Transferring variables with object reference. With or without &? - c++

#include <iostream>
class class1
{
public:int number = 2;
};
class class2
{
public:
void method(class1 &obj)
{
obj.number;
std::cout << obj.number;
}
};
int main()
{
class1 c1;
class2 c2;
c2.method(c1);
}
What is the difference between running the void method(class1 &obj) with or without &?
Does it change use of memory?
I've heard it's nice to use & so you don't get a NullReferenceException.
I can still access the variable without &, so should i use & in this dumb example?

To make it very simple,
Pass by value means the actual value is passed on. Thus you need to copy this value to a variable to use it.
void method(class1 obj)
Pass by reference means a number (called an address) is passed on which defines where the value is stored.
The address is passed and then no copy is done and the actual object is modified.
void method(class1 &obj)
Pass-by-references is considered to be more efficient than pass-by-value, because it does not copy the arguments to a new variable of the same type (as it uses the actual object).
Also beware as pass-by-value does not modify the real object (only the copy). A great example to look at for instance is the ̀swap two variables`
as follows:
void swap(int a, int b)
{
int t;
t = b;
b = a;
a = t;
}
If you call by value in a main function using `swap(x,y)̀, the inital value (before the call) and the final value (after the call) does not swap.
However, if you define the function instead by reference void swap(int& a, int& b) (nothing changes in the body of the function), you will see that calling swap(x,y), will indeed swap the two variables as the operation.

Related

About using returned references

I'm having some trouble trying to understand proper usage of returned references in C++.
I have a class with a "big" object inside. I want to be able to use this object outside the class "read only" mode by returning a const reference to it.
The problem is I don't quite understand when objects get copied and when they don't.
Most of the questions about returning references where about returning objects allocating on the stack, which is not my particular problem, so I've prepared this little example:
class foo {
int a;
public:
foo() {
a = 3;
}
int& getInt() {
return a;
}
const int& useInt() {
return a;
}
void print() {
cout << "Inside class: a = " << a << endl;
}
};
int main() {
foo foo1;
int& goodRef = foo1.getInt();
int badRef = foo1.getInt();
goodRef = 4;
badRef = 5;
foo1.print();
foo1.getInt() = 6;
foo1.print();
int usingIt = 10*foo1.useInt();
}
What I understand is:
In int& goodRef = foo1.getInt(); nothing is copied, only the class owned a exists.
In int badRef = foo1.getInt(); badRef is a copy of a, so there are 2 separate objects, a and badRef.
So depending on what type of object catches the return value it is copied or it is not, so my question is:
When I use the reference like in int usingIt = 10*foo1.useInt(); is it copied and then used to multiply or only the value inside the class is used?
In this example it doesn't matter since it is only an int, but if it was a big object it would be a big deal.
Thanks!
Edit: Thanks to all the answers, but I get that having such methods inside a class is bad, I only put them for the sake of the example.
My actual class has a bunch of objects inside and an interface and bla bla, but one particular object is a glm::mat4. What i want is to be able to write something like glm::vec4 finalVec = foo1.getMatrix() * vec. But I dont want the whole matrix to be copied and then multiplied, rather I want to use the matrix that is already inside my class to perform the multiplication and at the same time not let the user modify it. I supposed something similar to useInt but with the mat4 would work but I wasn't sure and that's why I asked the question.
The glm specificatioon is very confuse for me, but I think the operator * is described as:
glm::mat4 operator* (glm::mat4 const & m, glm::vec4 const & v);
In your example int usingIt = 10*foo1.useInt();, the operator*(), depending on it's argument signature and internals, could cause a copy of your object to take place, at which point it would then be assigned (rather than copied again) into the value of usingIt. If your object was an aggregate or class object type, the copy using the object type's assignment operator would typically be elided using a compiler optimization step.
In general, anytime you are copying a l-value reference type (i.e., T& or const T&) to an aggregate or class object to a non-reference type (i.e., type T), a copy constructor, constructor, assignment operator, or conversion operator is invoked on the returned reference to the object.
If getInt returns int& why are you catching the return value in an int? What do you expect, that the compiler changes your source code to use a reference to int? It can't do anything else than copying the value of the object pointed by the reference.
On the other hand I think you have a bad example. Either you define a single method that returns a const reference:
int const & getInt() { return a; }
Or you provide two methods, one const and one non const:
int& getInt() { return a; }
int const & getInt() const { return a; }
Having both getInt and useInt does not stop anyone from using getInt and actually changing the value of the object in an way that is not intended.
When you use const reference you can only use const methods of this object. E.g. when you have STL vector you can get size, but you can't push_back elements to it.
vector<int> a;
vector<int> &c = a;
const vector<int> &b = a;
a.size();
b.size();
a.push_back(4);
c.push_back(4);
//our vector is now 4 4
//b.push_back(4); compilation error
In C++ you copy when you want to copy: for example
Function which copies:
int x(vector<int> b)
Function which doesn't copy:
int x(vector<int> &b)
You can read more here

passing object by reference in C++

The usual way to pass a variable by reference in C++(also C) is as follows:
void _someFunction(dataType *name){ // dataType e.g int,char,float etc.
/****
definition
*/
}
int main(){
dataType v;
_somefunction(&v); //address of variable v being passed
return 0;
}
But to my surprise, I noticed when passing an object by reference the name of object itself serves the purpose(no & symbol required) and that during declaration/definition of function no * symbol is required before the argument.
The following example should make it clear:
// this
#include <iostream>
using namespace std;
class CDummy {
public:
int isitme (CDummy& param); //why not (CDummy* param);
};
int CDummy::isitme (CDummy& param)
{
if (&param == this) return true;
else return false;
}
int main () {
CDummy a;
CDummy* b = &a;
if ( b->isitme(a) ) //why not isitme(&a)
cout << "yes, &a is b";
return 0;
}
I have problem understanding why is this special treatment done with class . Even structures which are almost like a class are not used this way. Is object name treated as address as in case of arrays?
What seems to be confusing you is the fact that functions that are declared to be pass-by-reference (using the &) aren't called using actual addresses, i.e. &a.
The simple answer is that declaring a function as pass-by-reference:
void foo(int& x);
is all we need. It's then passed by reference automatically.
You now call this function like so:
int y = 5;
foo(y);
and y will be passed by reference.
You could also do it like this (but why would you? The mantra is: Use references when possible, pointers when needed) :
#include <iostream>
using namespace std;
class CDummy {
public:
int isitme (CDummy* param);
};
int CDummy::isitme (CDummy* param)
{
if (param == this) return true;
else return false;
}
int main () {
CDummy a;
CDummy* b = &a; // assigning address of a to b
if ( b->isitme(&a) ) // Called with &a (address of a) instead of a
cout << "yes, &a is b";
return 0;
}
Output:
yes, &a is b
A reference is really a pointer with enough sugar to make it taste nice... ;)
But it also uses a different syntax to pointers, which makes it a bit easier to use references than pointers. Because of this, we don't need & when calling the function that takes the pointer - the compiler deals with that for you. And you don't need * to get the content of a reference.
To call a reference an alias is a pretty accurate description - it is "another name for the same thing". So when a is passed as a reference, we're really passing a, not a copy of a - it is done (internally) by passing the address of a, but you don't need to worry about how that works [unless you are writing your own compiler, but then there are lots of other fun things you need to know when writing your own compiler, that you don't need to worry about when you are just programming].
Note that references work the same way for int or a class type.
Ok, well it seems that you are confusing pass-by-reference with pass-by-value. Also, C and C++ are different languages. C doesn't support pass-by-reference.
Here are two C++ examples of pass by value:
// ex.1
int add(int a, int b)
{
return a + b;
}
// ex.2
void add(int a, int b, int *result)
{
*result = a + b;
}
void main()
{
int result = 0;
// ex.1
result = add(2,2); // result will be 4 after call
// ex.2
add(2,3,&result); // result will be 5 after call
}
When ex.1 is called, the constants 2 and 2 are passed into the function by making local copies of them on the stack. When the function returns, the stack is popped off and anything passed to the function on the stack is effectively gone.
The same thing happens in ex.2, except this time, a pointer to an int variable is also passed on the stack. The function uses this pointer (which is simply a memory address) to dereference and change the value at that memory address in order to "return" the result. Since the function needs a memory address as a parameter, then we must supply it with one, which we do by using the & "address-of" operator on the variable result.
Here are two C++ examples of pass-by-reference:
// ex.3
int add(int &a, int &b)
{
return a+b;
}
// ex.4
void add(int &a, int &b, int &result)
{
result = a + b;
}
void main()
{
int result = 0;
// ex.3
result = add(2,2); // result = 2 after call
// ex.4
add(2,3,result); // result = 5 after call
}
Both of these functions have the same end result as the first two examples, but the difference is in how they are called, and how the compiler handles them.
First, lets clear up how pass-by-reference works. In pass-by-reference, generally the compiler implementation will use a "pointer" variable in the final executable in order to access the referenced variable, (or so seems to be the consensus) but this doesn't have to be true. Technically, the compiler can simply substitute the referenced variable's memory address directly, and I suspect this to be more true than generally believed. So, when using a reference, it could actually produce a more efficient executable, even if only slightly.
Next, obviously the way a function is called when using pass-by-reference is no different than pass-by-value, and the effect is that you have direct access to the original variables within the function. This has the result of encapsulation by hiding the implementation details from the caller. The downside is that you cannot change the passed in parameters without also changing the original variables outside of the function. In functions where you want the performance improvement from not having to copy large objects, but you don't want to modify the original object, then prefix the reference parameters with const.
Lastly, you cannot change a reference after it has been made, unlike a pointer variable, and they must be initialized upon creation.
Hope I covered everything, and that it was all understandable.
Passing by reference in the above case is just an alias for the actual object.
You'll be referring to the actual object just with a different name.
There are many advantages which references offer compared to pointer references.
One thing that I have to add is that there is no reference in C.
Secondly, this is the language syntax convention.
& - is an address operator but it also mean a reference - all depends on usa case
If there was some "reference" keyword instead of & you could write
int CDummy::isitme (reference CDummy param)
but this is C++ and we should accept it advantages and disadvantages...

Passing structures or class objects

struct anup1 {
int a;
};
void structpass_1(struct anup1 b) // accepting structure
{
cout << b.a;
};
void structpass_2(struct anup1& b) // accepting address of a structure
{
cout << b.a;
};
int main() {
struct anup1 a2;
a2.a = 100;
structpass_1(a2);
structpass_2(a2);
}
The above code gives same output...whether accepting parameter is struct / address of struct.
Can anyone please explain to me this behavior?
Thanks
It passes a reference to struct anup1 to the function.
void structpass_2( struct anup1 &b)
Have a look about what is reference: reference
Also keyword struct is not necessary in function parameter list, you can write:
void structpass_1(anup1 b) // accepting structure
void structpass_2(const anup1& b) // accepting address of a structure
Add const qulifier to parameter if it's readonly
In structpass_1 your structure anup1 is passed by value, so a local copy is done and passed to the function.
Instead, in structpass_2 the structure is passed by reference, i.e. a pointer to the structure instance is passed to the function (you have pointer semantic but value syntax). No local copy of the whole structure is done.
Note that for a simple structure containing only one integer passing by value or by reference is the same from a performance perspective. But when you have more complex (and bigger) data, passing by reference is more efficient.
An important difference between the two cases of passing by value vs. passing by reference is that if you modify the structure instance inside the function body, only if the structure is passed by reference the modifications are persistent at the call site. Instead, when you pass the structure by value, since a local copy is done inside the function body, the modifications are lost when the function exits. e.g.:
void structpass_1(anup1 b) // pass by value
{
cout << b.a << '\n';
b.a++; // modification lost at the call site
};
void structpass_2(anup1& b) // pass by reference
{
cout << b.a << '\n';
b.a++; // the caller will see the incremented value for b.a
};
int main()
{
anup1 a2;
a2.a = 100;
structpass_1(a2); // will print 100
structpass_2(a2); // will print 100
cout << a2.a; // willl print 101 (structure modified by structpass_2)
}
void structpass_2( struct anup1 &b)
This is taking a reference. A pointer would be with a *.
The second function
void structpass_2( struct anup1 &b)
in C++ syntax is pass by reference, pass by reference will simply pass the address of the object into the function.
While the first function
void structpass_1(struct anup1 b)
uses pass by value. It will first make a copy of struct a, then pass to the function. Pass by reference is more efficient.
These functions are equivalent for a programmer, the only difference they make is in the underlying machine code - the first one operates on a copy (an object), the second one operates on the original object via a reference (so really a pointer).
The output you get is 100% correct.
Simply, the first one creates an exact copy of the object. This is useful for optimizing code but remember to use const if you do not want to modify the original object.

deep copy of object which hold references to other objects

I have a "sum" class which holds two references to existing ints (say). I want to create a "copy" method which deep copies the ints. I thought I would never have to manually delete objects in my code, thanks to smart pointers, but I had to in this solution. Moreover, it is too complicated for a so trivial task (which I need to repeat for several classes). Is there a more straightforward solution?
Note: I don't want to add a bool member (flag) to each objects to determine if the ints must be deleted (in my case, it's not a better overhead than the std::set check overhead in the destructor)
#include <set>
struct sum {
const int &a, &b;
static std::set<const int*> allocated_ints;
sum(const int& a, const int&b): a(a), b(b) {}
sum copy() const {
sum res(*new const int(a), *new const int(b));
allocated_ints.insert(&res.a);
allocated_ints.insert(&res.b);
return res;
}
~sum() {
if (allocated_ints.count(&this->a)) {
delete &this->a;
delete &this->b;
allocated_ints.erase(&this->a);
allocated_ints.erase(&this->b);
}
}
};
std::set<const int*> sum::allocated_ints;
What's the point of a "deep" copy of constants? The constants are going to have the same value no matter what! So just copy (i.e. alias) the const-references:
struct Foo
{
const int & n;
Foo(const int & m) : n(m) { }
Foo(const Foo & rhs) : n(rhs.n) { }
Foo copy() const { Foo f(*this); /* ... */ return f; }
// ...
};
If you're worried about dangling references when returning a copy from a function with a reference to a local variable, then don't make the class have const references, but copies. That way you naturally give your class the copy semantics that you seem to be after anyway.
If you were thinking that you could make a hybrid which is either non-owning or becomes owning depending on how you use it, then I'd say that's bad design that you should avoid. Decide whether your class has ownership over the data or not and then roll with it.
I think you're mixing-up two incompatible concepts.
If you initialize by reference you should refer to existing object whose lifetime is already defined and should be longer than your objects.
If you want to create a copy of your object, since it refers to something, your copy will also refer to that something.
If you want to own yourself dynamic supplied objects, you should use pointers for that, and acquire them as pointers (and delete them on destruction). A copy can then deep-create copies of the pointed objects (or can share them using reference counting or shared_ptr).
You are -in fact- making up a mixing of the two things, resulting in possible problems: think to:
int main()
{
const int x=5; //whatever it is
Foo foo(x);
// ...
} //danger here! ~Foo() will delete x
The references are not deep copied, because they point to an object. Therefore, your code fixed should look like this :
struct sum {
const int &a, &b;
sum(const int& a, const int&b): a(a), b(b) {}
sum copy() const {
sum res(a,b);
return res;
}
~sum() {
}
};

function returning this pointer in c++

1st code:
#include <iostream>
using namespace std;
class demo
{
int a;
public:
demo():a(9){}
demo& fun()//return type isdemo&
{
return *this;
}
};
int main()
{
demo obj;
obj.fun();
return 0;
}
2nd code:
#include <iostream>
using namespace std;
class demo
{
int a;
public:
demo():a(9){}
demo fun()//return type is demo
{
return *this;
}
};
int main()
{
demo obj;
obj.fun();
return 0;
}
what is the difference between these two codes as both are working in gcc?i am new here so forgive me if my way of asking is wrong.
demo & fun() returns a reference to the current object. demo fun() returns a new object, made by copying the current object.
Both are valid but are different. In the first case demo& fun() a reference to the same object is returned, in the second case a new object is created. While both are the same, the semantics differ, run this example:
#include <iostream>
struct test {
int x;
test() : x() {}
test& foo() { return *this; }
test bar() { return *this; }
void set( int value ) { x = value; }
};
int main() {
test t;
t.foo().set( 10 ); // modifies t
t.bar().set( 5 ); // modifies a copy of t
std::cout << t.x << std::endl; // prints 10
}
Apart from what #Erik said about the return type, a little excursus on the this-pointer:
The following is equivalent:
struct my_struct{
my_struct* get_this() const { return this; }
};
my_struct obj;
my_struct* obj_this = ob.get_this();
std::cout << std::boolalpha; // to display true/false instead of 1/0
std::cout << "&obj == obj_this = " << &obj == obj_this << "\n";
The this pointer is just the pointer to that object, you can think of it as a hidden parameter. It's more understandable in the C way:
typedef struct my_struct{
int data;
// little fidgeting to simulate member functions in c
typedef void (*my_struct_funcptr)(struct my_struct*,int);
my_struct_funcptr func;
}my_struct;
// C++ does something similar to pass the this-pointer of the object
void my_struct_func(my_struct* this, int n){
this->data += n;
}
my_struct obj;
obj.data = 55;
// see comment in struct
obj.func = &my_struct_func;
obj.func(&obj, 15);
// ^^^^ - the compiler automatically does this for you in C++
std::cout << obj.data; // displays 70
Consider your function.
demo fun(){return *this;}
Here you are returning by value so one temporary object will be created which will be destroyed, once you assign the return value of fun to some other object.
While in case when you pass the reference, no object will be created newly, but it will pass actual object and even after assigning function return value object will not destroy till main object(used inside fun, in ur case its the object calling the function) won't go out of scope.
The concept you are trying to understand can be explained in more detail with other example.
consider function that is taking object as argument and returning object as argument.(also consider we have object that contains a pointer, we will assign value to pointer by first allocating memory to pointer and a destructor, which will free memory hold by pointer of object). Now when you return object as pass by value, temporary object will be created, that will have exact copy of main object(and temporary object's pointer will also point to same address or you can say holds the same address). Now inside main(), you assign/initialize any object with return value(object) of function. But when your temp object will be destroyed after assigning value, it will also free the memory because of destructor and when you try to fetch the same address value through assigned object(inside main() ) you will get error as that memory has been already freed.
But if you would have return value using reference, object returned by object won't destroy as main obj(inside function or through which we have called the function) is in scope and your pointer won't loose its memory. Making possible for assigned object to fetch address value through its pointer and avoid undesirable result.
In code 1 demo obj creates a fresh copy of demo. obj is initialised using demo's default constructor 'demo():a(9){}'. obj.fun() returns a reference to (already existing) obj.
In code 2 obj.fun() creates a new demo type object using demo's copy constructor (in your case it is compiler generated) and returns that copy to the caller.
Both code are valid.
1st code fun() is returning a reference to current object
2nd code fun() is returning the copy (by value) of the object
For 1st case, If you decide to return by value
then prefer to return a const
reference; i.e. const demo& fun();
and later you can copy it if needed.
Simply returning reference makes the
object modifiable, which may
accidently edit the content without
intent
For 2nd case, Do NOT return the object by value,
because it can create unnecessary
temporary copy which will effect
the memory/performance of your code