returning 2 values within a function - c++

I am trying to return values (namely rows and columns) upon a file read, and since I will be reading in multiple files and getting the same variables from each file, I thought it will be better for me to write a function rather than copying and pasting duplicate codes.
Anyway, I am trying to return 2 values and to use them too, please see my code below:
#include <iostream>
#include <fstream>
using namespace std;
int r(string fn);
int main()
{
int a, b = r("input_a.txt");
cout << "a --- " << a << endl;
cout << "b --- " << b << endl;
}
int r(string fn)
{
ifstream fin01;
string file = fn;
fin01.open(file.c_str());
...
...
...
// Suppose I should be getting 2 for 'rows' and 3 for 'cols'
return rows, cols;
}
I got 0x7fff670778ec and 0x7fff670778e8 for my output instead...
Any pointers?

You cannot return two values from a function that is declared to have a single int as return type:
int r(string fn){
/*...*/
return rows,cols; // <-- this is not correct
}
Also the way you call this function is not behaving as you might expect:
int a, b = r("input_a.txt");
this declares two integers and initializes the second one with the return value of the function, but the first one stays uninitialized (see TerraPass answer for more explanation on the comma operator).
You basically have two options. First option is to pass references to the function and the function assigns the results to those references:
void r(string fn, int& rows,int& cols) {
/*...*/
rows = x;
cols = y;
}
and you call it like this:
int a,b;
r("someString",a,b);
However, in this way the caller has to "prepare" those return values. Imho it is more convenient to use the return value to return results from a function (sounds logical, no?). To do this you just have to define a type that encapsulates the two integers:
struct RowAndCol { int row;int col; };
RowAndCol r(string fn) {
/*...*/
RowAndCol result;
result.row = x;
result.col = y;
return result;
}
and call it like this:
RowAndCol rc = r("someString");
Note that you could also use a std::pair<int,int> instead of defining your custom struct (see e.g. molbdnilos answer). However, IMHO whenever you know exactly what is contained in the pair, it is better to give it a reasonable name (e.g. RowAndCol) instead of using a naked std::pair<int,int>. This will also help you in case you need to add more methods to the struct later (e.g you might want to overload the std::ostream& operator<< for your struct to print it on the screen).
PS: Actually your output does not look like it was produced by the code you are showing. Theses are some memory addresses, but in your code there is neither a pointer nor an address-of operator.

I guess you're used to Python (I peeked at your profile), but the comma does not create a pair in C++.
(You may not have thought about it that way, but you can only return one value from a Python function, too. If you "return two values", you're returning one pair.)
Fortunately, there are tuples in the standard library.
#include <iostream>
#include <fstream>
#include <utility>
std::pair<int,int> r(std::string fn);
int main()
{
std::pair<int, int> result = r("input_a.txt");
cout << "a --- " << result.first << endl;
cout << "b --- " << result.second << endl;
// Or,
int a = 0;
int b = 0;
std::tie(a, b) = r("input_a.txt");
cout << "a --- " << a << endl;
cout << "b --- " << b << endl;
}
std::pair<int, int> r(std::string fn)
{
std::ifstream fin01(fn);
// ...
return std::make_pair(rows, cols);
}

Functions in C++ cannot return multiple values of their return type via a return statement.
int a, b = r("input_a.txt");
...
return rows, cols;
These 2 lines don't do what you think they do.
The line int a, b = r("input_a.txt"); is equivalent to:
int a;
int b = r("input_a.txt");
That is, you declare variables a and b and initialize b to the return value of r("input_a.txt"), while a remains uninitialized.
The line return rows, cols; is equivalent to:
rows;
return cols;
...and is an example of comma operator, which evaluates its left operand (in your case, rows), discards the result, then evaluates its right operand (in your case, cols) and returns the result of this evaluation. So, in effect, your function r(), as it is now, always returns a single value, cols.
If you need to return more than one value from a function, you should consider accepting additional arguments as non-const references for you to store resulting values to, or changing the return type of your function to some struct, which would contain all of the values you want to return. You can find an example of both these approaches in #tobi303's answer.

Related

Get output from void function in another void function C++ [duplicate]

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.

Difference in the function return value and direct operation in cpp

I am not able to understand why the function (log_a_to_base_b) is returning a different value in comparison to the same operation if given with the input values in single line (Please refer below and code for much clearer explanation of problem)
-Basicaly why the function value and the variable x returned values are different
as function return type is INT and the x is also storing the answer in INT shouldn't both answer be same
If given the same value
The function value in the below code is coming as 3 while the x value in the below code is coming as 2
For refrence the log of 445943744 with base of 764 is 3
// C++ program to find log(a) on any base b
#include <bits/stdc++.h>
using namespace std;
int log_a_to_base_b(int a, int b)
{
return log2(a) / log2(b);
}
// Driver code
int main()
{
int a = 445943744;
int b = 764;
cout << log_a_to_base_b(a, b) << endl;
int x=log2(445943744)/log2(764);
cout<<x<<endl;
return 0;
}
// This code is contributed by shubhamsingh10, yousefonweb

Member call over operator<<

Here is my problem:
int addsomeStuff(std::ostream &cout, int b) {
cout << b;
return 2;
}
int main() {
int a = 1;
cout << a << addsomeStuff(cout, 3) << endl;
return 0;
}
Output: 312
Can Someone explain me the Output, i would expect the output more like 132
why is the compiler runs first the Function before making the operator.
How i run into this issue:
I have a container class which can hold data inside an bytearray.
Somehow the 'container.WriteConvert(..);' get inserted into bytearray before the integer called 'a'. Does anyone have an explaintation for that.
I could make the WriteConvert static or add an extra Line which would fix this problem, instead of returning an Container& but i am kinda intrested whats the reason the Compiler puts this in this order.
int a = 2;
Container container;
container << a << container.WriteConvert("TestString");
int b = 0;
container >> b;
cout << b;
// The ouput of 'b' is some stupid Data which is caused by WriteConvert.
The Reason i didnt wrote this WriteConvert static or outside of the Container class has some reason. I have also ReadConvert which i dont want to have multiline. If someone has another idea i am open for other solutions, without increasing line amount.
int b = 0;
string output
container >> b >> container.ReadConvert(output);
cout << b;
Pre C++17, the order of evaluation of the chained operator arguments' was unspecified. That means the execution could've first evaluated addsomeStuff(cout, 3) call (thus printing 3 first) and then proceed to print a and the returned value of addsomeStuff(cout, 3).
With C++17, the order of evaluation is well defined - left to right. That means that if your compiler correctly implements the C++17 standard, the only possible output is 132.
If you are stuck with a pre C++17 standard, you would need to first evaluate all the arguments and then use them in chained operator call or don't use chained operator calls:
int main() {
int a = 1;
cout << a;
cout << addsomeStuff(cout, 3) << endl;
return 0;
}
The former approach may alter the behaviour, but will be well-defined.

How do I use Reference Parameters in C++?

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.

C++ functor - unexpected behaviour?

I have written this program, which sorts some ints using a functor:
#include<iostream>
#include<list>
#include<set>
using namespace std;
struct IntSorter
{
unsigned int comparisons;
IntSorter()
{
std::cout << "new intsorter" << std::endl;
comparisons = 0;
}
bool operator() (const int &a, const int &b)
{
std::cout << "c is " << comparisons << std::endl;
++comparisons;
std::cout << "c is now " << comparisons << std::endl;
return a<b;
}
};
int main(int argc, char *argv[])
{
list<int> my_list;
my_list.push_back(4);
my_list.push_back(3);
my_list.push_back(5);
my_list.push_back(1);
IntSorter s;
my_list.sort(s);
for (list<int>::iterator it=my_list.begin(); it!=my_list.end(); it++)
{
std::cout << *it << std::endl;
}
return 0;
}
The sorting works fine, but the part counting the number of comparisons gives a result I didn't expect:
./prog -a -b -c -d
new intsorter
c is 0
c is now 1
c is 0
c is now 1
c is 0
c is now 1
c is 1
c is now 2
c is 2
c is now 3
1
3
4
5
I was thinking the structure would be reused, counting and storing the number of comparisons. However, it appears to copy it, or some other behaviour as the numbers printed out go 1,1,1,2,3, instead of 1,2,3,4,5. What am I doing wrong?
You're on the right track. std::list::sort takes the function object by value. As it does its work, it passes a copy of your function object around which means that the comparisons member data is getting copied, too.
You're not doing anything wrong, it's just that you can't use a functor like this.
The easiest way to make std::list::sort do what you want is to embed a reference to an external counter object in your functor. On each comparison, forward a call to that counter object. After std::list::sort returns, you'll have the total in there.
You're not really doing anything wrong. The problem lies entirely in your expectation -- the sorter is passed by value, so there's a bare minimum of one copy made as you pass it. The sort function is free to make more copies as well (e.g. a recursive sort will probably pass a copy to each recursive invocation).
There's a simple lesson here: any such object should be cheap to create and/or copy.
As mention it is passed by value:
A simple solution is:
struct IntSorter
{
unsigned int& comparisons;
IntSorter(unsigned int& c)
:comparisons(c)
{}
// Other Stuff
};
// In main:
unsigned int count = 0;
my_list.sort(IntSorter(count));