I have been experimenting with boost multi_array_refs because of their ability to map a 2D (In my case) array view of the world onto arbitrary blocks of contiguous memory. With a multi_array_ref, a pointer to the contiguous memory is specified to the constructor. That works fine, but in my ultimate application, what I would really like to do is take a pre-existing multi_array_ref object, and point it to new buffers that are allocated later, on the fly. It seems like this should be possible, but I can't seem to figure out how to do it. Here's some skeleton code that I hope demonstrates the type of thing I'm attempting to do, although it obviously won't work as written.
const int XSIZE = 10;
const int YSIZE = 5;
typedef boost::multi_array_ref<int, 2> ARRAY_2D_REF;
class Test2D {
public:
Test2D(const int sizeX, const int sizeY);
~Test2D();
// I want to point this multi_array_ref to a buffer that gets
// allocated in the constructor.
ARRAY_2D_REF data;
private:
int xSize;
int ySize;
int *n;
};
// can't construct 'data' using ':' syntax here, because, the 'n'
// buffer has not been allocated yet so 'n' doesn't contain a valid
// address. This compiles okay, but segfaults if you try to use 'data'
// because 'n' contains garabge at this point.
Test2D::Test2D(const int sizeX, const int sizeY) : data(n, boost::extents[sizeX][sizeY]) // <<-- fail
{
xSize = sizeX;
ySize = sizeY;
// In the actual application, n will be populated by data arriving
// on TCP stream. The header on those mesasges contain total
// contiguous buffer size and X,Y dimensions, followed by the data.
n = (int*)malloc(xSize * ySize * sizeof(int));
// I want to set the multi_array_ref origin and define extents right
// here. The thought was to set the origin to 'n', and then
// resize(), but how? Of course I can't actually construct it here
// as shown. Seems like there should be a simple way to set
// (change) the origin pointer. There probably is in fact. But I
// can't seem to figure it out.
data(n, boost::extents[xSize][ySize]);
}
Initializers in the initializer list are evaluated in order of declaration of class members (members after base-classes).
So, you fix it all by moving the data member declaration after the other members.
#include <boost/multi_array.hpp>
static const int XSIZE = 10;
static const int YSIZE = 5;
typedef boost::multi_array_ref<int, 2> ARRAY_2D_REF;
class Test2D {
public:
Test2D(const int sizeX, const int sizeY)
: xSize(sizeX),
ySize(sizeY),
n (new int[xSize*ySize]),
data(n, boost::extents[xSize][ySize])
{ }
~Test2D() {
delete n;
}
Test2D(Test2D const&) = delete; // Rule Of Three!
private:
int xSize;
int ySize;
int *n;
public:
ARRAY_2D_REF data;
};
int main() {
Test2D wrapped(XSIZE, YSIZE);
}
Note also that
there is no place for malloc in C++
you should guard the type against copying, because otherwise you will do double-delete of the data buffer.
Other Thoughts
It really doesn't make any sense to be allocating the buffer from inside the constructor (body, or initializer-list regardless), if your comment says:
// In the actual application, n will be populated by data arriving
// on TCP stream. The header on those mesasges contain total
// contiguous buffer size and X,Y dimensions, followed by the data.
The constructor doesn't have the dependencies necessary to do the allocation, nor SHOULD it. There are two options:
if the buffer is always owned by the Test2D instance (and the data is going to be copied from the IO buffer(s)), then just use multi_array, not multi_array_ref. It does the allocations, safely, for you.
otherwise, pass in the buffer:
#include <boost/multi_array.hpp>
#include <memory>
static const int XSIZE = 10;
static const int YSIZE = 5;
static const int HEADER_SIZE = 16;
typedef boost::const_multi_array_ref<int, 2> ArrayCRef;
class Test2D {
public:
Test2D(int const* raw, int sizeX, int sizeY) : data(raw, boost::extents[sizeX][sizeY])
{ }
ArrayCRef::size_type xSize() const { return data.shape()[0]; }
ArrayCRef::size_type ySize() const { return data.shape()[1]; }
public:
ArrayCRef data;
};
int main() {
auto io_buf = std::make_unique<char[]>(XSIZE*YSIZE*sizeof(int)+HEADER_SIZE);
// TODO parse XSIZE/YSIZE from io_buf
auto raw = reinterpret_cast<int const*>(io_buf.get() + HEADER_SIZE);
Test2D wrapped(raw, XSIZE, YSIZE);
}
Related
I'm a high school student learning programming and I have a problem that I can't figure out how to solve.
I have an integer "x", and I want a matrix "mat" to have the size of "x":
int mat[x][x];
But that works only in main() where I've read x;
For example if x == 5, the equivalent would be
int mat[5][5];
#include <iostream>
using namespace std;
int x;
int mat[x][x];
void f(int mat2[x][x])
{
}
int main()
{
cin >> x;
int m[x][x];
f(m);
}
I've wrote this short program to show where it works and it doesn't work.
error: array bound is not an integer constant before ']' token
I've the error at the global declaration, at the declaration in function void f. It only compiles without errors in main();
What can I do to create a matrix with the size of x outside of the main function?
Variable length arrays aren't spported in standard c++. Besides you don't want the global definition.
What you can use portably in that case is std::vector:
void f(std::vector<std::vector<int>>& mat)
{
}
int main()
{
cin >> x;
std::vector<std::vector<int>> m(x,std::vector<int>(x));
f(m);
}
If you pass that vector around to functions or being allocated within functions, the size information will be kept at any time.
What can I do to create a matrix with the size of x outside of the main function?
Something like this:
std::vector<std::vector<int>> foo() {
cin >> x;
std::vector<std::vector<int>> m(x,std::vector<int>(x));
return m;
}
int main()
{
std::vector<std::vector<int>> mat = foo();
}
Handling of multi-dimension arrays in C++ is not easy. The best way to go is often to map a multi-dimensionnal indexing with a linear memory chunk.
For instance, for a 2 by 2 matrix, one can create an array of 2*2=4 elements and map it this way:
+-----------+-----------+-----------+-----------+
| map[0][0] | map[0][1] | map[1][0] | map[1][1] |
+-----------+-----------+-----------+-----------+
This seems overly complicated at first glance, but it simplifies greatly the memory allocation.
For an arbitrary sized matrix of width by height, map[i][j] is at index i*height + j. This can be translated in C++, encapsulated in a template class Matrix:
#include <array>
template <typename T, size_t WIDTH, size_t HEIGHT>
class Matrix {
std::array<T, WIDTH*HEIGHT> data;
public:
T& operator()(size_t i, size_t j) {
return data[i*HEIGHT + j];
}
const T& operator()(size_t i, size_t j) const {
return data[i*HEIGHT + j];
}
};
This has the disadvantage that the Matrix' dimensions must be known at compile time (and can be mitigated, see note (ii) at end of answer). But it makes its use so easy:
void fill(Matrix<int, 2, 2>& m) {
m(0,0) = 0;
m(0,1) = 1;
m(1,0) = 2;
m(1,1) = 3;
}
int main() {
Matrix<int, 2, 2> m;
fill(m);
std::cout << m(1,0) << "\n";
}
Note (i): Elements are indexed by (line, column) rather than [line][column] because we can't create an operator[] accepting multiple values.
Live on coliru
Note (ii): This basic idea can be enriched (demo) to handle resizable matrixes, with use of a std::vector instead of std::array and a proxy to std::vector::resize().
Variable-length array is supported by some compiler as an extension. The manual of the compiler provides more information.Gnu VLR
The storage duration of a variable-length array(if supported) generally can't be static, which is why you get the error message (global variables have static storage duration).
Unrelated: The major array bound of the parameter mat2 isn't necessary, i.e. void f(int mat2[x][x]) is equivalent to void f(int mat2[][x]).
C++ has no provision for dynamic 2D matrix but provides all you need to create complex classes. A (static) 2D array is a contiguously allocated array of height arrays of width elements. Just mimic that and:
allocate a linear array of width * height
provide an operator[](int) that returns a pointer to the first element of ith row
do necessary housekeeping in destructor and in a copy (and move if C++11 or above) constructor.
Example of code:
template <typename T>
class Matrix {
T *data;
int width;
int height;
public:
// direct ctor
Matrix(int h, int w): width(w), height(h) {
data = new T[w * h];
}
//copy ctor
Matrix(const Matrix& src): width(src.width), height(src.height) {
data = new T[width * height]; // allocate and copy data array
for (int i=0; i<width * height; i++) data[i] = src.data[i];
}
// move ctor
Matrix(Matrix&& src): width(src.width), height(src.height) {
data = src.data; // steal original array in a move
src.data = NULL; // ensure no deletion will occur at src destruction
}
~Matrix() {
delete data;
data = NULL;
}
// explicitely delete assignement operators
Matrix& operator = (const Matrix&) = delete;
Matrix& operator = (Matrix&&) = delete;
T* operator[](int i) {
//optionaly test 0 <= i < width
return &data[i * width];
}
};
int main()
{
int w;
std::cin >> x;
Matrix<int> m(x, x);
// you can then use m[i][j] as you would for a static 2D array
...
}
This class does not support any resizing by design. If you need that, you really should use a vector<vector<T> >. The downside is that it has no default ctor either, because the dimension must be given at definition time (even if we could easily imagine a 2 phases initialization...).
You can dynamic allocate memory to use, in the c/c++, it does not support dynamic size of static memory allocation, so, you just modify your code like this.
int x;
cin >>x;
int** mat = new int[x][x];
How can a setup a class that I can have a private 2D array that's size is determined by the variables passed in via the constructor?
I've tried this:
class World {
private:
const int WIDTH;
const int HEIGHT;
bool map[][];
public:
World(const int MAX_X, const int MAX_Y) : WIDTH(MAX_X), HEIGHT(MAX_Y) {
map = new bool[WIDTH][HEIGHT];
}
};
But I get a bunch of errors about how declaration of ‘map’ as multidimensional array must have bounds for all dimensions except the first and array size in operator new must be constant even though it is.
I've also tried it this way but it didn't work either:
class World {
private:
const int WIDTH;
const int HEIGHT;
bool map[WIDTH][HEIGHT];
public:
World(const int MAX_X, const int MAX_Y) : WIDTH(MAX_X), HEIGHT(MAX_Y) {
//map = new bool[WIDTH][HEIGHT];
}
};
I get a invalid use of non-static data member ‘World::WIDTH’ on the const int WIDTH line and a quite useless error: from this location on the map declaration line.
What am I doing wrong?
Edit:
I'd prefer to avoid using vectors since I haven't "learned" them yet in this class. (by learned I mean I know how to use them but the professor hasn't discussed them and doesn't like us using outside knowledge)
You could use a vector.
class World
{
typedef std::vector<bool> Tiles;
typedef std::vector<Tiles> WorldMap;
World(unsigned int width, unsigned int height)
{
for (unsigned int i = 0; i < width; i++)
{
m_map.push_back(Tiles(height));
}
}
private:
WorldMap m_map;
};
Or you could use templates, if you know the world size at compile time.
template <unsigned int Width, unsigned int Height>
class World
{
private:
bool m_map[Width][Height];
};
Or you could use raw pointers, since a 2d array is really just an array of pointers to arrays.
class World
{
// Make sure you free this memory.
World(unsigned int width, unsigned int height)
{
m_map = new bool*[width];
for(unsigned int i = 0; i < height; ++i)
{
m_map[i] = new bool[width];
}
}
private:
bool** m_map;
};
I suggest using one of the first two options.
Arrays must have their sizes determined at compile-time, not run time.
You should choose a different container if you want run-time sizing. Possibly:
- std::vector<bool> // and then simulate a 2d array using indexing
- std::vector<std::vector<bool>> // if you insist on using [][] syntax
Coming from a Java, PHP background, I am trying to get into C++. I would like to store an array in a struct. My problem is specifying the size of the array after initialising the struct.
Here's my code for the struct:
struct SpriteAnimation {
// ...
int parts; // total number of animation-parts
unsigned int textures[]; // array to store all animation-parts
// ...
};
And here for the main function:
SpriteAnimation bg_anim;
bg_anim.parts = 3;
unsigned int *myarray = new unsigned int[bg_anim.parts];
bg_anim.textures = myarray;
What do I need to change to fix this?
In modern C++, you would use a dynamic container for the inner "array":
struct SpriteAnimation {
std::vector<unsigned int> textures; // array to store all animation-parts
size_t num_parts() const { return textures.size(); }
};
This is by far safer and more modular than anything you could try with manually allocated storage. Usage:
SpriteAnimation x;
x.textures.push_back(12); // add an element
x.textures.push_back(18); // add another element
SpriteAnimation y = x; // make a copy
std::cout << "We have " << x.num_textures() << " textures." std::endl; // report
struct SpriteAnimation {
// ...
int parts; // total number of animation-parts
unsigned int * textures; // array to store all animation-parts
// ...
};
You can use type name[] syntax only if you declare members inline.
Size of a struct must be known at a compilation time.
I worked around the issue through following code.It might be having design issues so please look it up the following code works for me.
#include <iostream>
using namespace std;
struct lol {
// ...
int parts; // total number of animation-parts
unsigned int *texture; // array to store all animation-parts
// ...
};
int main() {
// your code goes here
lol bg_anim;
bg_anim.parts = 3;
unsigned int *myarray = new unsigned int[bg_anim.parts];
bg_anim.texture = myarray;
return 0;
}
Forgive me for using lol instead of your specified name.Do tell me any issues.And help me if there are other issues in my code.
Thank you !! :)
I would like to create a struct and use it inside an other struct as an array. My problem is that I don't know how big array I would like to allocate, I will only know once I am in a function. I mean I would like to use [] instead of a pre-determined constant, like 10000.
I think if you look at my code it would be self-explanatory. Can you help me how to make this code work? Moreover it would help me a lot if you could tell me what is the name of the topic I am asking about (is it dynamic arrays?) and that where can I find articles/tutorials about this topic.
Here is the code with my broken way of thinking about arrays in structs.
#include <iostream>
using namespace std;
struct keyframe {
bool a;
int b;
int c;
};
struct keyframe_file {
const int num_views;
const int num_keyframes;
keyframe keyframes[];
};
int main() {
keyframe_file my_file;
my_file.num_views = 1;
my_file.num_keyframes = 6;
my_file.keyframes = new keyframe[my_file.num_keyframes];
my_file.keyframes[0].a = true;
my_file.keyframes[0].b = 5;
my_file.keyframes[0].c = 9;
return 0;
}
Use a std::vector.
struct keyframe_file {
const int num_views;
const int num_keyframes;
std::vector<keyframe> keyframes;
};
int main() {
keyframe_file frame;
frame.keyframes.resize(...);
}
If it suits your purpose, an STL container (std::vector) is easily one of the best options - the less memory management you have to worry about, the better.
In any case, look at the struct definition Nawaz posted above - that's exactly how it should be. Dynamic arrays in C++ are simply pointers. You have, however, allocated the memory properly in your code, but you haven't freed it (so it's leaking). Since you allocated with new [] you will need to
delete [] my_file.keyframes;
in order to free the memory properly.
Resizing is another issue: with a smart implementation, array resizing can be an amortized O(1) operation which is nice. When you resize, it will always take you O(n) since you need to copy all the elements into a new array of different size, but if you do it half as much, it becomes O(1). That is, double the array each time you need to resize. Here is a very quick example
void resize()
{
if(numOfElementsInArray == sizeOfArray)
{
ArrayType * arr = new ArrayType[sizeOfArray*2]; // Allocate a double size array
for(int i=0;i<sizeOfArray;++i)
currentArray[i] = arr[i];
delete [] currentArray; // Free memory in old array
currentArray = arr; // Set the array to our new one
sizeOfArray *= 2; // Double the size
}
}
NOTE: The example above does not take into account space complexity; that said, if you have 5000 elements, and remove all but 5, this method with not shrink it (which is probably what you will want to do for all practical purposes)
Your code appears to be almost correct, except for two things:
keyframes needs to be a keyframe* rather than a keyframe[]
You forgot to delete the memory you allocated
That is incomplete type. In C++, array must be provided with size, and the size must be known at compile time itself.
You're using new, with which you should be using pointer.
struct keyframe_file {
const int num_views;
const int num_keyframes;
keyframe *keyframes;
};
But std::vector<keyframe> is still a better choice, as #DeadMG already suggested.
By the way, the first two members are const in the struct, that means, they cannot be assigned value, as you're doing in your code. They must be initialized with values you want them to hold. That implies, now with vector, you've to include a constructor, to initialize the struct, as the struct is no more a POD.
struct keyframe_file {
const int num_views; //const member
const int num_keyframes; //const member
std::vector<keyframe> keyframes;
keyframe_file(int nviews, int nkeyframes)
: num_views(nviews), num_keyframes(nkeyframes), keyframes(nkeyframes){}
};
keyframe_file my_file(1,6); //done!
The suggested "Vector" is they safest way to do it.
But if it is only about making your code work (without resizing and stuff) the following should be working:
#include <iostream>
using namespace std;
struct keyframe {
bool a;
int b;
int c;
};
struct keyframe_file {
const int num_views;
const int num_keyframes;
keyframe* keyframes;
};
int main()
{
keyframe_file my_file = {1, 6}; // initialization needed bcause of 'const int'
my_file.keyframes = new keyframe[my_file.num_keyframes];
for (int i = 0; i < my_file.num_keyframes; i++)
{
my_file.keyframes[i].a = true;
my_file.keyframes[i].b = 5 + i;
my_file.keyframes[i].c = 9 - i;
}
return 0;
}
somewhere in your code, when you are done using the array you have to call delete [] my_file.keyframes; as already mentioned.
There's a basic rule when using dynamic arrays in c++, especially when using it inside structs or classes, and it's to delete what you no longer need.
If you want to make your struct dynamic, it's easy, just replace the [] with * and the array will become dynamic, but it's not over yet, there is a lot of work.
You have to construct the array and destory it, and destoroying it is possible and useful noly with destructors, like this:
struct keyframe_file
{
const int num_views;
const int num_keyframes;
keyframe* keyframes;
~keyframe_file() // this is the destructor
{
delete[] keyframes;
}
};
Yet even that code isn't going to work at all, since you are assigning values to constants in variable my_file after creating it, it's illegal in c++, you should then use classes instead.
Using classes with dynamic arrays is very easy and interesting and makes your code very good, you don't have to know too much to do that, just learn what is a constructor, an initializer, destructor, private and public and go on with the following code:
#include <iostream>
using namespace std;
struct keyframe
{
bool a;
int b,c;
};
class keyframe_file
{
public:
keyframe_file(int NV, int NKF):num_keyframes(NKF),num_views(NV)
{
keyframes = new keyframe[num_keyframes];
}
~keyframe_file()
{
delete[] keyframes;
}
private:
const int num_views;
const int num_keyframes;
keyframe* keyframes;
};
int main()
{
keyframe_file my_file(1,6);
return 0;
}
This code works very well, it allows you to assign value to the constants num_views and num_keyframes for one time when creating the object (variable) my_file.
Remember, you are a C++ programmer, be proud of that, and use classes instead of structs and dynamic arrays instead of static ones.
Hope that's useful.
Use pointers and apply to your structure!
int *p;
p = new int;
#include <iostream>
using namespace std;
struct keyframe {
bool a;
int b;
int c;
};
struct keyframe_file {
const int num_views;
const int num_keyframes;
keyframe *keyframes;
};
int main() {
keyframe_file my_file;
my_file.num_views = 1;
my_file.num_keyframes = 6;
for (int i = 0; i < my_file.num_keyframes; i++){
my_file.keyframes = new keyframe; //<---
}
my_file.keyframes[0].a = true;
my_file.keyframes[0].b = 5;
my_file.keyframes[0].c = 9;
return 0;
}
It's been a long time since I worked with C++, but I have a class that uses 3-dimensional data and I can't figure out how I can make this work. I need the sizes of the dimensions to be defined in the constructor. I tried this in the header:
class CImage
{
public:
float values[][][];
...
}
and this in the constructor:
CImage::CImage(int cols, int rows, int depth)
{
values[cols][rows][depth];
}
but this returns the error: "declaration of `values' as multidimensional array must have bounds for all dimensions except the first".
Also using this in the constructor does not work:
values = new float[cols][rows][depth];
I also tried using vector, but without much success. Header:
vector<vector<vector<float> > > values;
Nothing in constructor. No compiler errors, but when I try to set a value:
values[c][r][d] = value;
the program crashes.
It seems so basic, but I just can't figure it out...
The program crashes when accessing that vector because it is empty, i.e. there are no elements at those indexes.
The best way to go about this is to make a linear, one-dimensional, vector (or even an array), and access it with a pair of operator()'s, see C++FAQ Lite for details. Or use boost::multi_array.
For example:
#include <vector>
#include <iostream>
class CImage
{
int X, Y, Z;
std::vector<float> values;
public:
CImage(int cols, int rows, int depth)
: X(cols), Y(rows), Z(depth),
values(cols*rows*depth) {}
float operator()(int x, int y, int z) const
{
return values[Z*Y*x + Z*y + z];
// or you lay it out differently in memory
// if you please, transparent to the user:
// return values[x + X*y + X*Y*z];
}
float& operator()(int x, int y, int z)
{
return values[Z*Y*x + Z*y + z];
// likewise, in a different layout
// return values[x + X*y + X*Y*z];
}
};
int main()
{
CImage ci(3,3,3);
ci(2,2,2) = 7.0;
std::cout << ci(2,2,2) << '\n';
}
Just to poiny out why Cubbi is right, this would be the constructor of the 3d-vector:
vector<vector<vector<float>>> values;
// create vector [dim0][dim1][dim2]
// init value: init
size_t dim0 = 3;
size_t dim1 = 3;
size_t dim2 = 3;
float init = 0.42f;
values = vector<vector<vector<float>>>
(
dim0,
vector<vector<float>>
(
dim1,
vector<float>
(
dim0,
init
)
)
);
Nice, isn't it?
Besides, you cannot declare a float values[][][]; because arrays reside on the stack, so the compiler has to know at compile time what size that array has (exception to this: C99 variable length arrays, but this would'nt be C++). You could declare a float*** values; (using new float[c][r][d]; in the ctor), but this is awful, too.