, such as char, short or unsigned int, which essentially serves to
determine the size of the type. This is specified by a colon and the underlying type following the
enumerated type. For example:
enum class EyeColor : char {blue, green, brown};
Here, Eyecolor is a distinct type with the same size of a char (1 byte). Classes (I)
Classes are an expanded concept of data structures: like data structures, they can contain data
members, but they can also contain functions as members.
An object is an instantiation of a class. In terms of variables, a class would be the type, and an
object would be the variable.
Classes are defined using either keyword class or keyword struct, with the following syntax:
class class_name {
access_specifier_1:
member1;
access_specifier_2:
member2;
...
} object_names;
Where class_name is a valid identifier for the class, object_names is an optional list of names for
objects of this class. The body of the declaration can contain members, which can either be data
or function declarations, and optionally access specifiers.
Classes have the same format as plain data structures, except that they can also include functions
and have these new things called access specifiers. An access specifier is one of the following
three keywords: private, public orprotected. These specifiers modify the access rights for the
members that follow them:
private members of a class are accessible only from within other members of the same
class (or from their"friends").
protected members are accessible from other members of the same class (or from
their "friends"), but also from members of their derived classes.
Finally, public members are accessible from anywhere where the object is visible.
By default, all members of a class declared with the class keyword have private access for all its
members. Therefore, any member that is declared before any other access specifier has private
access automatically. For example:
1 class Rectangle {
2 int width, height;
3 public:
4 void set_values (int,int);
5 int area (void);
6 } rect;
Declares a class (i.e., a type) called Rectangle and an object (i.e., a variable) of this class,
called rect. This class contains four members: two data members of type int (member width and
member height) with private access(because private is the default access level) and two member
functions with public access: the functions set_valuesand area, of which for now we have only
included their declaration, but not their definition.
Notice the difference between the class name and the object name: In the previous
example, Rectangle was theclass name (i.e., the type), whereas rect was an object of
type Rectangle. It is the same relationship int and ahave in the following declaration:
int a;
where int is the type name (the class) and a is the variable name (the object).
After the declarations of Rectangle and rect, any of the public members of object rect can be
accessed as if they were normal functions or normal variables, by simply inserting a dot (.)
between object name and member name. This follows the same syntax as accessing the members
of plain data structures. For example:
1 rect.set_values (3,4);
2 myarea = rect.area();
The only members of rect that cannot be accessed from outside the class are width and height,
since they have private access and they can only be referred to from within other members of
that same class.
Here is the complete example of class Rectangle:
1 // classes example
2 #include <iostream>
3 using namespace std;
4
5 class Rectangle {
6 int width, height;
7 public:
8 void set_values (int,int);
9 int area() {return width*height;}
10 };
11
12 void Rectangle::set_values (int x, int y) {
13 width = x;
14 height = y;
15 }
16
17 int main () {
18 Rectangle rect;
19 rect.set_values (3,4);
20 cout << "area: " << rect.area();
21 return 0;
22 }
area: 12
This example reintroduces the scope operator (::, two colons), seen in earlier chapters in relation
to namespaces. Here it is used in the definition of function set_values to define a member of a
class outside the class itself.
Notice that the definition of the member function area has been included directly within the
definition of classRectangle given its extreme simplicity. Conversely, set_values it is merely
declared with its prototype within the class, but its definition is outside it. In this outside
definition, the operator of scope (::) is used to specify that the function being defined is a
member of the class Rectangle and not a regular non-member function.
The scope operator (::) specifies the class to which the member being declared belongs, granting
exactly the same scope properties as if this function definition was directly included within the
class definition. For example, the function set_values in the previous example has access to the
variables width and height, which are private members of class Rectangle, and thus only
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23 return 0;
24 }
In this particular case, the class (type of the objects) is Rectangle, of which there are two
instances (i.e., objects):rect and rectb. Each one of them has its own member variables and
member functions.
Notice that the call to rect.area() does not give the same result as the call to rectb.area(). This is
because each object of class Rectangle has its own variables width and height, as they -in some
way- have also their own function members set_value and area that operate on the object's own
member variables.
Classes allow programming using object-oriented paradigms: Data and functions are both
members of the object, reducing the need to pass and carry handlers or other state variables as
arguments to functions, because they are part of the object whose member is called. Notice that
no arguments were passed on the calls to rect.area orrectb.area. Those member functions directly
used the data members of their respective objects rect and rectb.
Constructors
What would happen in the previous example if we called the member function area before
having calledset_values? An undetermined result, since the members width and height had never
been assigned a value.
In order to avoid that, a class can include a special function called its constructor, which is
automatically called whenever a new object of this class is created, allowing the class to initialize
member variables or allocate storage.
This constructor function is declared just like a regular member function, but with a name that
matches the class name and without any return type; not even void.
The Rectangle class above can easily be improved by implementing a constructor:
1 // example: class constructor
2 #include <iostream>
3 using namespace std;
4
5 class Rectangle {
6 int width, height;
7 public:
rect area: 12
rectb area: 30
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8 Rectangle (int,int);
9 int area () {return (width*height);}
10 };
11
12 Rectangle::Rectangle (int a, int b) {
13 width = a;
14 height = b;
15 }
16
17 int main () {
18 Rectangle rect (3,4);
19 Rectangle rectb (5,6);
20 cout << "rect area: " << rect.area() << endl;
21 cout << "rectb area: " << rectb.area() << endl;
22 return 0;
23 }
The results of this example are identical to those of the previous example. But now,
class Rectangle has no member function set_values, and has instead a constructor that performs a
similar action: it initializes the values of width and height with the arguments passed to it.
Notice how these arguments are passed to the constructor at the moment at which the objects of
this class are created:
1 Rectangle rect (3,4);
2 Rectangle rectb (5,6);
Constructors cannot be called explicitly as if they were regular member functions. They are only
executed once, when a new object of that class is created.
Notice how neither the constructor prototype declaration (within the class) nor the latter
constructor definition, have return values; not even void: Constructors never return values, they
simply initialize the object.
Overloading constructors
Like any other function, a constructor can also be overloaded with different versions taking
different parameters: with a different number of parameters and/or parameters of different types.
The compiler will automatically call the one whose parameters match the arguments:
In the above example, two objects of class Rectangle are constructed: rect and rectb. rect is
constructed with two arguments, like in the example before.
But this example also introduces a special kind constructor: the default constructor. The default
constructor is the constructor that takes no parameters, and it is special because it is called when
an object is declared but is not initialized with any arguments. In the example above, the default
constructor is called for rectb. Note how rectb is not even constructed with an empty set of
parentheses - in fact, empty parentheses cannot be used to call the default constructor:
1 Rectangle rectb; // ok, default constructor called
2 Rectangle rectc(); // oops, default constructor NOT called
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This is because the empty set of parentheses would make of rectc a function declaration instead
of an object declaration: It would be a function that takes no arguments and returns a value of
type Rectangle.
Uniform initialization
The way of calling constructors by enclosing their arguments in parentheses, as shown above, is
known asfunctional form. But constructors can also be called with other syntaxes:
First, constructors with a single parameter can be called using the variable initialization syntax
(an equal sign followed by the argument):
class_name object_name = initialization_value;
More recently, C++ introduced the possibility of constructors to be called using uniform
initialization, which essentially is the same as the functional form, but using braces ({}) instead
of parentheses (()):
class_name object_name { value, value, value, ... }
Optionally, this last syntax can include an equal sign before the braces.
Here is an example with four ways to construct objects of a class whose constructor takes a
single parameter:
1 // classes and uniform initialization
2 #include <iostream>
3 using namespace std;
4
5 class Circle {
6 double radius;
7 public:
8 Circle(double r) { radius = r; }
9 double circum() {return 2*radius*3.14159265;}
10 };
11
12 int main () {
13 Circle foo (10.0); // functional form
14 Circle bar = 20.0; // assignment init.
15 Circle baz {30.0}; // uniform init.
16 Circle qux = {40.0}; // POD-like
17
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An advantage of uniform initialization over functional form is that, unlike parentheses, braces
cannot be confused with function declarations, and thus can be used to explicitly call default
constructors:
1 Rectangle rectb; // default constructor called
2 Rectangle rectc(); // function declaration (default constructor NOT called)
3 Rectangle rectd{}; // default constructor called
The choice of syntax to call constructors is largely a matter of style. Most existing code currently
uses functional form, and some newer style guides suggest to choose uniform initialization over
the others, even though it also has its potential pitfalls for its preference of initializer_list as its
type.
Or even:
Rectangle::Rectangle (int x, int y) : width(x), height(y) { }
Note how in this last case, the constructor does nothing else than initialize its members, hence it
has an empty function body.
For members of fundamental types, it makes no difference which of the ways above the
constructor is defined, because they are not initialized by default, but for member objects (those
whose type is a class), if they are not initialized after the colon, they are default-constructed.
Default-constructing all members of a class may or may always not be convenient: in some
cases, this is a waste (when the member is then reinitialized otherwise in the constructor), but in
some other cases, default-construction is not even possible (when the class does not have a
default constructor). In these cases, members shall be initialized in the member initialization list.
For example:
1 // member initialization
foo's volume: 6283.19
2 #include <iostream>
3 using namespace std;
4
5 class Circle {
6 double radius;
7 public:
8 Circle(double r) : radius(r) { }
9 double area() {return radius*radius*3.14159265;}
10 };
11
12 class Cylinder {
13 Circle base;
14 double height;
15 public:
16 Cylinder(double r, double h) : base (r), height(h) {}
17 double volume() {return base.area() * height;}
18 };
19
20 int main () {
21 Cylinder foo (10,20);
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22
23 cout << "foo's volume: " << foo.volume() << '\n';
24 return 0;
25 }
In this example, class Cylinder has a member object whose type is another class (base's type
is Circle). Because objects of class Circle can only be constructed with a parameter, Cylinder's
constructor needs to call base's constructor, and the only way to do this is in the member
initializer list.
These initializations can also use uniform initializer syntax, using braces {} instead of
parentheses ():
Cylinder::Cylinder (double r, double h) : base{r}, height{h} { }
Pointers to classes
Objects can also be pointed to by pointers: Once declared, a class becomes a valid type, so it can
be used as the type pointed to by a pointer. For example:
Rectangle * prect;
11
12
13 int main() {
14 Rectangle obj (3, 4);
15 Rectangle * foo, * bar, * baz;
16 foo = &obj;
17 bar = new Rectangle (5, 6);
18 baz = new Rectangle[2] { {2,5}, {3,6} };
19 cout << "obj's area: " << obj.area() << '\n';
20 cout << "*foo's area: " << foo->area() << '\n';
21 cout << "*bar's area: " << bar->area() << '\n';
22 cout << "baz[0]'s area:" << baz[0].area() << '\n';
23 cout << "baz[1]'s area:" << baz[1].area() << '\n';
24 delete bar;
25 delete[] baz;
26 return 0;
27 }
This example makes use of several operators to operate on objects and pointers
(operators *, &, ., ->, []). They can be interpreted as:
expression
can be read as
*x
pointed to by x
&x
address of x
x.y
member y of object x
x->y
(*x).y
x[0]
x[1]
x[n]
Most of these expressions have been introduced in earlier chapters. Most notably, the chapter
about arrays introduced the offset operator ([]) and the chapter about plain data structures
introduced the arrow operator (->).
Here, different variables of a fundamental type (int) are applied the addition operator, and then
the assignment operator. For a fundamental arithmetic type, the meaning of such operations is
generally obvious and unambiguous, but it may not be so for certain class types. For example:
1 struct myclass {
2 string product;
3 float price;
4 } a, b, c;
5 a = b + c;
Here, it is not obvious what the result of the addition operation on b and c does. In fact, this code
alone would cause a compilation error, since the type myclass has no defined behavior for
additions. However, C++ allows most operators to be overloaded so that their behavior can be
defined for just about any type, including classes. Here is a list of all the operators that can be
overloaded:
Overloadable operators
+ - * / = < > += -= *= /= << >>
<<= >>= == != <= >= ++ -- % & ^ ! |
~ &= ^= |= && || %= [] () , ->* -> new
delete new[] delete[]
Operators are overloaded by means of operator functions, which are regular functions with
special names: their name begins by the operator keyword followed by the operator sign that is
overloaded. The syntax is:
type operator sign (parameters) { /*... body ...*/ }
For example, cartesian vectors are sets of two coordinates: x and y. The addition operation of
two cartesian vectorsis defined as the addition both x coordinates together, and
both y coordinates together. For example, adding thecartesian vectors (3,1) and (1,2) together
would result in (3+1,1+2) = (4,3). This could be implemented in C++ with the following code:
1 // overloading operators example
2 #include <iostream>
3 using namespace std;
4
5 class CVector {
6 public:
7 int x,y;
8 CVector () {};
9 CVector (int a,int b) : x(a), y(b) {}
10 CVector operator + (const CVector&);
11 };
12
13 CVector CVector::operator+ (const CVector&
14 param) {
15 CVector temp;
16 temp.x = x + param.x;
17 temp.y = y + param.y;
18 return temp;
19 }
20
21 int main () {
22 CVector foo (3,1);
23 CVector bar (1,2);
24 CVector result;
25 result = foo + bar;
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If confused about so many appearances of CVector, consider that some of them refer to the class
name (i.e., the type) CVector and some others are functions with that name (i.e., constructors,
which must have the same name as the class). For example:
1 CVector (int, int) : x(a), y(b) {} // function name CVector (constructor)
2 CVector operator+ (const CVector&); // function that returns a CVector
The function operator+ of class CVector overloads the addition operator (+) for that type. Once
declared, this function can be called either implicitly using the operator, or explicitly using its
functional name:
1 c = a + b;
2 c = a.operator+ (b);
The copy assignment member is the only operator implicitly defined for all classes. Of course, it
can be redefined to any other functionality, such as, for example, to copy only certain members
or perform additional initialization operations.
The operator overload functions are just regular functions which can have any behavior; there is
actually no requirement that the operation performed by that overload bears a relation to the
mathematical or usual meaning of the operator, although it is strongly recommended. For
example, a class that overloads operator+ to actually subtract or that overloads operator== to fill
the object with zeros, is perfectly valid, although using such a class could be challenging.
The parameter expected for a member function overload for operations such as operator+ is
naturally the operand to the right hand side of the operator. This is common to all binary
operators (those with an operand to its left and one operand to its right). But operators can come
in diverse forms. Here you have a table with a summary of the parameters needed for each of the
different operators than can be overloaded (please, replace @ by the operator in each case):
Expression
Operator
Non-member
function
Member function
@a
+ - * & ! ~ ++ --
A::operator@()
operator@(A)
a@
++ --
A::operator@(int)
operator@(A,int)
a@b
A::operator@(B)
operator@(A,B)
a@b
a(b,c...)
()
A::operator()
(B,C...)
a->b
->
A::operator->()
(TYPE) a TYPE
A::operator TYPE() -
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11
12
13 CVector operator+ (const CVector& lhs, const CVector&
14 rhs) {
15 CVector temp;
16 temp.x = lhs.x + rhs.x;
17 temp.y = lhs.y + rhs.y;
18 return temp;
19 }
20
21 int main () {
22 CVector foo (3,1);
23 CVector bar (1,2);
24 CVector result;
25 result = foo + bar;
26 cout << result.x << ',' << result.y << '\n';
27 return 0;
}
yes, &a is b
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17 Dummy a;
18 Dummy* b = &a;
19 if ( b->isitme(a) )
20 cout << "yes, &a is b\n";
21 return 0;
22 }
It is also frequently used in operator= member functions that return objects by reference.
Following with the examples on cartesian vector seen before, its operator= function could have
been defined as:
1 CVector& CVector::operator= (const CVector& param)
2{
3 x=param.x;
4 y=param.y;
5 return *this;
6}
In fact, this function is very similar to the code that the compiler generates implicitly for this
class for operator=.
Static members
A class can contain static members, either data or functions.
A static data member of a class is also known as a "class variable", because there is only one
common variable for all the objects of that same class, sharing the same value: i.e., its value is
not different from one object of this class to another.
For example, it may be used for a variable within a class that can contain a counter with the
number of objects of that class that are currently allocated, as in the following example:
1 // static members in classes
2 #include <iostream>
3 using namespace std;
4
5 class Dummy {
6 public:
7 static int n;
8 Dummy () { n++; };
7
6
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9 ~Dummy () { n--; };
10 };
11
12 int Dummy::n=0;
13
14 int main () {
15 Dummy a;
16 Dummy b[5];
17 Dummy * c = new Dummy;
18 cout << a.n << '\n';
19 delete c;
20 cout << Dummy::n << '\n';
21 return 0;
22 }
In fact, static members have the same properties as non-member variables but they enjoy class
scope. For that reason, and to avoid them to be declared several times, they cannot be initialized
directly in the class, but need to be initialized somewhere outside it. As in the previous example:
int Dummy::n=0;
Because it is a common variable value for all the objects of the same class, it can be referred to
as a member of any object of that class or even directly by the class name (of course this is only
valid for static members):
1 cout << a.n;
2 cout << Dummy::n;
These two calls above are referring to the same variable: the static variable n within
class Dummy shared by all objects of this class.
Again, it is just like a non-member variable, but with a name that requires to be accessed like a
member of a class (or an object).
Classes can also have static member functions. These represent the same: members of a class that
are common to all object of that class, acting exactly as non-member functions but being
accessed like members of the class. Because they are like non-member functions, they cannot
access non-static members of the class (neither member variables nor member functions). They
neither can use the keyword this.
The access to its data members from outside the class is restricted to read-only, as if all its data
members wereconst for those accessing them from outside the class. Note though, that the
constructor is still called and is allowed to initialize and modify these data members:
1 // constructor on const object
10
2 #include <iostream>
3 using namespace std;
4
5 class MyClass {
6 public:
7 int x;
8 MyClass(int val) : x(val) {}
9 int get() {return x;}
10 };
11
12 int main() {
13 const MyClass foo(10);
14 // foo.x = 20;
// not valid: x cannot be modified
15 cout << foo.x << '\n'; // ok: data member x can be read
16 return 0;
17 }
The member functions of a const object can only be called if they are themselves specified
as const members; in the example above, member get (which is not specified as const) cannot be
called from foo. To specify that a member is a const member, the const keyword shall follow the
function prototype, after the closing parenthesis for its parameters:
int get() const {return x;}
Note that const can be used to qualify the type returned by a member function. This const is not
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the same as the one which specifies a member as const. Both are independent and are located at
different places in the function prototype:
1 int get() const {return x;}
// const member function
2 const int& get() {return x;}
// member function returning a const&
3 const int& get() const {return x;} // const member function returning a const&
Member functions specified to be const cannot modify non-static data members nor call other
non-const member functions. In essence, const members shall not modify the state of an object.
const objects are limited to access only members marked as const, but non-const objects are not
restricted can access both const members and non-const members alike.
You may think that anyway you are seldom going to declare const objects, and thus marking all
members that don't modify the object as const is not worth the effort, but const objects are
actually very common. Most functions taking classes as parameters actually take them
by const reference, and thus, these functions can only access their const members:
1 // const objects
2 #include <iostream>
3 using namespace std;
4
5 class MyClass {
6 int x;
7 public:
8 MyClass(int val) : x(val) {}
9 const int& get() const {return x;}
10 };
11
12 void print (const MyClass& arg) {
13 cout << arg.get() << '\n';
14 }
15
16 int main() {
17 MyClass foo (10);
18 print(foo);
19
20 return 0;
21 }
10
If in this example, get was not specified as a const member, the call to arg.get() in
the print function would not be possible, because const objects only have access to const member
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functions.
Member functions can be overloaded on their constness: i.e., a class may have two member
functions with identical signatures except that one is const and the other is not: in this case,
the const version is called only when the object is itself const, and the non-const version is called
when the object is itself non-const.
1 // overloading members on constness
2 #include <iostream>
3 using namespace std;
4
5 class MyClass {
6 int x;
7 public:
8 MyClass(int val) : x(val) {}
9 const int& get() const {return x;}
10 int& get() {return x;}
11 };
12
13 int main() {
14 MyClass foo (10);
15 const MyClass bar (20);
16 foo.get() = 15;
// ok: get() returns int&
17 // bar.get() = 25;
// not valid: get() returns const int&
18 cout << foo.get() << '\n';
19 cout << bar.get() << '\n';
20
21 return 0;
22 }
15
20
Class templates
Just like we can create function templates, we can also create class templates, allowing classes to
have members that use template parameters as types. For example:
1 template <class T>
2 class mypair {
3 T values [2];
4 public:
5 mypair (T first, T second)
6 {
7
values[0]=first; values[1]=second;
8 }
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9 };
The class that we have just defined serves to store two elements of any valid type. For example,
if we wanted to declare an object of this class to store two integer values of type int with the
values 115 and 36 we would write:
mypair<int> myobject (115, 36);
This same class could also be used to create an object to store any other type, such as:
mypair<double> myfloats (3.0, 2.18);
The constructor is the only member function in the previous class template and it has been
defined inline within the class definition itself. In case that a member function is defined outside
the defintion of the class template, it shall be preceded with the template <...> prefix:
1 // class templates
2 #include <iostream>
3 using namespace std;
4
5 template <class T>
6 class mypair {
7 T a, b;
8 public:
9 mypair (T first, T second)
10
{a=first; b=second;}
11 T getmax ();
12 };
13
14 template <class T>
15 T mypair<T>::getmax ()
16 {
17 T retval;
18 retval = a>b? a : b;
19 return retval;
20 }
21
22 int main () {
23 mypair <int> myobject (100, 75);
24 cout << myobject.getmax();
100
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25 return 0;
26 }
Confused by so many T's? There are three T's in this declaration: The first one is the template
parameter. The second T refers to the type returned by the function. And the third T (the one
between angle brackets) is also a requirement: It specifies that this function's template parameter
is also the class template parameter.
Template specialization
It is possible to define a different implementation for a template when a specific type is passed as
template argument. This is called a template specialization.
For example, let's suppose that we have a very simple class called mycontainer that can store one
element of any type and that has just one member function called increase, which increases its
value. But we find that when it stores an element of type char it would be more convenient to
have a completely different implementation with a function member uppercase, so we decide to
declare a class template specialization for that type:
1 // template specialization
2 #include <iostream>
3 using namespace std;
4
5 // class template:
6 template <class T>
7 class mycontainer {
8 T element;
9 public:
10 mycontainer (T arg) {element=arg;}
11 T increase () {return ++element;}
12 };
13
14 // class template specialization:
15 template <>
16 class mycontainer <char> {
8
J
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17 char element;
18 public:
19 mycontainer (char arg) {element=arg;}
20 char uppercase ()
21 {
22
if ((element>='a')&&(element<='z'))
23
element+='A'-'a';
24
return element;
25 }
26 };
27
28 int main () {
29 mycontainer<int> myint (7);
30 mycontainer<char> mychar ('j');
31 cout << myint.increase() << endl;
32 cout << mychar.uppercase() << endl;
33 return 0;
34 }
First of all, notice that we precede the class name with template<> , including an empty
parameter list. This is because all types are known and no template arguments are required for
this specialization, but still, it is the specialization of a class template, and thus it requires to be
noted as such.
But more important than this prefix, is the <char> specialization parameter after the class
template name. This specialization parameter itself identifies the type for which the template
class is being specialized (char). Notice the differences between the generic class template and
the specialization:
1 template <class T> class mycontainer { ... };
2 template <> class mycontainer <char> { ... };
The first line is the generic template, and the second one is the specialization.
When we declare specializations for a template class, we must also define all its members, even
those identical to the generic template class, because there is no "inheritance" of members from
the generic template to the specialization. f its own type as argument, its copy constructor is
invoked in order to construct a copy.
A copy constructor is a constructor whose first parameter is of type reference to the class itself
(possibly constqualified) and which can be invoked with a single argument of this type. For
example, for a class MyClass, the copy constructor may have the following signature:
MyClass::MyClass (const MyClass&);
If a class has no custom copy nor move constructors (or assignments) defined, an implicit copy
constructor is provided. This copy constructor simply performs a copy of its own members. For
example, for a class such as:
1 class MyClass {
2 public:
3 int a, b; string c;
4 };
An implicit copy constructor is automatically defined. The definition assumed for this function
performs a shallow copy, roughly equivalent to:
MyClass::MyClass(const MyClass& x) : a(x.a), b(x.b), c(x.c) {}
This default copy constructor may suit the needs of many classes. But shallow copies only copy
the members of the class themselves, and this is probably not what we expect for classes like
class Example4 we defined above, because it contains pointers of which it handles its storage.
For that class, performing a shallow copy means that the pointer value is copied, but not the
content itself; This means that both objects (the copy and the original) would be sharing a
single string object (they would both be pointing to the same object), and at some point (on
destruction) both objects would try to delete the same block of memory, probably causing the
program to crash on runtime. This can be solved by defining the following custom copy
constructor that performs a deep copy:
1 // copy constructor: deep copy
2 #include <iostream>
3 #include <string>
4 using namespace std;
5
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6 class Example5 {
7 string* ptr;
8 public:
9 Example5 (const string& str) : ptr(new string(str)) {}
10 ~Example5 () {delete ptr;}
11 // copy constructor:
12 Example5 (const Example5& x) : ptr(new
13 string(x.content())) {}
14 // access content:
15 const string& content() const {return *ptr;}
16 };
17
18 int main () {
19 Example5 foo ("Example");
20 Example5 bar = foo;
21
22 cout << "bar's content: " << bar.content() << '\n';
23 return 0;
}
The deep copy performed by this copy constructor allocates storage for a new string, which is
initialized to contain a copy of the original object. In this way, both objects (copy and original)
have distinct copies of the content stored in different locations.
Copy assignment
Objects are not only copied on construction, when they are initialized: They can also be copied
on any assignment operation. See the difference:
1 MyClass foo;
2 MyClass bar (foo);
// object initialization: copy constructor called
3 MyClass baz = foo;
// object initialization: copy constructor called
4 foo = bar;
// object already initialized: copy assignment called
Note that baz is initialized on construction using an equal sign, but this is not an assignment
operation! (although it may look like one): The declaration of an object is not an assignment
operation, it is just another of the syntaxes to call single-argument constructors.
The assignment on foo is an assignment operation. No object is being declared here, but an
operation is being performed on an existing object; foo.
The copy assignment operator is an overload of operator= which takes a value or reference of the
class itself as parameter. The return value is generally a reference to *this (although this is not
required). For example, for a class MyClass, the copy assignment may have the following
signature:
MyClass& operator= (const MyClass&);
The copy assignment operator is also a special function and is also defined implicitly if a class
has no custom copy normove assignments (nor move constructor) defined.
But again, the implicit version performs a shallow copy which is suitable for many classes, but
not for classes with pointers to objects they handle its storage, as is the case in Example5. In this
case, not only the class incurs the risk of deleting the pointed object twice, but the assignment
creates memory leaks by not deleting the object pointed by the object before the assignment.
These issues could be solved with a copy assignment that deletes the previous object and
performs a deep copy:
1 Example5& operator= (const Example5& x) {
2 delete ptr;
// delete currently pointed string
3 ptr = new string (x.content()); // allocate space for new string, and copy
4 return *this;
5}
6
Or even better, since its string member is not constant, it could re-utilize the same string object:
1 Example5& operator= (const Example5& x) {
2 *ptr = x.content();
3 return *this;
4}
Unnamed objects are objects that are temporary in nature, and thus haven't even been given a
name. Typical examples of unnamed objects are return values of functions or type-casts.
Using the value of a temporary object such as these to initialize another object or to assign its
value, does not really require a copy: the object is never going to be used for anything else, and
thus, its value can be moved intothe destination object. These cases trigger the move
constructor and move assignments:
The move constructor is called when an object is initialized on construction using an unnamed
temporary. Likewise, the move assignment is called when an object is assigned the value of an
unnamed temporary:
1 MyClass fn();
// function returning a MyClass object
2 MyClass foo;
// default constructor
3 MyClass bar = foo;
// copy constructor
4 MyClass baz = fn();
// move constructor
5 foo = bar;
// copy assignment
6 baz = MyClass();
// move assignment
Both the value returned by fn and the value constructed with MyClass are unnamed temporaries.
In these cases, there is no need to make a copy, because the unnamed object is very short-lived
and can be acquired by the other object when this is a more efficient operation.
The move constructor and move assignment are members that take a parameter of type rvalue
reference to the class itself:
1 MyClass (MyClass&&);
// move-constructor
2 MyClass& operator= (MyClass&&); // move-assignment
An rvalue reference is specified by following the type with two ampersands (&&). As a
parameter, an rvalue referencematches arguments of temporaries of this type.
The concept of moving is most useful for objects that manage the storage they use, such as
objects that allocate storage with new and delete. In such objects, copying and moving are really
different operations:
- Copying from A to B means that new memory is allocated to B and then the entire content of A
is copied to this new memory allocated for B.
- Moving from A to B means that the memory already allocated to A is transferred to B without
allocating any new storage. It involves simply copying the pointer.
For example:
1 // move constructor/assignment
foo's content: Example
2 #include <iostream>
3 #include <string>
4 using namespace std;
5
6 class Example6 {
7 string* ptr;
8 public:
9 Example6 (const string& str) : ptr(new string(str)) {}
10 ~Example6 () {delete ptr;}
11 // move constructor
12 Example6 (Example6&& x) : ptr(x.ptr)
13 {x.ptr=nullptr;}
14 // move assignment
15 Example6& operator= (Example6&& x) {
16
delete ptr;
17
ptr = x.ptr;
18
x.ptr=nullptr;
19
return *this;
20 }
21 // access content:
22 const string& content() const {return *ptr;}
23 // addition:
24 Example6 operator+(const Example6& rhs) {
25
return Example6(content()+rhs.content());
26 }
27 };
28
29
30 int main () {
31 Example6 foo ("Exam");
32 Example6 bar = Example6("ple"); // move33 construction
34
// move-assignment
35 foo = foo + bar;
36
37 cout << "foo's content: " << foo.content() << '\n';
return 0;
}
Compilers already optimize many cases that formally require a move-construction call in what is
known as Return Value Optimization. Most notably, when the value returned by a function is
used to initialize an object. In these cases, the move constructor may actually never get called.
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Note that even though rvalue references can be used for the type of any function parameter, it is
seldom useful for uses other than the move constructor. Rvalue references are tricky, and
unnecessary uses may be the source of errors quite difficult to track.
Implicit members
The six special members functions described above are members implicitly declared on classes
under certain circumstances:
Member
function
implicitly defined:
default
definition:
Default
constructor
if no other constructors
does nothing
Destructor
if no destructor
does nothing
copies all
members
copies all
members
Move constructor
Move assignment
Notice how not all special member functions are implicitly defined in the same cases. This is
mostly due to backwards compatibility with C structures and earlier C++ versions, and in fact
some include deprecated cases. Fortunately, each class can select explicitly which of these
members exist with their default definition or which are deleted by using the
keywords default and delete, respectively. The syntax is either one of:
function_declaration = default;
function_declaration = delete;
For example:
1 // default and delete implicit members
Edit
2 #include <iostream>
3 using namespace std;
4
5 class Rectangle {
6 int width, height;
7 public:
8 Rectangle (int x, int y) : width(x), height(y) {}
9 Rectangle() = default;
10 Rectangle (const Rectangle& other) = delete;
11 int area() {return width*height;}
12 };
13
14 int main () {
15 Rectangle foo;
16 Rectangle bar (10,20);
17
18 cout << "bar's area: " << bar.area() << '\n';
19 return 0;
20 }
Here, Rectangle can be constructed either with two int arguments or be default-constructed (with
no arguments). It cannot however be copy-constructed from another Rectangle object, because
this function has been deleted. Therefore, assuming the objects of the last example, the following
statement would not be valid:
Rectangle baz (foo);
It could, however, be made explicitly valid by defining its copy constructor as:
Rectangle::Rectangle (const Rectangle& other) = default;
Note that, the keyword default does not define a member function equal to
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The duplicate function is a friend of class Rectangle. Therefore, function duplicate is able to
access the memberswidth and height (which are private) of different objects of type Rectangle.
Notice though that neither in the declaration of duplicate nor in its later use in main, member
function duplicate is considered a member of classRectangle. It isn't! It simply has access to its
private and protected members without being a member.
Typical use cases of friend functions are operations that are conducted between two different
classes accessing private or protected members of both.
Friend classes
Similar to friend functions, a friend class is a class whose members have access to the private or
protected members of another class:
1 // friend class
2 #include <iostream>
3 using namespace std;
4
5 class Square;
6
7 class Rectangle {
8 int width, height;
9 public:
10 int area ()
11
{return (width * height);}
12 void convert (Square a);
13 };
14
15 class Square {
16 friend class Rectangle;
17 private:
18 int side;
19 public:
20 Square (int a) : side(a) {}
21 };
22
23 void Rectangle::convert (Square a) {
16
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24 width = a.side;
25 height = a.side;
26 }
27
28 int main () {
29 Rectangle rect;
30 Square sqr (4);
31 rect.convert(sqr);
32 cout << rect.area();
33 return 0;
34 }
In this example, class Rectangle is a friend of class Square allowing Rectangle's member
functions to access private and protected members of Square. More
concretely, Rectangle accesses the member variable Square::side, which describes the side of the
square.
There is something else new in this example: at the beginning of the program, there is an empty
declaration of class Square. This is necessary because class Rectangle uses Square (as a
parameter in member convert), andSquare uses Rectangle (declaring it a friend).
Friendships are never corresponded unless specified: In our example, Rectangle is considered a
friend class bySquare, but Square is not considered a friend by Rectangle. Therefore, the member
functions of Rectangle can access the protected and private members of Square but not the other
way around. Of course, Square could also be declared friend of Rectangle, if needed, granting
such an access.
Another property of friendships is that they are not transitive: The friend of a friend is not
considered a friend unless explicitly specified.
This could be represented in the world of classes with a class Polygon from which we would
derive the two other ones: Rectangle and Triangle:
The Polygon class would contain members that are common for both types of polygon. In our
case: width andheight. And Rectangle and Triangle would be its derived classes, with specific
features that are different from one type of polygon to the other.
Classes that are derived from others inherit all the accessible members of the base class. That
means that if a base class includes a member A and we derive a class from it with another
member called B, the derived class will contain both member A and member B.
The inheritance relationship of two classes is declared in the derived class. Derived classes
definitions use the following syntax:
class derived_class_name: public base_class_name
{ /*...*/ };
Where derived_class_name is the name of the derived class and base_class_name is the name of
the class on which it is based. The public access specifier may be replaced by any one of the
other access specifiers (protected orprivate). This access specifier limits the most accessible level
for the members inherited from the base class: The members with a more accessible level are
inherited with this level instead, while the members with an equal or more restrictive access level
keep their restrictive level in the derived class.
1 // derived classes
2 #include <iostream>
3 using namespace std;
4
5 class Polygon {
6 protected:
7 int width, height;
8 public:
9 void set_values (int a, int b)
10
{ width=a; height=b;}
20
10
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11 };
12
13 class Rectangle: public Polygon {
14 public:
15 int area ()
16
{ return width * height; }
17 };
18
19 class Triangle: public Polygon {
20 public:
21 int area ()
22
{ return width * height / 2; }
23 };
24
25 int main () {
26 Rectangle rect;
27 Triangle trgl;
28 rect.set_values (4,5);
29 trgl.set_values (4,5);
30 cout << rect.area() << '\n';
31 cout << trgl.area() << '\n';
32 return 0;
33 }
The objects of the classes Rectangle and Triangle each contain members inherited from Polygon.
These are:width, height and set_values.
The protected access specifier used in class Polygon is similar to private. Its only difference
occurs in fact with inheritance: When a class inherits another one, the members of the derived
class can access the protected members inherited from the base class, but not its private
members.
By declaring width and height as protected instead of private, these members are also accessible
from the derived classes Rectangle and Triangle, instead of just from members of Polygon. If
they were public, they could be access just from anywhere.
We can summarize the different access types according to which functions can access them in the
following way:
Access
members of the same class
public
yes
protected
yes
private
yes
yes
yes
no
not members
yes
no
no
Where "not members" represents any access from outside the class, such as from main, from
another class or from a function.
In the example above, the members inherited by Rectangle and Triangle have the same access
permissions as they had in their base class Polygon:
1 Polygon::width
// protected access
2 Rectangle::width
// protected access
3
4 Polygon::set_values() // public access
5 Rectangle::set_values() // public access
This is because the inheritance relation has been declared using the public keyword on each of
the derived classes:
class Rectangle: public Polygon { /* ... */ }
This public keyword after the colon (:) denotes the most accessible level the members inherited
from the class that follows it (in this case Polygon) will have from the derived class (in this
case Rectangle). Since public is the most accessible level, by specifying this keyword the derived
class will inherit all the members with the same levels they had in the base class.
With protected, all public members of the base class are inherited as protected in the derived
class. Conversely, if the most restricting access level is specified (private), all the base class
members are inherited as private and thus cannot be accessed from the derived class.
For example, if daughter were a class derived from mother that we defined as:
class Daughter: protected Mother;
This would set protected as the less restrictive access level for the members of Daughter that it
inherited from mother. That is, all members that were public in Mother would
become protected in Daughter. Of course, this would not restrict Daughter from declaring its
own public members. That less restrictive access level is only set for the members inherited
from Mother.
If no access level is specified for the inheritance, the compiler assumes private for classes
declared with keywordclass and public for those declared with struct.
its friends
Although the constructors and destructors of the base class are not inherited as constructors and
destructors in the derived class, they are still called by the derived class's constructor. Unless
otherwise specified, the constructors of derived classes call the default constructors of their base
classes (i.e., the constructor taking no arguments), which must exist.
Calling a different constructor of a base class is possible, using the same syntax as to initialize
member variables in the initialization list:
derived_constructor_name (parameters) : base_constructor_name (parameters) {...}
For example:
1 // constructors and derived classes
2 #include <iostream>
3 using namespace std;
4
5 class Mother {
6 public:
7 Mother ()
8
{ cout << "Mother: no parameters\n"; }
9 Mother (int a)
10
{ cout << "Mother: int parameter\n"; }
11 };
Mother: no parameters
Daughter: int parameter
Mother: int parameter
Son: int parameter
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12
13 class Daughter : public Mother {
14 public:
15 Daughter (int a)
16
{ cout << "Daughter: int parameter\n\n"; }
17 };
18
19 class Son : public Mother {
20 public:
21 Son (int a) : Mother (a)
22
{ cout << "Son: int parameter\n\n"; }
23 };
24
25 int main () {
26 Daughter kelly(0);
27 Son bud(0);
28
29 return 0;
30 }
Notice the difference between which Mother's constructor is called when a new Daughter object
is created and which when it is a Son object. The difference is due to the different constructor
declarations of Daughter and Son:
1 Daughter (int a)
// nothing specified: call default constructor
2 Son (int a) : Mother (a) // constructor specified: call this specific constructor
Multiple inheritance
A class may inherit from more than one class by simply specifying more base classes, separated
by commas, in the list of a class's base classes (i.e., after the colon). For example, if the program
had a specific class to print on screen called Output, and we wanted our
classes Rectangle and Triangle to also inherit its members in addition to those of Polygon we
could write:
1 class Rectangle: public Polygon, public Output;
2 class Triangle: public Polygon, public Output;
1 // multiple inheritance
20
2 #include <iostream>
10
3 using namespace std;
4
5 class Polygon {
6 protected:
7 int width, height;
8 public:
9 Polygon (int a, int b) : width(a), height(b) {}
10 };
11
12 class Output {
13 public:
14 static void print (int i);
15 };
16
17 void Output::print (int i) {
18 cout << i << '\n';
19 }
20
21 class Rectangle: public Polygon, public Output {
22 public:
23 Rectangle (int a, int b) : Polygon(a,b) {}
24 int area ()
25
{ return width*height; }
26 };
27
28 class Triangle: public Polygon, public Output {
29 public:
30 Triangle (int a, int b) : Polygon(a,b) {}
31 int area ()
32
{ return width*height/2; }
33 };
34
35 int main () {
36 Rectangle rect (4,5);
37 Triangle trgl (4,5);
38 rect.print (rect.area());
39 Triangle::print (trgl.area());
40 return 0;
41 }
Polymorphism
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Before getting any deeper into this chapter, you should have a proper understanding of pointers
and class inheritance. If you are not really sure of the meaning of any of the following
expressions, you should review the indicated sections:
Statement:
Explained in:
int A::b(int c) { }
Classes
a->b
Data structures
20
10
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23 };
24
25 int main () {
26 Rectangle rect;
27 Triangle trgl;
28 Polygon * ppoly1 = ▭
29 Polygon * ppoly2 = &trgl;
30 ppoly1->set_values (4,5);
31 ppoly2->set_values (4,5);
32 cout << rect.area() << '\n';
33 cout << trgl.area() << '\n';
34 return 0;
35 }
Function main declares two pointers to Polygon (named ppoly1 and ppoly2). These are assigned
the addresses ofrect and trgl, respectively, which are objects of type Rectangle and Triangle.
Such assignments are valid, since both Rectangle and Triangle are classes derived from Polygon.
Dereferencing ppoly1 and ppoly2 (with *ppoly1 and *ppoly2) is valid and allows us to access
the members of their pointed objects. For example, the following two statements would be
equivalent in the previous example:
1 ppoly1->set_values (4,5);
2 rect.set_values (4,5);
But because the type of ppoly1 and ppoly2 is pointer to Polygon (and not pointer
to Rectangle nor pointer toTriangle), only the members inherited from Polygon can be accessed,
and not those of the derived classesRectangle and Triangle. That is why the program above
accesses the area members of both objects using rectand trgl directly, instead of the pointers; the
pointers to the base class cannot access the area members.
Member area could have been accessed with the pointers to Polygon if area were a member
of Polygon instead of a member of its derived classes, but the problem is
that Rectangle and Triangle implement different versions ofarea, therefore there is not a single
common version that could be implemented in the base class.
Virtual members
A virtual member is a member function that can be redefined in a derived class, while preserving
its calling properties through references. The syntax for a function to become virtual is to
precede its declaration with thevirtual keyword:
1 // virtual members
2 #include <iostream>
3 using namespace std;
4
5 class Polygon {
6 protected:
7 int width, height;
8 public:
9 void set_values (int a, int b)
10
{ width=a; height=b; }
11 virtual int area ()
12
{ return 0; }
13 };
14
15 class Rectangle: public Polygon {
16 public:
17 int area ()
18
{ return width * height; }
19 };
20
21 class Triangle: public Polygon {
22 public:
23 int area ()
24
{ return (width * height / 2); }
25 };
26
27 int main () {
28 Rectangle rect;
29 Triangle trgl;
30 Polygon poly;
31 Polygon * ppoly1 = ▭
32 Polygon * ppoly2 = &trgl;
33 Polygon * ppoly3 = &poly;
34 ppoly1->set_values (4,5);
35 ppoly2->set_values (4,5);
36 ppoly3->set_values (4,5);
37 cout << ppoly1->area() << '\n';
38 cout << ppoly2->area() << '\n';
39 cout << ppoly3->area() << '\n';
40 return 0;
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41 }
In this example, all three classes (Polygon, Rectangle and Triangle) have the same
members: width, height, and functions set_values and area.
The member function area has been declared as virtual in the base class because it is later
redefined in each of the derived classes. Non-virtual members can also be redefined in derived
classes, but non-virtual members of derived classes cannot be accessed through a reference of the
base class: i.e., if virtual is removed from the declaration of area in the example above, all three
calls to area would return zero, because in all cases, the version of the base class would have
been called instead.
Therefore, essentially, what the virtual keyword does is to allow a member of a derived class
with the same name as one in the base class to be appropriately called from a pointer, and more
precisely when the type of the pointer is a pointer to the base class that is pointing to an object of
the derived class, as in the above example.
A class that declares or inherits a virtual function is called a polymorphic class.
Note that despite of the virtuality of one of its members, Polygon was a regular class, of which
even an object was instantiated (poly), with its own definition of member area that always
returns 0.
9 };
Notice that area has no definition; this has been replaced by =0, which makes it a pure virtual
function. Classes that contain at least one pure virtual function are known as abstract base
classes.
Abstract base classes cannot be used to instantiate objects. Therefore, this last abstract base class
version ofPolygon could not be used to declare objects like:
Polygon mypolygon; // not working if Polygon is abstract base class
But an abstract base class is not totally useless. It can be used to create pointers to it, and take
advantage of all its polymorphic abilities. For example, the following pointer declarations would
be valid:
1 Polygon * ppoly1;
2 Polygon * ppoly2;
And can actually be dereferenced when pointing to objects of derived (non-abstract) classes.
Here is the entire example:
1 // abstract base class
2 #include <iostream>
3 using namespace std;
4
5 class Polygon {
6 protected:
7 int width, height;
8 public:
9 void set_values (int a, int b)
10
{ width=a; height=b; }
11 virtual int area (void) =0;
12 };
13
14 class Rectangle: public Polygon {
15 public:
16 int area (void)
17
{ return (width * height); }
18 };
19
20
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In this example, objects of different but related types are referred to using a unique type of
pointer (Polygon*) and the proper member function is called every time, just because they are
virtual. This can be really useful in some circumstances. For example, it is even possible for a
member of the abstract base class Polygon to use the special pointer this to access the proper
virtual members, even though Polygon itself has no implementation for this function:
1 // pure virtual members can be called
2 // from the abstract base class
3 #include <iostream>
4 using namespace std;
5
6 class Polygon {
7 protected:
8 int width, height;
9 public:
10 void set_values (int a, int b)
11
{ width=a; height=b; }
12 virtual int area() =0;
13 void printarea()
14
{ cout << this->area() << '\n'; }
15 };
16
17 class Rectangle: public Polygon {
18 public:
19 int area (void)
20
{ return (width * height); }
20
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21 };
22
23 class Triangle: public Polygon {
24 public:
25 int area (void)
26
{ return (width * height / 2); }
27 };
28
29 int main () {
30 Rectangle rect;
31 Triangle trgl;
32 Polygon * ppoly1 = ▭
33 Polygon * ppoly2 = &trgl;
34 ppoly1->set_values (4,5);
35 ppoly2->set_values (4,5);
36 ppoly1->printarea();
37 ppoly2->printarea();
38 return 0;
39 }
Virtual members and abstract classes grant C++ polymorphic characteristics, most useful for
object-oriented projects. Of course, the examples above are very simple use cases, but these
features can be applied to arrays of objects or dynamically allocated objects.
Here is an example that combines some of the features in the latest chapters, such as dynamic
memory, constructor initializers and polymorphism:
1 // dynamic allocation and polymorphism
2 #include <iostream>
3 using namespace std;
4
5 class Polygon {
6 protected:
7 int width, height;
8 public:
9 Polygon (int a, int b) : width(a), height(b) {}
10 virtual int area (void) =0;
11 void printarea()
12
{ cout << this->area() << '\n'; }
13 };
14
15 class Rectangle: public Polygon {
16 public:
17 Rectangle(int a,int b) : Polygon(a,b) {}
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18 int area()
19
{ return width*height; }
20 };
21
22 class Triangle: public Polygon {
23 public:
24 Triangle(int a,int b) : Polygon(a,b) {}
25 int area()
26
{ return width*height/2; }
27 };
28
29 int main () {
30 Polygon * ppoly1 = new Rectangle (4,5);
31 Polygon * ppoly2 = new Triangle (4,5);
32 ppoly1->printarea();
33 ppoly2->printarea();
34 delete ppoly1;
35 delete ppoly2;
36 return 0;
37 }
are declared being of type "pointer to Polygon", but the objects allocated
have been declared having the derived class type directly
(Rectangle and Triangle). Type conversions
Implicit conversion
Implicit conversions are automatically performed when a value is copied to a compatible type.
For example:
1 short a=2000;
2 int b;
3 b=a;
Here, the value of a is promoted from short to int without the need of any explicit operator. This
is known as astandard conversion. Standard conversions affect fundamental data types, and
allow the conversions between numerical types (short to int, int to float, double to int...), to or
from bool, and some pointer conversions.
Converting to int from some smaller integer type, or to double from float is known as promotion,
and is guaranteed to produce the exact same value in the destination type. Other conversions
between arithmetic types may not always be able to represent the same value exactly:
The conversions from/to bool consider false equivalent to zero (for numeric types) and
to null pointer (for pointer types); true is equivalent to all other values and is converted to
the equivalent of 1.
If the conversion is from a floating-point type to an integer type, the value is truncated
(the decimal part is removed). If the result lies outside the range of representable values
by the type, the conversion causesundefined behavior.
Otherwise, if the conversion is between numeric types of the same kind (integer-tointeger or floating-to-floating), the conversion is valid, but the value is implementationspecific (and may not be portable).
Some of these conversions may imply a loss of precision, which the compiler can signal with a
warning. This warning can be avoided with an explicit conversion.
For non-fundamental types, arrays and functions implicitly convert to pointers, and pointers in
general allow the following conversions:
For example:
1 // implicit conversion of classes:
2 #include <iostream>
3 using namespace std;
4
5 class A {};
6
7 class B {
8 public:
9 // conversion from A (constructor):
10 B (const A& x) {}
11 // conversion from A (assignment):
12 B& operator= (const A& x) {return *this;}
13 // conversion to A (type-cast operator)
14 operator A() {return A();}
15 };
16
17 int main ()
18 {
19 A foo;
20 B bar = foo; // calls constructor
21 bar = foo;
// calls assignment
22 foo = bar;
// calls type-cast operator
23 return 0;
24 }
The type-cast operator uses a particular syntax: it uses the operator keyword followed by the
destination type and an empty set of parentheses. Notice that the return type is the destination
type and thus is not specified before the operator keyword.
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Keyword explicit
On a function call, C++ allows one implicit conversion to happen for each argument. This may
be somewhat problematic for classes, because it is not always what is intended. For example, if
we add the following function to the last example:
void fn (B arg) {}
This function takes an argument of type B, but it could as well be called with an object of
type A as argument:
fn (foo);
This may or may not be what was intended. But, in any case, it can be prevented by marking the
affected constructor with the explicit keyword:
1 // explicit:
2 #include <iostream>
3 using namespace std;
4
5 class A {};
6
7 class B {
8 public:
9 explicit B (const A& x) {}
10 B& operator= (const A& x) {return *this;}
11 operator A() {return A();}
12 };
13
14 void fn (B x) {}
15
16 int main ()
17 {
18 A foo;
19 B bar (foo);
20 bar = foo;
21 foo = bar;
22
23 // fn (foo); // not allowed for explicit ctor.
24 fn (bar);
25
26 return 0;
27 }
Additionally, constructors marked with explicit cannot be called with the assignment-like syntax;
In the above example, bar could not have been constructed with:
B bar = foo;
Type-cast member functions (those described in the previous section) can also be specified
as explicit. This prevents implicit conversions in the same way as explicit-specified constructors
do for the destination type.
Type casting
C++ is a strong-typed language. Many conversions, specially those that imply a different
interpretation of the value, require an explicit conversion, known in C++ as type-casting. There
exist two main syntaxes for generic type-casting: functional and c-like:
1 double x = 10.3;
2 int y;
3 y = int (x); // functional notation
4 y = (int) x; // c-like cast notation
The functionality of these generic forms of type-casting is enough for most needs with
fundamental data types. However, these operators can be applied indiscriminately on classes and
pointers to classes, which can lead to code that -while being syntactically correct- can cause
runtime errors. For example, the following code compiles without errors:
1 // class type-casting
2 #include <iostream>
3 using namespace std;
4
5 class Dummy {
6 double i,j;
7 };
8
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9 class Addition {
10 int x,y;
11 public:
12 Addition (int a, int b) { x=a; y=b; }
13 int result() { return x+y;}
14 };
15
16 int main () {
17 Dummy d;
18 Addition * padd;
19 padd = (Addition*) &d;
20 cout << padd->result();
21 return 0;
22 }
The program declares a pointer to Addition, but then it assigns to it a reference to an object of
another unrelated type using explicit type-casting:
padd = (Addition*) &d;
Unrestricted explicit type-casting allows to convert any pointer into any other pointer type,
independently of the types they point to. The subsequent call to member result will produce
either a run-time error or some other unexpected results.
In order to control these types of conversions between classes, we have four specific casting
operators:dynamic_cast, reinterpret_cast, static_cast and const_cast. Their format is to follow the
new type enclosed between angle-brackets (<>) and immediately after, the expression to be
converted between parentheses.
dynamic_cast <new_type> (expression)
reinterpret_cast <new_type> (expression)
static_cast <new_type> (expression)
const_cast <new_type> (expression)
The traditional type-casting equivalents to these expressions would be:
(new_type) expression
new_type (expression)
but each one with its own special characteristics:
dynamic_cast
dynamic_cast can only be used with pointers and references to classes (or with void*). Its
purpose is to ensure that the result of the type conversion points to a valid complete object of the
destination pointer type.
This naturally includes pointer upcast (converting from pointer-to-derived to pointer-to-base), in
the same way as allowed as an implicit conversion.
But dynamic_cast can also downcast (convert from pointer-to-base to pointer-to-derived)
polymorphic classes (those with virtual members) if -and only if- the pointed object is a valid
complete object of the target type. For example:
1 // dynamic_cast
2 #include <iostream>
3 #include <exception>
4 using namespace std;
5
6 class Base { virtual void dummy() {} };
7 class Derived: public Base { int a; };
8
9 int main () {
10 try {
11 Base * pba = new Derived;
12 Base * pbb = new Base;
13 Derived * pd;
14
15 pd = dynamic_cast<Derived*>(pba);
16 if (pd==0) cout << "Null pointer on first type-cast.\n";
17
18 pd = dynamic_cast<Derived*>(pbb);
19 if (pd==0) cout << "Null pointer on second type20 cast.\n";
21
22 } catch (exception& e) {cout << "Exception: " <<
23 e.what();}
return 0;
}
Compatibility note: This type of dynamic_cast requires Run-Time Type Information (RTTI) to
keep track of dynamic types. Some compilers support this feature as an option which is disabled
by default. This needs to be enabled for runtime type checking using dynamic_cast to work
properly with these types.
The code above tries to perform two dynamic casts from pointer objects of
type Base* (pba and pbb) to a pointer object of type Derived*, but only the first one is
successful. Notice their respective initializations:
1 Base * pba = new Derived;
2 Base * pbb = new Base;
Even though both are pointers of type Base*, pba actually points to an object of type Derived,
while pbb points to an object of type Base. Therefore, when their respective type-casts are
performed using dynamic_cast, pba is pointing to a full object of class Derived, whereas pbb is
pointing to an object of class Base, which is an incomplete object of class Derived.
When dynamic_cast cannot cast a pointer because it is not a complete object of the required class
-as in the second conversion in the previous example- it returns a null pointer to indicate the
failure. If dynamic_cast is used to convert to a reference type and the conversion is not possible,
an exception of type bad_cast is thrown instead.
dynamic_cast can also perform the other implicit casts allowed on pointers: casting null pointers
between pointers types (even between unrelated classes), and casting any pointer of any type to
a void* pointer.
static_cast
static_cast can perform conversions between pointers to related classes, not only upcasts (from
pointer-to-derived to pointer-to-base), but also downcasts (from pointer-to-base to pointer-toderived). No checks are performed during runtime to guarantee that the object being converted is
in fact a full object of the destination type. Therefore, it is up to the programmer to ensure that
the conversion is safe. On the other side, it does not incur the overhead of the type-safety checks
of dynamic_cast.
1 class Base {};
2 class Derived: public Base {};
3 Base * a = new Base;
4 Derived * b = static_cast<Derived*>(a);
This would be valid code, although b would point to an incomplete object of the class and could
lead to runtime errors if dereferenced.
Therefore, static_cast is able to perform with pointers to classes not only the conversions allowed
implicitly, but also their opposite conversions.
static_cast is also able to perform all conversions allowed implicitly (not only those with pointers
to classes), and is also able to perform the opposite of these. It can:
Convert from void* to any pointer type. In this case, it guarantees that if the void* value
was obtained by converting from that same pointer type, the resulting pointer value is the
same.
reinterpret_cast
reinterpret_cast converts any pointer type to any other pointer type, even of unrelated classes.
The operation result is a simple binary copy of the value from one pointer to the other. All
pointer conversions are allowed: neither the content pointed nor the pointer type itself is
checked.
It can also cast pointers to or from integer types. The format in which this integer value
represents a pointer is platform-specific. The only guarantee is that a pointer cast to an integer
type large enough to fully contain it (such as intptr_t), is guaranteed to be able to be cast back to
a valid pointer.
The conversions that can be performed by reinterpret_cast but not by static_cast are low-level
operations based on reinterpreting the binary representations of the types, which on most cases
results in code which is system-specific, and thus non-portable. For example:
1 class A { /* ... */ };
2 class B { /* ... */ };
3 A * a = new A;
4 B * b = reinterpret_cast<B*>(a);
This code compiles, although it does not make much sense, since now b points to an object of a
totally unrelated and likely incompatible class. Dereferencing b is unsafe.
const_cast
This type of casting manipulates the constness of the object pointed by a pointer, either to be set
or to be removed. For example, in order to pass a const pointer to a function that expects a nonconst argument:
1 // const_cast
2 #include <iostream>
3 using namespace std;
4
5 void print (char * str)
6{
7 cout << str << '\n';
8}
9
10 int main () {
11 const char * c = "sample text";
12 print ( const_cast<char *> (c) );
13 return 0;
14 }
sample text
The example above is guaranteed to work because function print does not write to the pointed
object. Note though, that removing the constness of a pointed object to actually write to it
causes undefined behavior.
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typeid
typeid allows to check the type of an expression:
typeid (expression)
This operator returns a reference to a constant object of type type_info that is defined in the
standard header<typeinfo>. A value returned by typeid can be compared with another value
returned by typeid using operators== and != or can serve to obtain a null-terminated character
sequence representing the data type or class name by using its name() member.
1 // typeid
2 #include <iostream>
3 #include <typeinfo>
4 using namespace std;
5
6 int main () {
7 int * a,b;
8 a=0; b=0;
9 if (typeid(a) != typeid(b))
10 {
11 cout << "a and b are of different types:\n";
12 cout << "a is: " << typeid(a).name() << '\n';
13 cout << "b is: " << typeid(b).name() << '\n';
14 }
15 return 0;
16 }
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When typeid is applied to classes, typeid uses the RTTI to keep track of the type of dynamic
objects. When typeidis applied to an expression whose type is a polymorphic class, the result is
the type of the most derived complete object:
1 // typeid, polymorphic class
2 #include <iostream>
3 #include <typeinfo>
4 #include <exception>
5 using namespace std;
6
7 class Base { virtual void f(){} };
8 class Derived : public Base {};
9
10 int main () {
11 try {
12 Base* a = new Base;
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5 int main () {
6 try
7 {
8 throw 20;
9 }
10 catch (int e)
11 {
12 cout << "An exception occurred. Exception Nr. " << e <<
13 '\n';
14 }
15 return 0;
}
The code under exception handling is enclosed in a try block. In this example this code simply
throws an exception:
throw 20;
A throw expression accepts one parameter (in this case the integer value 20), which is passed as
an argument to the exception handler.
The exception handler is declared with the catch keyword immediately after the closing brace of
the try block. The syntax for catch is similar to a regular function with one parameter. The type
of this parameter is very important, since the type of the argument passed by
the throw expression is checked against it, and only in the case they match, the exception is
caught by that handler.
Multiple handlers (i.e., catch expressions) can be chained; each one with a different parameter
type. Only the handler whose argument type matches the type of the exception specified in
the throw statement is executed.
If an ellipsis (...) is used as the parameter of catch, that handler will catch any exception no
matter what the type of the exception thrown. This can be used as a default handler that catches
all exceptions not caught by other handlers:
1 try {
2 // code here
3}
4 catch (int param) { cout << "int exception"; }
5 catch (char param) { cout << "char exception"; }
In this case, the last handler would catch any exception thrown of a type that is
neither int nor char.
After an exception has been handled the program, execution resumes after the try-catch block,
not after the throwstatement!.
It is also possible to nest try-catch blocks within more external try blocks. In these cases, we
have the possibility that an internal catch block forwards the exception to its external level. This
is done with the expression throw;with no arguments. For example:
1 try {
2 try {
3
// code here
4 }
5 catch (int n) {
6
throw;
7 }
8}
9 catch (...) {
10 cout << "Exception occurred";
11 }
Exception specification
Older code may contain dynamic exception specifications. They are now deprecated in C++, but
still supported. Adynamic exception specification follows the declaration of a function,
appending a throw specifier to it. For example:
double myfunction (char param) throw (int);
This declares a function called myfunction, which takes one argument of type char and returns a
value of typedouble. If this function throws an exception of some type other than int, the function
calls std::unexpectedinstead of looking for a handler or calling std::terminate.
If this throw specifier is left empty with no type, this means that std::unexpected is called for any
exception. Functions with no throw specifier (regular functions) never call std::unexpected, but
follow the normal path of looking for their exception handler.
1 int myfunction (int param) throw(); // all exceptions call unexpected
2 int myfunction (int param);
// normal exception handling
Standard exceptions
The C++ Standard library provides a base class specifically designed to declare objects to be
thrown as exceptions. It is called std::exception and is defined in the <exception> header. This
class has a virtual member function called what that returns a null-terminated character sequence
(of type char *) and that can be overwritten in derived classes to contain some sort of description
of the exception.
1 // using standard exceptions
2 #include <iostream>
3 #include <exception>
4 using namespace std;
5
6 class myexception: public exception
7{
8 virtual const char* what() const throw()
9 {
10 return "My exception happened";
11 }
12 } myex;
13
14 int main () {
15 try
16 {
17 throw myex;
18 }
19 catch (exception& e)
20 {
21 cout << e.what() << '\n';
22 }
23 return 0;
24 }
My exception happened.
We have placed a handler that catches exception objects by reference (notice the
ampersand & after the type), therefore this catches also classes derived from exception, like
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description
bad_alloc
bad_cast
bad_exception
bad_typeid
thrown by typeid
bad_function_call
bad_weak_ptr
Also deriving from exception, header <exception> defines two generic exception types that can
be inherited by custom exceptions to report errors:
exception
description
logic_error
runtime_error
A typical example where standard exceptions need to be checked for is on memory allocation:
1 // bad_alloc standard exception
2 #include <iostream>
3 #include <exception>
4 using namespace std;
5
6 int main () {
7 try
8 {
9 int* myarray= new int[1000];
10 }
11 catch (exception& e)
12 {
13 cout << "Standard exception: " << e.what() <<
14 endl;
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15 }
16 return 0;
}
The exception that may be caught by the exception handler in this example
is a bad_alloc. Because bad_alloc is derived from the standard base
class exception, it can be caught (capturing by reference, captures all related
classes). Preprocessor directives
Preprocessor directives are lines included in the code of programs preceded by a hash sign (#).
These lines are not program statements but directives for the preprocessor. The preprocessor
examines the code before actual compilation of code begins and resolves all these directives
before any code is actually generated by regular statements.
These preprocessor directives extend only across a single line of code. As soon as a newline
character is found, the preprocessor directive is ends. No semicolon (;) is expected at the end of a
preprocessor directive. The only way a preprocessor directive can extend through more than one
line is by preceding the newline character at the end of the line by a backslash (\).
After the preprocessor has replaced TABLE_SIZE, the code becomes equivalent to:
1 int table1[100];
2 int table2[100];
This would replace any occurrence of getmax followed by two arguments by the replacement
expression, but also replacing each argument by its identifier, exactly as you would expect if it
was a function:
1 // function macro
2 #include <iostream>
3 using namespace std;
4
5 #define getmax(a,b) ((a)>(b)?(a):(b))
6
7 int main()
8{
9 int x=5, y;
10 y= getmax(x,2);
11 cout << y << endl;
12 cout << getmax(7,x) << endl;
13 return 0;
14 }
5
7
Defined macros are not affected by block structure. A macro lasts until it is undefined with
the #undef preprocessor directive:
1 #define TABLE_SIZE 100
2 int table1[TABLE_SIZE];
3 #undef TABLE_SIZE
4 #define TABLE_SIZE 200
5 int table2[TABLE_SIZE];
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Function macro definitions accept two special operators (# and ##) in the replacement sequence:
If the operator # is used before a parameter is used in the replacement sequence, that parameter is
replaced by a string literal (as if it were enclosed between double quotes)
1 #define str(x) #x
2 cout << str(test);
The operator ## concatenates two arguments leaving no blank spaces between them:
1 #define glue(a,b) a ## b
2 glue(c,out) << "test";
Because preprocessor replacements happen before any C++ syntax check, macro definitions can
be a tricky feature. But, be careful: code that relies heavily on complicated macros become less
readable, since the syntax expected is on many occasions different from the normal expressions
programmers expect in C++.
3 #endif
In this case, the line of code int table[TABLE_SIZE]; is only compiled if TABLE_SIZE was
previously defined with#define, independently of its value. If it was not defined, that line will not
be included in the program compilation.
#ifndef serves for the exact opposite: the code between #ifndef and #endif directives is only
compiled if the specified identifier has not been previously defined. For example:
1 #ifndef TABLE_SIZE
2 #define TABLE_SIZE 100
3 #endif
4 int table[TABLE_SIZE];
In this case, if when arriving at this piece of code, the TABLE_SIZE macro has not been defined
yet, it would be defined to a value of 100. If it already existed it would keep its previous value
since the #define directive would not be executed.
The #if, #else and #elif (i.e., "else if") directives serve to specify some condition to be met in
order for the portion of code they surround to be compiled. The condition that
follows #if or #elif can only evaluate constant expressions, including macro expressions. For
example:
1 #if TABLE_SIZE>200
2 #undef TABLE_SIZE
3 #define TABLE_SIZE 200
4
5 #elif TABLE_SIZE<50
6 #undef TABLE_SIZE
7 #define TABLE_SIZE 50
8
9 #else
10 #undef TABLE_SIZE
11 #define TABLE_SIZE 100
12 #endif
13
int table[TABLE_SIZE];
14
Notice how the entire structure of #if, #elif and #else chained directives ends with #endif.
The behavior of #ifdef and #ifndef can also be achieved by using the special
operators defined and !definedrespectively in any #if or #elif directive:
1 #if defined ARRAY_SIZE
2 #define TABLE_SIZE ARRAY_SIZE
3 #elif !defined BUFFER_SIZE
4 #define TABLE_SIZE 128
5 #else
6 #define TABLE_SIZE BUFFER_SIZE
7 #endif
This code will generate an error that will be shown as error in file "assigning variable", line 20.
1 #ifndef __cplusplus
2 #error A C++ compiler is required!
3 #endif
This example aborts the compilation process if the macro name __cplusplus is not defined (this
macro name is defined by default in all C++ compilers).
In the first case, a header is specified between angle-brackets <>. This is used to include headers
provided by the implementation, such as the headers that compose the standard library
(iostream, string,...). Whether the headers are actually files or exist in some other form
is implementation-defined, but in any case they shall be properly included with this directive.
The syntax used in the second #include uses quotes, and includes a file. The file is searched for in
animplementation-defined manner, which generally includes the current path. In the case that the
file is not found, the compiler interprets the directive as a header inclusion, just as if the quotes
("") were replaced by angle-brackets (<>).
value
__LINE__
Integer value representing the current line in the source code file being
compiled.
__FILE__
A string literal containing the presumed name of the source file being
compiled.
__DATE__
A string literal in the form "Mmm dd yyyy" containing the date in which
the compilation process began.
__TIME__
A string literal in the form "hh:mm:ss" containing the time at which the
compilation process began.
An integer value. All C++ compilers have this constant defined to some
value. Its value depends on the version of the standard supported by the
compiler:
__cplusplus
Non conforming compilers define this constant as some value at most five
digits long. Note that many compilers are not fully conforming and thus
will have this constant defined as neither of the values above.
1 if the implementation is a hosted implementation (with all standard
__STD_HOSTED_
headers available)
_
0 otherwise.
The following macros are optionally defined, generally depending on whether a feature is
available:
macro
__STDC__
value
In C: if defined to 1, the implementation conforms
to the C standard.
In C++: Implementation defined.
In C:
__STDC_VERSION__
__STDC_ISO_10646__
These classes are derived directly or indirectly from the classes istream and ostream. We have
already used objects whose types were these classes: cin is an object of class istream and cout is
an object of class ostream. Therefore, we have already been using classes that are related to our
file streams. And in fact, we can use our file streams the same way we are already used to
use cin and cout, with the only difference that we have to associate these streams with physical
files. Let's see an example:
1 // basic file operations
2 #include <iostream>
3 #include <fstream>
4 using namespace std;
5
6 int main () {
7 ofstream myfile;
8 myfile.open ("example.txt");
9 myfile << "Writing this to a file.\n";
10 myfile.close();
11 return 0;
12 }
[file example.txt]
Writing this to a file.
This code creates a file called example.txt and inserts a sentence into it in the same way we are
used to do withcout, but using the file stream myfile instead.
But let's go step by step:
Open a file
The first operation generally performed on an object of one of these classes is to associate it to a
real file. This procedure is known as to open a file. An open file is represented within a program
by a stream (i.e., an object of one of these classes; in the previous example, this was myfile) and
any input or output operation performed on this stream object will be applied to the physical file
associated to it.
In order to open a file with a stream object we use its member function open:
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ios::out
ios::binar
Open in binary mode.
y
ios::ate
ios::app
All output operations are performed at the end of the file, appending the content to the
current content of the file.
ios::trunc
If the file is opened for output operations and it already existed, its previous content is
deleted and replaced by the new one.
All these flags can be combined using the bitwise operator OR (|). For example, if we want to
open the fileexample.bin in binary mode to add data we could do it by the following call to
member function open:
1 ofstream myfile;
2 myfile.open ("example.bin", ios::out | ios::app | ios::binary);
Each of the open member functions of classes ofstream, ifstream and fstream has a default mode
that is used if the file is opened without a second argument:
class
ofstream
ios::out
ifstream
ios::in
fstream
ios::in | ios::out
For ifstream and ofstream classes, ios::in and ios::out are automatically and respectively
assumed, even if a mode that does not include them is passed as second argument to
Combining object construction and stream opening in a single statement. Both forms to open a
file are valid and equivalent.
To check if a file stream was successful opening a file, you can do it by calling to
member is_open. This member function returns a bool value of true in the case that indeed the
stream object is associated with an open file, orfalse otherwise:
if (myfile.is_open()) { /* ok, proceed with output */ }
Closing a file
When we are finished with our input and output operations on a file we shall close it so that the
operating system is notified and its resources become available again. For that, we call the
stream's member function close. This member function takes flushes the associated buffers and
closes the file:
myfile.close();
Once this member function is called, the stream object can be re-used to open another file, and
the file is available again to be opened by other processes.
In case that an object is destroyed while still associated with an open file, the destructor
automatically calls the member function close.
Text files
Text file streams are those where the ios::binary flag is not included in their opening mode.
These files are designed to store text and thus all values that are input or output from/to them can
suffer some formatting transformations, which do not necessarily correspond to their literal
binary value.
Writing operations on text files are performed in the same way we operated with cout:
1 // writing on a text file
2 #include <iostream>
3 #include <fstream>
4 using namespace std;
5
6 int main () {
7 ofstream myfile ("example.txt");
8 if (myfile.is_open())
9 {
10 myfile << "This is a line.\n";
11 myfile << "This is another line.\n";
12 myfile.close();
13 }
14 else cout << "Unable to open file";
15 return 0;
16 }
[file example.txt]
This is a line.
This is another line.
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Reading from a file can also be performed in the same way that we did with cin:
1 // reading a text file
2 #include <iostream>
3 #include <fstream>
4 #include <string>
5 using namespace std;
6
This is a line.
This is another line.
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7 int main () {
8 string line;
9 ifstream myfile ("example.txt");
10 if (myfile.is_open())
11 {
12 while ( getline (myfile,line) )
13 {
14
cout << line << '\n';
15 }
16 myfile.close();
17 }
18
19 else cout << "Unable to open file";
20
21 return 0;
22 }
This last example reads a text file and prints out its content on the screen. We have created a
while loop that reads the file line by line, using getline. The value returned by getline is a
reference to the stream object itself, which when evaluated as a boolean expression (as in this
while-loop) is true if the stream is ready for more operations, and false if either the end of the file
has been reached or if some other error occurred.
good()
It is the most generic state flag: it returns false in the same cases in which calling any of
the previous functions would return true. Note that good and bad are not exact opposites
(good checks more state flags at once).
The member function clear() can be used to reset the state flags.
These two member functions with no parameters return a value of the member type streampos,
which is a type representing the current get position (in the case of tellg) or the put position (in
the case of tellp).
seekg() and seekp()
These functions allow to change the location of the get and put positions. Both functions are
overloaded with two different prototypes. The first form is:
seekg ( position );
seekp ( position );
Using this prototype, the stream pointer is changed to the absolute position position (counting
from the beginning of the file). The type for this parameter is streampos, which is the same type
ios::cur
ios::end
The following example uses the member functions we have just seen to obtain the size of a file:
1 // obtaining file size
size is: 40 bytes.
2 #include <iostream>
3 #include <fstream>
4 using namespace std;
5
6 int main () {
7 streampos begin,end;
8 ifstream myfile ("example.bin", ios::binary);
9 begin = myfile.tellg();
10 myfile.seekg (0, ios::end);
11 end = myfile.tellg();
12 myfile.close();
13 cout << "size is: " << (end-begin) << " bytes.\n";
14 return 0;
15 }
Notice the type we have used for variables begin and end:
streampos size;
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streampos is a specific type used for buffer and file positioning and is the type returned
by file.tellg(). Values of this type can safely be subtracted from other values of the same type,
and can also be converted to an integer type large enough to contain the size of the file.
These stream positioning functions use two particular types: streampos and streamoff. These
types are also defined as member types of the stream class:
Type
Member
type
Description
Defined as fpos<mbstate_t>.
streampo
ios::pos_type It can be converted to/from streamoff and can be added or subtracted
s
values of these types.
streamoff ios::off_type
Each of the member types above is an alias of its non-member equivalent (they are the exact
same type). It does not matter which one is used. The member types are more generic, because
they are the same on all stream objects (even on streams using exotic types of characters), but the
non-member types are widely used in existing code for historical reasons.
Binary files
For binary files, reading and writing data with the extraction and insertion operators (<< and >>)
and functions likegetline is not efficient, since we do not need to format any data and data is
likely not formatted in lines.
File streams include two member functions specifically designed to read and write binary data
sequentially: writeand read. The first one (write) is a member function of ostream (inherited
by ofstream). And read is a member function of istream (inherited by ifstream). Objects of
class fstream have both. Their prototypes are:
write ( memory_block, size );
read ( memory_block, size );
Where memory_block is of type char* (pointer to char), and represents the address of an array of
bytes where the read data elements are stored or from where the data elements to be written are
taken. The size parameter is an integer value that specifies the number of characters to be read or
written from/to the memory block.
In this example, the entire file is read and stored in a memory block. Let's examine how this is
done:
First, the file is open with the ios::ate flag, which means that the get pointer will be positioned at
the end of the file. This way, when we call to member tellg(), we will directly obtain the size of
the file.
Once we have obtained the size of the file, we request the allocation of a memory block large
enough to hold the entire file:
memblock = new char[size];
Right after that, we proceed to set the get position at the beginning of the file (remember that we
opened the file with this pointer at the end), then we read the entire file, and finally close it:
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At this point we could operate with the data obtained from the file. But our program simply
announces that the content of the file is in memory and then finishes.
When the file is closed: before closing a file, all buffers that have not yet been flushed
are synchronized and all pending data is written or read to the physical medium.
When the buffer is full: Buffers have a certain size. When the buffer is full it is
automatically synchronized.