I am trying to understand how to use reference parameters. There are several examples in my text, however they are too complicated for me to understand why and how to use them.
How and why would you want to use a reference? What would happen if you didn't make the parameter a reference, but instead left the & off?
For example, what's the difference between these functions:
int doSomething(int& a, int& b);
int doSomething(int a, int b);
I understand that reference variables are used in order to change a formal->reference, which then allows a two-way exchange of parameters. However, that is the extent of my knowledge, and a more concrete example would be of much help.
Think of a reference as an alias. When you invoke something on a reference, you're really invoking it on the object to which the reference refers.
int i;
int& j = i; // j is an alias to i
j = 5; // same as i = 5
When it comes to functions, consider:
void foo(int i)
{
i = 5;
}
Above, int i is a value and the argument passed is passed by value. That means if we say:
int x = 2;
foo(x);
i will be a copy of x. Thus setting i to 5 has no effect on x, because it's the copy of x being changed. However, if we make i a reference:
void foo(int& i) // i is an alias for a variable
{
i = 5;
}
Then saying foo(x) no longer makes a copy of x; i is x. So if we say foo(x), inside the function i = 5; is exactly the same as x = 5;, and x changes.
Hopefully that clarifies a bit.
Why is this important? When you program, you never want to copy and paste code. You want to make a function that does one task and it does it well. Whenever that task needs to be performed, you use that function.
So let's say we want to swap two variables. That looks something like this:
int x, y;
// swap:
int temp = x; // store the value of x
x = y; // make x equal to y
y = temp; // make y equal to the old value of x
Okay, great. We want to make this a function, because: swap(x, y); is much easier to read. So, let's try this:
void swap(int x, int y)
{
int temp = x;
x = y;
y = temp;
}
This won't work! The problem is that this is swapping copies of two variables. That is:
int a, b;
swap(a, b); // hm, x and y are copies of a and b...a and b remain unchanged
In C, where references do not exist, the solution was to pass the address of these variables; that is, use pointers*:
void swap(int* x, int* y)
{
int temp = *x;
*x = *y;
*y = temp;
}
int a, b;
swap(&a, &b);
This works well. However, it's a bit clumsy to use, and actually a bit unsafe. swap(nullptr, nullptr), swaps two nothings and dereferences null pointers...undefined behavior! Fixable with some checks:
void swap(int* x, int* y)
{
if (x == nullptr || y == nullptr)
return; // one is null; this is a meaningless operation
int temp = *x;
*x = *y;
*y = temp;
}
But looks how clumsy our code has gotten. C++ introduces references to solve this problem. If we can just alias a variable, we get the code we were looking for:
void swap(int& x, int& y)
{
int temp = x;
x = y;
y = temp;
}
int a, b;
swap(a, b); // inside, x and y are really a and b
Both easy to use, and safe. (We can't accidentally pass in a null, there are no null references.) This works because the swap happening inside the function is really happening on the variables being aliased outside the function.
(Note, never write a swap function. :) One already exists in the header <algorithm>, and it's templated to work with any type.)
Another use is to remove that copy that happens when you call a function. Consider we have a data type that's very big. Copying this object takes a lot of time, and we'd like to avoid that:
struct big_data
{ char data[9999999]; }; // big!
void do_something(big_data data);
big_data d;
do_something(d); // ouch, making a copy of all that data :<
However, all we really need is an alias to the variable, so let's indicate that. (Again, back in C we'd pass the address of our big data type, solving the copying problem but introducing clumsiness.):
void do_something(big_data& data);
big_data d;
do_something(d); // no copies at all! data aliases d within the function
This is why you'll hear it said you should pass things by reference all the time, unless they are primitive types. (Because internally passing an alias is probably done with a pointer, like in C. For small objects it's just faster to make the copy then worry about pointers.)
Keep in mind you should be const-correct. This means if your function doesn't modify the parameter, mark it as const. If do_something above only looked at but didn't change data, we'd mark it as const:
void do_something(const big_data& data); // alias a big_data, and don't change it
We avoid the copy and we say "hey, we won't be modifying this." This has other side effects (with things like temporary variables), but you shouldn't worry about that now.
In contrast, our swap function cannot be const, because we are indeed modifying the aliases.
Hope this clarifies some more.
*Rough pointers tutorial:
A pointer is a variable that holds the address of another variable. For example:
int i; // normal int
int* p; // points to an integer (is not an integer!)
p = &i; // &i means "address of i". p is pointing to i
*p = 2; // *p means "dereference p". that is, this goes to the int
// pointed to by p (i), and sets it to 2.
So, if you've seen the pointer-version swap function, we pass the address of the variables we want to swap, and then we do the swap, dereferencing to get and set values.
Lets take a simple example of a function named increment which increments its argument. Consider:
void increment(int input) {
input++;
}
which will not work as the change takes place on the copy of the argument passed to the function on the actual parameter. So
int i = 1;
std::cout<<i<<" ";
increment(i);
std::cout<<i<<" ";
will produce 1 1 as output.
To make the function work on the actual parameter passed we pass its reference to the function as:
void increment(int &input) { // note the &
input++;
}
the change made to input inside the function is actually being made to the actual parameter. This will produce the expected output of 1 2
GMan's answer gives you the lowdown on references. I just wanted to show you a very basic function that must use references: swap, which swaps two variables. Here it is for ints (as you requested):
// changes to a & b hold when the function exits
void swap(int& a, int& b) {
int tmp = a;
a = b;
b = tmp;
}
// changes to a & b are local to swap_noref and will go away when the function exits
void swap_noref(int a, int b) {
int tmp = a;
a = b;
b = tmp;
}
// changes swap_ptr makes to the variables pointed to by pa & pb
// are visible outside swap_ptr, but changes to pa and pb won't be visible
void swap_ptr(int *pa, int *pb) {
int tmp = *pa;
*pa = *pb;
*pb = tmp;
}
int main() {
int x = 17;
int y = 42;
// next line will print "x: 17; y: 42"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap can alter x & y
swap(x,y);
// next line will print "x: 42; y: 17"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap_noref can't alter x or y
swap_noref(x,y);
// next line will print "x: 42; y: 17"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap_ptr can alter x & y
swap_ptr(&x,&y);
// next line will print "x: 17; y: 42"
std::cout << "x: " << x << "; y: " << y << std::endl
}
There is a cleverer swap implementation for ints that doesn't need a temporary. However, here I care more about clear than clever.
Without references (or pointers), swap_noref cannot alter the variables passed to it, which means it simply cannot work. swap_ptr can alter variables, but it uses pointers, which are messy (when references won't quite cut it, however, pointers can do the job). swap is the simplest overall.
On Pointers
Pointers let you do some of the same things as references. However, pointers put more responsibility on the programmer to manage them and the memory they point to (a topic called "memory management"–but don't worry about it for now). As a consequence, references should be your preferred tool for now.
Think of variables as names bound to boxes that store a value. Constants are names bound directly to values. Both map names to values, but the value of constants can't be changed. While the value held in a box can change, the binding of name to box can't, which is why a reference cannot be changed to refer to a different variable.
Two basic operations on variables are getting the current value (done simply by using the variable's name) and assigning a new value (the assignment operator, '='). Values are stored in memory (the box holding a value is simply a contiguous region of memory). For example,
int a = 17;
results in something like (note: in the following, "foo # 0xDEADBEEF" stands for a variable with name "foo" stored at address "0xDEADBEEF". Memory addresses have been made up):
____
a # 0x1000: | 17 |
----
Everything stored in memory has a starting address, so there's one more operation: get the address of the value ("&" is the address-of operator). A pointer is a variable that stores an address.
int *pa = &a;
results in:
______ ____
pa # 0x10A0: |0x1000| ------> # 0x1000: | 17 |
------ ----
Note that a pointer simply stores a memory address, so it doesn't have access to the name of what it points to. In fact, pointers can point to things without names, but that's a topic for another day.
There are a few operations on pointers. You can dereference a pointer (the "*" operator), which gives you the data the pointer points to. Dereferencing is the opposite of getting the address: *&a is the same box as a, &*pa is the same value as pa, and *pa is the same box as a. In particular, pa in the example holds 0x1000; * pa means "the int in memory at location pa", or "the int in memory at location 0x1000". "a" is also "the int at memory location 0x1000". Other operation on pointers are addition and subtraction, but that's also a topic for another day.
// Passes in mutable references of a and b.
int doSomething(int& a, int& b) {
a = 5;
cout << "1: " << a << b; // prints 1: 5,6
}
a = 0;
b = 6;
doSomething(a, b);
cout << "2: " << a << ", " << b; // prints 2: 5,6
Alternatively,
// Passes in copied values of a and b.
int doSomething(int a, int b) {
a = 5;
cout << "1: " << a << b; // prints 1: 5,6
}
a = 0;
b = 6;
doSomething(a, b);
cout << "2: " << a << ", " << b; // prints 2: 0,6
Or the const version:
// Passes in const references a and b.
int doSomething(const int &a, const int &b) {
a = 5; // COMPILE ERROR, cannot assign to const reference.
cout << "1: " << b; // prints 1: 6
}
a = 0;
b = 6;
doSomething(a, b);
References are used to pass locations of variables, so they don't need to be copied on the stack to the new function.
A simple pair of examples which you can run online.
The first uses a normal function, and the second uses references:
Example 1 (no reference)
Example 2 (reference)
Edit - here's the source code incase you don't like links:
Example 1
using namespace std;
void foo(int y){
y=2;
}
int main(){
int x=1;
foo(x);
cout<<x;//outputs 1
}
Example 2
using namespace std;
void foo(int & y){
y=2;
}
int main(){
int x=1;
foo(x);
cout<<x;//outputs 2
}
I don't know if this is the most basic, but here goes...
typedef int Element;
typedef std::list<Element> ElementList;
// Defined elsewhere.
bool CanReadElement(void);
Element ReadSingleElement(void);
int ReadElementsIntoList(int count, ElementList& elems)
{
int elemsRead = 0;
while(elemsRead < count && CanReadElement())
elems.push_back(ReadSingleElement());
return count;
}
Here we use a reference to pass our list of elements into ReadElementsIntoList(). This way, the function loads the elements right into the list. If we didn't use a reference, then elems would be a copy of the passed-in list, which would have the elements added to it, but then elems would be discarded when the function returns.
This works both ways. In the case of count, we don't make it a reference, because we don't want to modify the count passed in, instead returning the number of elements read. This allows the calling code to compare the number of elements actually read to the requested number; if they don't match, then CanReadElement() must have returned false, and immediately trying to read some more would likely fail. If they match, then maybe count was less than the number of elements available, and a further read would be appropriate. Finally, if ReadElementsIntoList() needed to modify count internally, it could do so without mucking up the caller.
How about by metaphor: Say your function counts beans in a jar. It needs the jar of beans and you need to know the result which can't be the return value (for any number of reasons). You could send it the jar and the variable value, but you'll never know if or what it changes the value to. Instead, you need to send it that variable via a return addressed envelope, so it can put the value in that and know it's written the result to the value at said address.
Correct me if I'm wrong, but a reference is only a dereferenced pointer, or?
The difference to a pointer is, that you can't easily commit a NULL.
Related
Just started learning c++ and came across this example where the function is returning a reference to a local static variable.
int& fun() {
static int x = 10;
return x;
}
int main() {
int &z = fun();
cout << fun() << " ";
z = 30;
cout << fun();
return 0;
}
What does the line int &z = fun(); do? Are we storing a reference inside another reference? I'm new to the language and all I know is that reference variables refer to a variable just like an alias. Can anyone explain how this works?
Are we storing a reference inside another reference?
No, references aren't even required to have "storage". A reference is something to simplify programming. auto& thing = foo.get_value_reference(); and then using thing makes code easier to write and debug. thing doesn't even have to exist as a separate entity when you look at the final assembly code.
int orig;
int& a = orig;
int& b = a;
b is now a reference to orig - nothing else. You can't reference a reference.
Are we storing a reference inside another reference?
No, there is no reference to reference, at least in C\C++.
For me, a reference is just a different name for another variable, at the end, they are all referring to the same, single object. In more detail, abstractly, whenever you write int& a = b, all you have is still b, and there is no such thing called a, that ever exist. (a is just an alias of b)
Because of that, we can't have a different name of a name, that would sound a bit weird, since it does not actually refer to anything that exist.
In your case above, what int& fun() does is returning the actual static int x = 10;. And int &z = fun();, once again, refer directly the the actual static int x = 10;. Whatever z or anything, afterall, it is just static int x = 10, under different names.
This would be different if you remove the amphersand-& to int fun(), which returns a copied version of int x = 10;, which means now existed two different things: int x = 10 and a copy of int x = 10.
That's why C\C++ is memory-efficient, isn't it? You know when things get copied and when it does not, which helps optimization a lot!
Hope this helps!
First of all, a variable declared static inside a function is allocated when the program begins and deallocated when the program ends. Unlike normal local variables, it is safe to keep a reference to a static variable after returning from the function in which it is declared. It continues to exist and will keep its value.
Let's consider this function:
int& fun() {
static int x = 10;
return x;
}
Returning a reference to the static variable x is like returning the variable itself. We can increment the variable through that reference, for instance:
cout << fun()++ << endl;
cout << fun()++ << endl; // output: 11
cout << fun() << endl; // output: 12
This would not be possible if fun() returned the value of x (the integer 10) instead of a reference to variable x itself (whose value we can update).
int &z = fun() lets us refer to that same static variable through the name z in the same way:
int &z = fun();
cout << z++ << endl;
cout << z++ << endl; // output: 11
cout << z++ << endl; // output: 12
cout << fun() << endl; // output: 13
Both the function return type and z have to be references for the above to work.
If z were not a reference but an int z variable, we would be making a copy of the original value and incrementing that in place of the static variable x itself.
If the function return type were a value (instead of a reference), it would return the value of x, not a reference to x itself. In this case, int f(); int &z = f(); would try to take a reference to the temporary return value of the function. In fact, this code doesn't even compile.
Functions that return static variables (by reference or otherwise) have their uses. One of which is that a static variable inside a function is initialized at runtime, the first time we run through its declaration.
In the code below, init_x() is called when initializing the static variable x. This happens the first time fun() is called to retrieve the value of x.
int& fun() {
static int x = init_x();
return x;
}
int main() {
do_other_stuff();
fun()++; // init_x() is called here
fun()++;
fun()++;
}
I am trying to understand how to use reference parameters. There are several examples in my text, however they are too complicated for me to understand why and how to use them.
How and why would you want to use a reference? What would happen if you didn't make the parameter a reference, but instead left the & off?
For example, what's the difference between these functions:
int doSomething(int& a, int& b);
int doSomething(int a, int b);
I understand that reference variables are used in order to change a formal->reference, which then allows a two-way exchange of parameters. However, that is the extent of my knowledge, and a more concrete example would be of much help.
Think of a reference as an alias. When you invoke something on a reference, you're really invoking it on the object to which the reference refers.
int i;
int& j = i; // j is an alias to i
j = 5; // same as i = 5
When it comes to functions, consider:
void foo(int i)
{
i = 5;
}
Above, int i is a value and the argument passed is passed by value. That means if we say:
int x = 2;
foo(x);
i will be a copy of x. Thus setting i to 5 has no effect on x, because it's the copy of x being changed. However, if we make i a reference:
void foo(int& i) // i is an alias for a variable
{
i = 5;
}
Then saying foo(x) no longer makes a copy of x; i is x. So if we say foo(x), inside the function i = 5; is exactly the same as x = 5;, and x changes.
Hopefully that clarifies a bit.
Why is this important? When you program, you never want to copy and paste code. You want to make a function that does one task and it does it well. Whenever that task needs to be performed, you use that function.
So let's say we want to swap two variables. That looks something like this:
int x, y;
// swap:
int temp = x; // store the value of x
x = y; // make x equal to y
y = temp; // make y equal to the old value of x
Okay, great. We want to make this a function, because: swap(x, y); is much easier to read. So, let's try this:
void swap(int x, int y)
{
int temp = x;
x = y;
y = temp;
}
This won't work! The problem is that this is swapping copies of two variables. That is:
int a, b;
swap(a, b); // hm, x and y are copies of a and b...a and b remain unchanged
In C, where references do not exist, the solution was to pass the address of these variables; that is, use pointers*:
void swap(int* x, int* y)
{
int temp = *x;
*x = *y;
*y = temp;
}
int a, b;
swap(&a, &b);
This works well. However, it's a bit clumsy to use, and actually a bit unsafe. swap(nullptr, nullptr), swaps two nothings and dereferences null pointers...undefined behavior! Fixable with some checks:
void swap(int* x, int* y)
{
if (x == nullptr || y == nullptr)
return; // one is null; this is a meaningless operation
int temp = *x;
*x = *y;
*y = temp;
}
But looks how clumsy our code has gotten. C++ introduces references to solve this problem. If we can just alias a variable, we get the code we were looking for:
void swap(int& x, int& y)
{
int temp = x;
x = y;
y = temp;
}
int a, b;
swap(a, b); // inside, x and y are really a and b
Both easy to use, and safe. (We can't accidentally pass in a null, there are no null references.) This works because the swap happening inside the function is really happening on the variables being aliased outside the function.
(Note, never write a swap function. :) One already exists in the header <algorithm>, and it's templated to work with any type.)
Another use is to remove that copy that happens when you call a function. Consider we have a data type that's very big. Copying this object takes a lot of time, and we'd like to avoid that:
struct big_data
{ char data[9999999]; }; // big!
void do_something(big_data data);
big_data d;
do_something(d); // ouch, making a copy of all that data :<
However, all we really need is an alias to the variable, so let's indicate that. (Again, back in C we'd pass the address of our big data type, solving the copying problem but introducing clumsiness.):
void do_something(big_data& data);
big_data d;
do_something(d); // no copies at all! data aliases d within the function
This is why you'll hear it said you should pass things by reference all the time, unless they are primitive types. (Because internally passing an alias is probably done with a pointer, like in C. For small objects it's just faster to make the copy then worry about pointers.)
Keep in mind you should be const-correct. This means if your function doesn't modify the parameter, mark it as const. If do_something above only looked at but didn't change data, we'd mark it as const:
void do_something(const big_data& data); // alias a big_data, and don't change it
We avoid the copy and we say "hey, we won't be modifying this." This has other side effects (with things like temporary variables), but you shouldn't worry about that now.
In contrast, our swap function cannot be const, because we are indeed modifying the aliases.
Hope this clarifies some more.
*Rough pointers tutorial:
A pointer is a variable that holds the address of another variable. For example:
int i; // normal int
int* p; // points to an integer (is not an integer!)
p = &i; // &i means "address of i". p is pointing to i
*p = 2; // *p means "dereference p". that is, this goes to the int
// pointed to by p (i), and sets it to 2.
So, if you've seen the pointer-version swap function, we pass the address of the variables we want to swap, and then we do the swap, dereferencing to get and set values.
Lets take a simple example of a function named increment which increments its argument. Consider:
void increment(int input) {
input++;
}
which will not work as the change takes place on the copy of the argument passed to the function on the actual parameter. So
int i = 1;
std::cout<<i<<" ";
increment(i);
std::cout<<i<<" ";
will produce 1 1 as output.
To make the function work on the actual parameter passed we pass its reference to the function as:
void increment(int &input) { // note the &
input++;
}
the change made to input inside the function is actually being made to the actual parameter. This will produce the expected output of 1 2
GMan's answer gives you the lowdown on references. I just wanted to show you a very basic function that must use references: swap, which swaps two variables. Here it is for ints (as you requested):
// changes to a & b hold when the function exits
void swap(int& a, int& b) {
int tmp = a;
a = b;
b = tmp;
}
// changes to a & b are local to swap_noref and will go away when the function exits
void swap_noref(int a, int b) {
int tmp = a;
a = b;
b = tmp;
}
// changes swap_ptr makes to the variables pointed to by pa & pb
// are visible outside swap_ptr, but changes to pa and pb won't be visible
void swap_ptr(int *pa, int *pb) {
int tmp = *pa;
*pa = *pb;
*pb = tmp;
}
int main() {
int x = 17;
int y = 42;
// next line will print "x: 17; y: 42"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap can alter x & y
swap(x,y);
// next line will print "x: 42; y: 17"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap_noref can't alter x or y
swap_noref(x,y);
// next line will print "x: 42; y: 17"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap_ptr can alter x & y
swap_ptr(&x,&y);
// next line will print "x: 17; y: 42"
std::cout << "x: " << x << "; y: " << y << std::endl
}
There is a cleverer swap implementation for ints that doesn't need a temporary. However, here I care more about clear than clever.
Without references (or pointers), swap_noref cannot alter the variables passed to it, which means it simply cannot work. swap_ptr can alter variables, but it uses pointers, which are messy (when references won't quite cut it, however, pointers can do the job). swap is the simplest overall.
On Pointers
Pointers let you do some of the same things as references. However, pointers put more responsibility on the programmer to manage them and the memory they point to (a topic called "memory management"–but don't worry about it for now). As a consequence, references should be your preferred tool for now.
Think of variables as names bound to boxes that store a value. Constants are names bound directly to values. Both map names to values, but the value of constants can't be changed. While the value held in a box can change, the binding of name to box can't, which is why a reference cannot be changed to refer to a different variable.
Two basic operations on variables are getting the current value (done simply by using the variable's name) and assigning a new value (the assignment operator, '='). Values are stored in memory (the box holding a value is simply a contiguous region of memory). For example,
int a = 17;
results in something like (note: in the following, "foo # 0xDEADBEEF" stands for a variable with name "foo" stored at address "0xDEADBEEF". Memory addresses have been made up):
____
a # 0x1000: | 17 |
----
Everything stored in memory has a starting address, so there's one more operation: get the address of the value ("&" is the address-of operator). A pointer is a variable that stores an address.
int *pa = &a;
results in:
______ ____
pa # 0x10A0: |0x1000| ------> # 0x1000: | 17 |
------ ----
Note that a pointer simply stores a memory address, so it doesn't have access to the name of what it points to. In fact, pointers can point to things without names, but that's a topic for another day.
There are a few operations on pointers. You can dereference a pointer (the "*" operator), which gives you the data the pointer points to. Dereferencing is the opposite of getting the address: *&a is the same box as a, &*pa is the same value as pa, and *pa is the same box as a. In particular, pa in the example holds 0x1000; * pa means "the int in memory at location pa", or "the int in memory at location 0x1000". "a" is also "the int at memory location 0x1000". Other operation on pointers are addition and subtraction, but that's also a topic for another day.
// Passes in mutable references of a and b.
int doSomething(int& a, int& b) {
a = 5;
cout << "1: " << a << b; // prints 1: 5,6
}
a = 0;
b = 6;
doSomething(a, b);
cout << "2: " << a << ", " << b; // prints 2: 5,6
Alternatively,
// Passes in copied values of a and b.
int doSomething(int a, int b) {
a = 5;
cout << "1: " << a << b; // prints 1: 5,6
}
a = 0;
b = 6;
doSomething(a, b);
cout << "2: " << a << ", " << b; // prints 2: 0,6
Or the const version:
// Passes in const references a and b.
int doSomething(const int &a, const int &b) {
a = 5; // COMPILE ERROR, cannot assign to const reference.
cout << "1: " << b; // prints 1: 6
}
a = 0;
b = 6;
doSomething(a, b);
References are used to pass locations of variables, so they don't need to be copied on the stack to the new function.
A simple pair of examples which you can run online.
The first uses a normal function, and the second uses references:
Example 1 (no reference)
Example 2 (reference)
Edit - here's the source code incase you don't like links:
Example 1
using namespace std;
void foo(int y){
y=2;
}
int main(){
int x=1;
foo(x);
cout<<x;//outputs 1
}
Example 2
using namespace std;
void foo(int & y){
y=2;
}
int main(){
int x=1;
foo(x);
cout<<x;//outputs 2
}
I don't know if this is the most basic, but here goes...
typedef int Element;
typedef std::list<Element> ElementList;
// Defined elsewhere.
bool CanReadElement(void);
Element ReadSingleElement(void);
int ReadElementsIntoList(int count, ElementList& elems)
{
int elemsRead = 0;
while(elemsRead < count && CanReadElement())
elems.push_back(ReadSingleElement());
return count;
}
Here we use a reference to pass our list of elements into ReadElementsIntoList(). This way, the function loads the elements right into the list. If we didn't use a reference, then elems would be a copy of the passed-in list, which would have the elements added to it, but then elems would be discarded when the function returns.
This works both ways. In the case of count, we don't make it a reference, because we don't want to modify the count passed in, instead returning the number of elements read. This allows the calling code to compare the number of elements actually read to the requested number; if they don't match, then CanReadElement() must have returned false, and immediately trying to read some more would likely fail. If they match, then maybe count was less than the number of elements available, and a further read would be appropriate. Finally, if ReadElementsIntoList() needed to modify count internally, it could do so without mucking up the caller.
How about by metaphor: Say your function counts beans in a jar. It needs the jar of beans and you need to know the result which can't be the return value (for any number of reasons). You could send it the jar and the variable value, but you'll never know if or what it changes the value to. Instead, you need to send it that variable via a return addressed envelope, so it can put the value in that and know it's written the result to the value at said address.
Correct me if I'm wrong, but a reference is only a dereferenced pointer, or?
The difference to a pointer is, that you can't easily commit a NULL.
I know this is already a commonly asked question, but I'm more curious about how pointers and references behave at a lower level (like how compiler deals with them, and how they look like in memory), and I didn't find a solution, so here I am.
At first I was wondering if an array can be passed as a parameter without being cast (or decay) into a pointer. More specifically. I would like the following code:
void func(?? arr) {
cout << sizeof(arr) << "\n";
}
int main() {
int arr[4];
func(arr);
return 0;
}
to output 16 instead of 8, which is the size of a pointer.
First I tried
void func(int arr[4]);
Hoping that specifying the size can keep the property of an array, but arr is still treated as a pointer.
Then I found something that worked:
void func(int (&arr)[4]);
But it confused me.
In the past I was under the impression that although pointers and references had different meanings, they had the same behavior when the code was actually executed.
I got that idea from my own experiments:
void swap(int* a, int* b) {
int c = *a;
*a = *b;
*b = c;
}
int main() {
int a = 3, b = 5;
swap(&a, &b);
}
and
void swap(int& a, int& b) {
int c = a;
a = b;
b = c;
}
int main() {
int a = 3, b = 5;
swap(a, b);
}
were compiled into the same assembly code, and so did
int main() {
int a = 3;
int& b = a;
b = 127;
return 0;
}
and
int main() {
int a = 3;
int* b = &a;
*b = 127;
return 0;
}
I turned off optimization and both g++ and clang++ showed this result.
Also my thought on the first experiment:
when thinking in terms of memory, swap should have its own stack frame and local variables. Having a in swap directly mapped to the a in main didn't make much sense to me. It was as if the a in main magically appeared in the stack frame of swap, where it shouldn't belong. So it didn't surprise me that it got compiled into the same assembly as the pointer version. Maybe the magic of reference was achieved by a pointer underneath the hood. But now I'm not sure.
So how does a compiler handle references and how do references look like in memory? Are they variable that occupies space? And how can I explain the result of my experiments and the array problem?
The old C idiom is, that arrays get turned into pointers to the array type, when a function is called. And that is mostly still true für C++.
So for the details of it, let's look at two functions taking an integer argument, first:
void f(int x) { x = 42; } // function called with x by value
void g(int& x) { x = 42; } // function called with x by reference
As f() is called by value, a copy of the argument is made, and the assignment x = 42; inside the function has effectively no effect for the caller of the function. But for g(), the assignment of x becomes visible to the caller:
int a = 0, b = 0; // initialize both a and b to zero
f(a); // a is not changed, because f is called by value
g(b); // b is changed, because g is called by reference
std::cout << a << " " << b << std::endl; // prints 0 42
For arrays, the same rules should hold, but don't. So let's try it:
void farr(int x[4]) { x[0] = 42; } // hypothetical call by value
void garr(int (&x)[4]) { x[0] = 42; } // call by reference
And let's call these functions:
int c[4] = { 1, 2, 3, 4 }, d[4] = { 5, 6, 7, 8 };
farr(c); // call by value?
garr(d); // call by reference
for(unsigned i = 0; i < 4; i++)
std::cout << c[i] << (i < 3 ? ", " : "\n");
for(unsigned i = 0; i < 4; i++)
std::cout << d[i] << (i < 3 ? ", " : "\n");
The unexpected result is, that the farr() function (unlike the f function before) does modify its array, too. The reason is an old C idiom: Because arrays must not be copied directly by assignment, functions cannot be called with arrays by value. Therefore array declarations in parameter lists are automatically converted into a pointer to the first element of the array. So the following four function declarations are syntactically identical in C:
void farr1(int a[]) {}
void farr2(int a[4]) {}
void farr3(int a[40]) {}
void farr4(int *a) {}
Being compatible with C, C++ took over that property. So it is not a syntactical error (but likely causes undefined behaviour!) to call farr2() or farr3() with an array of different size. Furthermore, though, references come in in C++. And yes, as you already suspected, a reference to an array is internally represented as a pointer to the first array element. But, and that is the advantage of C++: If you call a function, that expects a reference to an array (and not just an array or a pointer), the size of array is actually validated!
So, calling farr() with an int-Array of size 5 is possible, calling garr() with the same leads to an compiler error. That gives you better type checking, so you should use it, whereever possible. And it even allows you to pass the array size to a function by using a template:
template<std::size_t N>
void harr(int (&x)[N]) { for(std::size_t i = 0; i < N; i++) x[i] = i*i; }
I wrote a simple piece of C++ code to pass addresses by reference.
I am passing the address of a variable (say y) and an array (say arr) to a class. Both arr and y will get modified inside the class. I want to have the modified values in my main().
Please find my question in the below piece of code as it is easier that way. Thanks.
#include <iostream>
using namespace std;
class A
{
public:
// Assign values to the array and increment _x.
void increment()
{
(*_x)++;
(*_arr)[0] = 1; // Q1. Is it safe to directly access the array like this.
(*_arr)[1] = 2; // Don't I have to allocate memory to the array ?
(*_arr)[2] = 3;
}
// Get the address of the Variable that is passed in main. x will now have &y2.
A (int* &arr, int* &x):
_x(x)
{
*_arr = arr;
}
private:
int* _x;
int** _arr;
};
int main()
{
int y = 9;
int arr[5];
int *pY = &y;
int *pArr = arr;
A *obj1 = new A(pArr, pY);
// This gives a compile time error. warning: initialization of non-const reference int *&' from rvalue `int *'
// A *obj1 = new A(&y); <-- Q2. Why does this give a Compile Time Error ?
obj1->increment();
cout << "y : " << y << endl;
cout << "[0]: " << arr[0] << "; [1]: " << arr[1] << "; [2]: " << arr[2] << endl;
cout << endl;
return 0;
}
In A::increment() function, I am directly assigning values to the array without
allocating memory. Is it safe to do ? If not, how can I allocate memory so that
I can still get the modified array values in main() ?
Why do I get a compile time error whey I pass &y to A's constructor ?
Thanks in advance.
Question 1
In A::increment() function, I am directly assigning values to the array without allocating memory. Is it safe to do ? If not, how can I allocate memory so that I can still get the modified array values in main() ?
Answer
Yes, it is safe.
Question 2
Why do I get a compile time error whey I pass &y to A's constructor ?
Answer
&y is not an lvalue. Hence, it cannot be used where the argument type is int*&.
Problem in posted code
*_arr = arr;
That is a problem since _arr has not been initialized to point to a valid memory. Using *_arr when _arr has not been initialized causes undefined behavior. You can change the type of _arr to:
int* _arr;
and simplify your code a little bit.
class A
{
public:
// Assign values to the array and increment _x.
void increment()
{
(*_x)++;
_arr[0] = 1; // Q1. Is it safe to directly access the array like this.
_arr[1] = 2; // Don't I have to allocate memory to the array ?
_arr[2] = 3;
}
// Get the address of the Variable that is passed in main. x will now have &y2.
A (int* &arr, int* &x):
_x(x),
_arr(arr)
{
}
private:
int* _x;
int* _arr;
};
without changing anything in main.
This is very rarely what you want; a T** is generally an array of arrays or else a pointer value that you want to modify in the caller’s scope. However, neither seems to be what you’re doing here.
It is safe to modify *_arr[0] if and only if _arr has been initialized to a array of non-const arrays, and (*_arr)[0] if and only if it has been initialized as a pointer to a non-const array. Neither appears to be the case here, but if it is, you probably want to give the array length explicitly.
In this example, &y is a constant. You can’t modify it, so you can’t pass it as a non-const variable. You can declare a pointer int *py = &y; and pass that. But consider whether that’s what you want to do.
By the way, it’s not good style to use identifiers that start with underscores, because by the standard, they’re reserved for the compiler to use.
You should tell us what you are trying to do. In my opinion it's nonsense using raw pointers/arrays and naked new/(missing?) delete in C++ without good reason. I would also like to note that it is not considered good practice using the _prefix for class members. Usually leading _ are used for std implementations. I recommend using m_prefix if you insist on one. And why do you give _arr the type int**? Is is supposed to be a 2D-Array? Additionally, it doesn't really make sense passing a pointer by reference. A pointer is already a pointer, if you know what I mean, just pass the pointer around.
I'm just going to assume that you are doing this to understand manual memory management or pointer arithmetics or - wait, right: Tell us what you are trying to do and why. Nevertheless, I don't understand what you have the class for:
#include <iostream>
void increment(int& x, int *arr, int sz)
{
++x;
for (int i = 0; i != sz; ++i)
{
// this just numbers the values respectively (starting at 1)
arr[i] = i + 1;
}
}
int main()
{
using namespace std;
int y = 9;
const int sz = 5;
int arr[sz];
increment(y, arr, sz);
cout << "y : " << y << '\n'
<< "[0]: " << arr[0] << "; [1]: " << arr[1] << "; [2]: " << arr[2] << "\n\n";
}
To answer your questions:
2. First thing first: I don't see any constructor that only takes one argument.
Read up on "Undefined Behaviour (UB)" starting point: What are all the common undefined behaviours that a C++ programmer should know about?
I can't repeat enough that I don't understand what you are going for and that makes it hard to give solid advice.
I tried fixing your version.. well its still terrible... I highly recommend on reading up on std::array, std::vector. Maybe on pointers, C-Style Arrays and how to pass C-Style Arrays as function arguments (note: for regular C++ programming you wouldn't be doing/using that, usually).
#include <iostream>
class A {
public:
// Assign values to the array and increment m_x.
void increment()
{
++(*m_x);
m_arr[0] = 1;
m_arr[1] = 2;
m_arr[2] = 3;
}
A (int* arr, int* x):
m_x(x), m_arr(arr)
{
}
private:
int* m_x;
int* m_arr;
};
int main()
{
using namespace std;
int y = 9;
int arr[5];
A obj1(arr, &y);
obj1.increment();
cout << "y : " << y << '\n'
<< "[0]: " << arr[0] << "; [1]: " << arr[1] << "; [2]: " << arr[2] << "\n\n";
A obj2(arr, &y);
obj2.increment();
cout << "y : " << y << '\n'
<< "[0]: " << arr[0] << "; [1]: " << arr[1] << "; [2]: " << arr[2] << "\n\n";
}
You should also read up un pointers/references and their differences
I am actually trying to make your programming life easier. Sorry for long answer.
In answer to your first question
In A::increment() function, I am directly assigning values to the
array without allocating memory. Is it safe to do ? If not, how can I
allocate memory so that I can still get the modified array values in
main() ?
you allocated memory in main(), in the line
int arr[5];
In terms of class design, you defined your class constructor to accept reference arguments, which means that an existing int* must be passed to each argument:
A (int* &arr, int* &x)
and you do so when you invoke the constructor:
A *obj1 = new A(pArr, pY);
so in this program, what you are doing is safe. A potential danger if you expect to use this class in another context would be if your arr array in main() contained fewer than 3 elements, since your increment() function initializes the third element of the array.
In answer to your second question
Why do I get a compile time error whey I pass &y to A's constructor ?
In your original constructor,
// Get the address of the Variable that is passed in main. x will now have &y2.
A (int* &arr, int* &x):
_x(x)
{
*_arr = arr;
}
you are dereferencing _arr before it has been initialized. One way to solve this would be to do this:
// Get the address of the Variable that is passed in main. x will now have &y2.
A (int* &arr, int* &x):
_x(x)
{
_arr = new (int*);
*_arr = arr;
}
// Destructor
~A ()
{
delete _arr;
}
As an aside, you also use new in main(). Whenever you use new, you should also use delete to avoid a memory leak. So at the bottom of your program, before the return statement, add the following:
delete obj1;
I am trying to understand how to use reference parameters. There are several examples in my text, however they are too complicated for me to understand why and how to use them.
How and why would you want to use a reference? What would happen if you didn't make the parameter a reference, but instead left the & off?
For example, what's the difference between these functions:
int doSomething(int& a, int& b);
int doSomething(int a, int b);
I understand that reference variables are used in order to change a formal->reference, which then allows a two-way exchange of parameters. However, that is the extent of my knowledge, and a more concrete example would be of much help.
Think of a reference as an alias. When you invoke something on a reference, you're really invoking it on the object to which the reference refers.
int i;
int& j = i; // j is an alias to i
j = 5; // same as i = 5
When it comes to functions, consider:
void foo(int i)
{
i = 5;
}
Above, int i is a value and the argument passed is passed by value. That means if we say:
int x = 2;
foo(x);
i will be a copy of x. Thus setting i to 5 has no effect on x, because it's the copy of x being changed. However, if we make i a reference:
void foo(int& i) // i is an alias for a variable
{
i = 5;
}
Then saying foo(x) no longer makes a copy of x; i is x. So if we say foo(x), inside the function i = 5; is exactly the same as x = 5;, and x changes.
Hopefully that clarifies a bit.
Why is this important? When you program, you never want to copy and paste code. You want to make a function that does one task and it does it well. Whenever that task needs to be performed, you use that function.
So let's say we want to swap two variables. That looks something like this:
int x, y;
// swap:
int temp = x; // store the value of x
x = y; // make x equal to y
y = temp; // make y equal to the old value of x
Okay, great. We want to make this a function, because: swap(x, y); is much easier to read. So, let's try this:
void swap(int x, int y)
{
int temp = x;
x = y;
y = temp;
}
This won't work! The problem is that this is swapping copies of two variables. That is:
int a, b;
swap(a, b); // hm, x and y are copies of a and b...a and b remain unchanged
In C, where references do not exist, the solution was to pass the address of these variables; that is, use pointers*:
void swap(int* x, int* y)
{
int temp = *x;
*x = *y;
*y = temp;
}
int a, b;
swap(&a, &b);
This works well. However, it's a bit clumsy to use, and actually a bit unsafe. swap(nullptr, nullptr), swaps two nothings and dereferences null pointers...undefined behavior! Fixable with some checks:
void swap(int* x, int* y)
{
if (x == nullptr || y == nullptr)
return; // one is null; this is a meaningless operation
int temp = *x;
*x = *y;
*y = temp;
}
But looks how clumsy our code has gotten. C++ introduces references to solve this problem. If we can just alias a variable, we get the code we were looking for:
void swap(int& x, int& y)
{
int temp = x;
x = y;
y = temp;
}
int a, b;
swap(a, b); // inside, x and y are really a and b
Both easy to use, and safe. (We can't accidentally pass in a null, there are no null references.) This works because the swap happening inside the function is really happening on the variables being aliased outside the function.
(Note, never write a swap function. :) One already exists in the header <algorithm>, and it's templated to work with any type.)
Another use is to remove that copy that happens when you call a function. Consider we have a data type that's very big. Copying this object takes a lot of time, and we'd like to avoid that:
struct big_data
{ char data[9999999]; }; // big!
void do_something(big_data data);
big_data d;
do_something(d); // ouch, making a copy of all that data :<
However, all we really need is an alias to the variable, so let's indicate that. (Again, back in C we'd pass the address of our big data type, solving the copying problem but introducing clumsiness.):
void do_something(big_data& data);
big_data d;
do_something(d); // no copies at all! data aliases d within the function
This is why you'll hear it said you should pass things by reference all the time, unless they are primitive types. (Because internally passing an alias is probably done with a pointer, like in C. For small objects it's just faster to make the copy then worry about pointers.)
Keep in mind you should be const-correct. This means if your function doesn't modify the parameter, mark it as const. If do_something above only looked at but didn't change data, we'd mark it as const:
void do_something(const big_data& data); // alias a big_data, and don't change it
We avoid the copy and we say "hey, we won't be modifying this." This has other side effects (with things like temporary variables), but you shouldn't worry about that now.
In contrast, our swap function cannot be const, because we are indeed modifying the aliases.
Hope this clarifies some more.
*Rough pointers tutorial:
A pointer is a variable that holds the address of another variable. For example:
int i; // normal int
int* p; // points to an integer (is not an integer!)
p = &i; // &i means "address of i". p is pointing to i
*p = 2; // *p means "dereference p". that is, this goes to the int
// pointed to by p (i), and sets it to 2.
So, if you've seen the pointer-version swap function, we pass the address of the variables we want to swap, and then we do the swap, dereferencing to get and set values.
Lets take a simple example of a function named increment which increments its argument. Consider:
void increment(int input) {
input++;
}
which will not work as the change takes place on the copy of the argument passed to the function on the actual parameter. So
int i = 1;
std::cout<<i<<" ";
increment(i);
std::cout<<i<<" ";
will produce 1 1 as output.
To make the function work on the actual parameter passed we pass its reference to the function as:
void increment(int &input) { // note the &
input++;
}
the change made to input inside the function is actually being made to the actual parameter. This will produce the expected output of 1 2
GMan's answer gives you the lowdown on references. I just wanted to show you a very basic function that must use references: swap, which swaps two variables. Here it is for ints (as you requested):
// changes to a & b hold when the function exits
void swap(int& a, int& b) {
int tmp = a;
a = b;
b = tmp;
}
// changes to a & b are local to swap_noref and will go away when the function exits
void swap_noref(int a, int b) {
int tmp = a;
a = b;
b = tmp;
}
// changes swap_ptr makes to the variables pointed to by pa & pb
// are visible outside swap_ptr, but changes to pa and pb won't be visible
void swap_ptr(int *pa, int *pb) {
int tmp = *pa;
*pa = *pb;
*pb = tmp;
}
int main() {
int x = 17;
int y = 42;
// next line will print "x: 17; y: 42"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap can alter x & y
swap(x,y);
// next line will print "x: 42; y: 17"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap_noref can't alter x or y
swap_noref(x,y);
// next line will print "x: 42; y: 17"
std::cout << "x: " << x << "; y: " << y << std::endl
// swap_ptr can alter x & y
swap_ptr(&x,&y);
// next line will print "x: 17; y: 42"
std::cout << "x: " << x << "; y: " << y << std::endl
}
There is a cleverer swap implementation for ints that doesn't need a temporary. However, here I care more about clear than clever.
Without references (or pointers), swap_noref cannot alter the variables passed to it, which means it simply cannot work. swap_ptr can alter variables, but it uses pointers, which are messy (when references won't quite cut it, however, pointers can do the job). swap is the simplest overall.
On Pointers
Pointers let you do some of the same things as references. However, pointers put more responsibility on the programmer to manage them and the memory they point to (a topic called "memory management"–but don't worry about it for now). As a consequence, references should be your preferred tool for now.
Think of variables as names bound to boxes that store a value. Constants are names bound directly to values. Both map names to values, but the value of constants can't be changed. While the value held in a box can change, the binding of name to box can't, which is why a reference cannot be changed to refer to a different variable.
Two basic operations on variables are getting the current value (done simply by using the variable's name) and assigning a new value (the assignment operator, '='). Values are stored in memory (the box holding a value is simply a contiguous region of memory). For example,
int a = 17;
results in something like (note: in the following, "foo # 0xDEADBEEF" stands for a variable with name "foo" stored at address "0xDEADBEEF". Memory addresses have been made up):
____
a # 0x1000: | 17 |
----
Everything stored in memory has a starting address, so there's one more operation: get the address of the value ("&" is the address-of operator). A pointer is a variable that stores an address.
int *pa = &a;
results in:
______ ____
pa # 0x10A0: |0x1000| ------> # 0x1000: | 17 |
------ ----
Note that a pointer simply stores a memory address, so it doesn't have access to the name of what it points to. In fact, pointers can point to things without names, but that's a topic for another day.
There are a few operations on pointers. You can dereference a pointer (the "*" operator), which gives you the data the pointer points to. Dereferencing is the opposite of getting the address: *&a is the same box as a, &*pa is the same value as pa, and *pa is the same box as a. In particular, pa in the example holds 0x1000; * pa means "the int in memory at location pa", or "the int in memory at location 0x1000". "a" is also "the int at memory location 0x1000". Other operation on pointers are addition and subtraction, but that's also a topic for another day.
// Passes in mutable references of a and b.
int doSomething(int& a, int& b) {
a = 5;
cout << "1: " << a << b; // prints 1: 5,6
}
a = 0;
b = 6;
doSomething(a, b);
cout << "2: " << a << ", " << b; // prints 2: 5,6
Alternatively,
// Passes in copied values of a and b.
int doSomething(int a, int b) {
a = 5;
cout << "1: " << a << b; // prints 1: 5,6
}
a = 0;
b = 6;
doSomething(a, b);
cout << "2: " << a << ", " << b; // prints 2: 0,6
Or the const version:
// Passes in const references a and b.
int doSomething(const int &a, const int &b) {
a = 5; // COMPILE ERROR, cannot assign to const reference.
cout << "1: " << b; // prints 1: 6
}
a = 0;
b = 6;
doSomething(a, b);
References are used to pass locations of variables, so they don't need to be copied on the stack to the new function.
A simple pair of examples which you can run online.
The first uses a normal function, and the second uses references:
Example 1 (no reference)
Example 2 (reference)
Edit - here's the source code incase you don't like links:
Example 1
using namespace std;
void foo(int y){
y=2;
}
int main(){
int x=1;
foo(x);
cout<<x;//outputs 1
}
Example 2
using namespace std;
void foo(int & y){
y=2;
}
int main(){
int x=1;
foo(x);
cout<<x;//outputs 2
}
I don't know if this is the most basic, but here goes...
typedef int Element;
typedef std::list<Element> ElementList;
// Defined elsewhere.
bool CanReadElement(void);
Element ReadSingleElement(void);
int ReadElementsIntoList(int count, ElementList& elems)
{
int elemsRead = 0;
while(elemsRead < count && CanReadElement())
elems.push_back(ReadSingleElement());
return count;
}
Here we use a reference to pass our list of elements into ReadElementsIntoList(). This way, the function loads the elements right into the list. If we didn't use a reference, then elems would be a copy of the passed-in list, which would have the elements added to it, but then elems would be discarded when the function returns.
This works both ways. In the case of count, we don't make it a reference, because we don't want to modify the count passed in, instead returning the number of elements read. This allows the calling code to compare the number of elements actually read to the requested number; if they don't match, then CanReadElement() must have returned false, and immediately trying to read some more would likely fail. If they match, then maybe count was less than the number of elements available, and a further read would be appropriate. Finally, if ReadElementsIntoList() needed to modify count internally, it could do so without mucking up the caller.
How about by metaphor: Say your function counts beans in a jar. It needs the jar of beans and you need to know the result which can't be the return value (for any number of reasons). You could send it the jar and the variable value, but you'll never know if or what it changes the value to. Instead, you need to send it that variable via a return addressed envelope, so it can put the value in that and know it's written the result to the value at said address.
Correct me if I'm wrong, but a reference is only a dereferenced pointer, or?
The difference to a pointer is, that you can't easily commit a NULL.