Increment pointer returned by function - c++

Hey I was experimenting a bit with C/C++ and pointers
while reading stuff here
I made myself a function to return a pointer to the int at some place in a global array.
int vals[] = { 5, 1, 45 };
int * setValue(int k) {
return &vals[k];
}
However I was able to do this
int* j = setValue(0);
j++;
*j = 7;
to manipulate the array
but that:
*(++setValue(0)) = 42;
din't work.
Notice however *setValue(0) = 42; works
From what I understand I call the function and get some pointer I increment it to make it point to the 2nd element in my array. Lastly I deference the pointer and assign a new value to the integer it pointed to.
I find C++ pointers and references can be somewhat confusing but maybe someone can explain me this behavior.
EDIT:
This question is NOT a duplicate of Increment, preincrement and postincrement
because it is not about pre- vs. post-increment but rather about increment on pointers that are the return of a function.
EDIT2:
Tweaking the function
int ** setValue(int k) {
int* x = &vals[k];
return &x;
}
You can use
*(++(*setValue(1))) = 42;

You can't call a unary operator (++) on something that is not a variable. setValue(0) is treated as a value.
So,
*(setValue(0)++) = 42;
should be
*(setValue(0) + 1) = 42;

Related

Access an element of a vector given the vector's pointer

I am trying to create a sorting function with the parameters being a pointer of a list and I am trying to access an element of the given list. Hopefully this code speaks for the problem better than I can:
void bubbleSort(std::vector<int> *L) {
unsigned int i = 0; int temp;
while(isSorted(*L)) {
if(i==L->size()-1) {
i = 0;
}
if(i<L[i]/*<-ERROR here.*/) {
temp = L[i+1]; // ERROR HERE
L[i+1] = L[i]; // ERROR HERE
L[i] = temp; // ERROR HERE
}
}
}
You don't need to painfully dereference every individual use of L (and indeed doing so is error-prone, as you've demonstrated by missing one in your answer).
Instead, just write:
void bubbleSort(std::vector<int> *Lptr) {
auto &L = *Lptr;
and keep the rest of the code the same.
NB. It would be even better to change the function itself, to
void bubbleSort(std::vector<int> &L) {
as it should have been written in the first place, but I'm assuming there's some artificial reason you can't do that.
The function accepts a pointer to an object of type std::vector<int>.
void bubbleSort(std::vector<int> *L) {
To access the original vector using the pointer, you can write either *L or L[0]. That is, both expressions yield an lvalue reference of type std::vector<int> & to the vector.
To get the i-th element of the vector using the subscript operator through the pointer, you can write either (*L)[i] or L[0][i],
However, in this if statement:
if(i<L[i]/*<-ERROR here.*/) {
You are trying to compare the variable i of type unsigned int to the object L[i] of type std::vector<int>. When i is not equal to 0, this yields a non-existent object of the vector type.
It seems you mean something like the following instead:
if ( (*L)[i] < (*L)[i+1] ) {
or:
if ( L[0][i] < L[0][i+1] ) {
or, vice versa:
if ( L[0][i+1] < L[0][i] ) {
Depending on whether the vector is sorted in ascending or descending order.
Pay attention to the fact that there is no sense in declaring the parameter as a pointer to a std::vector<int>. The function would be much clearer and readable if it accepted the vector by reference instead:
void bubbleSort(std::vector<int> &L) {
In this case, the if statement would look like this:
if ( L[i] < L[i+1] ) {
Although I prefer to change the source code as other answer. But, for this question, you can use ->at() function to access the element in a vector pointer.
if(i<L->at(i)) {
temp = L->at(i+1);
L->at(i+1) = L->at(i);
L->at(i) = temp;
}

SFML returning Vertex array [duplicate]

I am fairly new to C++ and have been avoiding pointers. From what I've read online I cannot return an array but I can return a pointer to it. I made a small code to test it and was wondering if this was the normal / correct way to do this:
#include <iostream>
using namespace std;
int* test (int in[5]) {
int* out = in;
return out;
}
int main() {
int arr[5] = {1, 2, 3, 4, 5};
int* pArr = test(arr);
for (int i = 0; i < 5; i++) cout<<pArr[i]<<endl;
cout<<endl;
return 0;
}
Edit: This seems to be no good. How should I rewrite it?
int* test (int a[5], int b[5]) {
int c[5];
for (int i = 0; i < 5; i++) c[i] = a[i]+b[i];
int* out = c;
return out;
}
Your code as it stands is correct but I am having a hard time figuring out how it could/would be used in a real world scenario. With that said, please be aware of a few caveats when returning pointers from functions:
When you create an array with syntax int arr[5];, it's allocated on the stack and is local to the function.
C++ allows you to return a pointer to this array, but it is undefined behavior to use the memory pointed to by this pointer outside of its local scope. Read this great answer using a real world analogy to get a much clear understanding than what I could ever explain.
You can still use the array outside the scope if you can guarantee that memory of the array has not be purged. In your case this is true when you pass arr to test().
If you want to pass around pointers to a dynamically allocated array without worrying about memory leaks, you should do some reading on std::unique_ptr/std::shared_ptr<>.
Edit - to answer the use-case of matrix multiplication
You have two options. The naive way is to use std::unique_ptr/std::shared_ptr<>. The Modern C++ way is to have a Matrix class where you overload operator * and you absolutely must use the new rvalue references if you want to avoid copying the result of the multiplication to get it out of the function. In addition to having your copy constructor, operator = and destructor, you also need to have move constructor and move assignment operator. Go through the questions and answers of this search to gain more insight on how to achieve this.
Edit 2 - answer to appended question
int* test (int a[5], int b[5]) {
int *c = new int[5];
for (int i = 0; i < 5; i++)
c[i] = a[i]+b[i];
return c;
}
If you are using this as int *res = test(a,b);, then sometime later in your code, you should call delete []res to free the memory allocated in the test() function. You see now the problem is it is extremely hard to manually keep track of when to make the call to delete. Hence the approaches on how to deal with it where outlined in the answer.
Your code is OK. Note though that if you return a pointer to an array, and that array goes out of scope, you should not use that pointer anymore. Example:
int* test (void)
{
int out[5];
return out;
}
The above will never work, because out does not exist anymore when test() returns. The returned pointer must not be used anymore. If you do use it, you will be reading/writing to memory you shouldn't.
In your original code, the arr array goes out of scope when main() returns. Obviously that's no problem, since returning from main() also means that your program is terminating.
If you want something that will stick around and cannot go out of scope, you should allocate it with new:
int* test (void)
{
int* out = new int[5];
return out;
}
The returned pointer will always be valid. Remember do delete it again when you're done with it though, using delete[]:
int* array = test();
// ...
// Done with the array.
delete[] array;
Deleting it is the only way to reclaim the memory it uses.
New answer to new question:
You cannot return pointer to automatic variable (int c[5]) from the function. Automatic variable ends its lifetime with return enclosing block (function in this case) - so you are returning pointer to not existing array.
Either make your variable dynamic:
int* test (int a[5], int b[5]) {
int* c = new int[5];
for (int i = 0; i < 5; i++) c[i] = a[i]+b[i];
return c;
}
Or change your implementation to use std::array:
std::array<int,5> test (const std::array<int,5>& a, const std::array<int,5>& b)
{
  std::array<int,5> c;
  for (int i = 0; i < 5; i++) c[i] = a[i]+b[i];
  return c;
}
In case your compiler does not provide std::array you can replace it with simple struct containing an array:
struct array_int_5 {
int data[5];
int& operator [](int i) { return data[i]; }
int operator const [](int i) { return data[i]; }
};
Old answer to old question:
Your code is correct, and ... hmm, well, ... useless. Since arrays can be assigned to pointers without extra function (note that you are already using this in your function):
int arr[5] = {1, 2, 3, 4, 5};
//int* pArr = test(arr);
int* pArr = arr;
Morever signature of your function:
int* test (int in[5])
Is equivalent to:
int* test (int* in)
So you see it makes no sense.
However this signature takes an array, not pointer:
int* test (int (&in)[5])
A variable referencing an array is basically a pointer to its first element, so yes, you can legitimately return a pointer to an array, because thery're essentially the same thing. Check this out yourself:
#include <assert.h>
int main() {
int a[] = {1, 2, 3, 4, 5};
int* pArr = a;
int* pFirstElem = &(a[0]);
assert(a == pArr);
assert(a == pFirstElem);
return 0;
}
This also means that passing an array to a function should be done via pointer (and not via int in[5]), and possibly along with the length of the array:
int* test(int* in, int len) {
int* out = in;
return out;
}
That said, you're right that using pointers (without fully understanding them) is pretty dangerous. For example, referencing an array that was allocated on the stack and went out of scope yields undefined behavior:
#include <iostream>
using namespace std;
int main() {
int* pArr = 0;
{
int a[] = {1, 2, 3, 4, 5};
pArr = a; // or test(a) if you wish
}
// a[] went out of scope here, but pArr holds a pointer to it
// all bets are off, this can output "1", output 1st chapter
// of "Romeo and Juliet", crash the program or destroy the
// universe
cout << pArr[0] << endl; // WRONG!
return 0;
}
So if you don't feel competent enough, just use std::vector.
[answer to the updated question]
The correct way to write your test function is either this:
void test(int* a, int* b, int* c, int len) {
for (int i = 0; i < len; ++i) c[i] = a[i] + b[i];
}
...
int main() {
int a[5] = {...}, b[5] = {...}, c[5] = {};
test(a, b, c, 5);
// c now holds the result
}
Or this (using std::vector):
#include <vector>
vector<int> test(const vector<int>& a, const vector<int>& b) {
vector<int> result(a.size());
for (int i = 0; i < a.size(); ++i) {
result[i] = a[i] + b[i];
}
return result; // copy will be elided
}
In a real app, the way you returned the array is called using an out parameter. Of course you don't actually have to return a pointer to the array, because the caller already has it, you just need to fill in the array. It's also common to pass another argument specifying the size of the array so as to not overflow it.
Using an out parameter has the disadvantage that the caller may not know how large the array needs to be to store the result. In that case, you can return a std::vector or similar array class instance.
Your code (which looks ok) doesn't return a pointer to an array. It returns a pointer to the first element of an array.
In fact that's usually what you want to do. Most manipulation of arrays are done via pointers to individual elements, not via pointers to the array as a whole.
You can define a pointer to an array, for example this:
double (*p)[42];
defines p as a pointer to a 42-element array of doubles. A big problem with that is that you have to specify the number of elements in the array as part of the type -- and that number has to be a compile-time constant. Most programs that deal with arrays need to deal with arrays of varying sizes; a given array's size won't vary after it's been created, but its initial size isn't necessarily known at compile time, and different array objects can have different sizes.
A pointer to the first element of an array lets you use either pointer arithmetic or the indexing operator [] to traverse the elements of the array. But the pointer doesn't tell you how many elements the array has; you generally have to keep track of that yourself.
If a function needs to create an array and return a pointer to its first element, you have to manage the storage for that array yourself, in one of several ways. You can have the caller pass in a pointer to (the first element of) an array object, probably along with another argument specifying its size -- which means the caller has to know how big the array needs to be. Or the function can return a pointer to (the first element of) a static array defined inside the function -- which means the size of the array is fixed, and the same array will be clobbered by a second call to the function. Or the function can allocate the array on the heap -- which makes the caller responsible for deallocating it later.
Everything I've written so far is common to C and C++, and in fact it's much more in the style of C than C++. Section 6 of the comp.lang.c FAQ discusses the behavior of arrays and pointers in C.
But if you're writing in C++, you're probably better off using C++ idioms. For example, the C++ standard library provides a number of headers defining container classes such as <vector> and <array>, which will take care of most of this stuff for you. Unless you have a particular reason to use raw arrays and pointers, you're probably better off just using C++ containers instead.
EDIT : I think you edited your question as I was typing this answer. The new code at the end of your question is, as you observer, no good; it returns a pointer to an object that ceases to exist as soon as the function returns. I think I've covered the alternatives.
you can (sort of) return an array
instead of
int m1[5] = {1, 2, 3, 4, 5};
int m2[5] = {6, 7, 8, 9, 10};
int* m3 = test(m1, m2);
write
struct mystruct
{
int arr[5];
};
int m1[5] = {1, 2, 3, 4, 5};
int m2[5] = {6, 7, 8, 9, 10};
mystruct m3 = test(m1,m2);
where test looks like
struct mystruct test(int m1[5], int m2[5])
{
struct mystruct s;
for (int i = 0; i < 5; ++i ) s.arr[i]=m1[i]+m2[i];
return s;
}
not very efficient since one is copying it delivers a copy of the array

C++ Swapping Values By Reference

I came across a C++ code snippet in my exams which was quite confusing (at least for me). I tried to analyze it but there is something that I am unable to understand. The code is written below:
#include <iostream>
using namespace std;
int* doMagic(int *p, int *q)
{
int* t = new int();
t = p;
p = q;
q = t;
return t;
}
int main()
{
int p = 5, q = 10;
int *t = NULL;
t = doMagic(&p, &q);
cout<<"p = "<<p<<endl;
cout<<"q = "<<q<<endl;
cout<<"t = "<<*t<<endl;
return 0;
}
The output is:
p = 5
q = 10
t = 5
Now my question is that when the values were passed by reference to doMagic function why weren't the values swapped in it.
Help will be highly appreciated.
Thanks.
The variables p and p in doMagic are local to the function. Any changes made to those variables are made locally in the function. They don't change anything in the calling function.
You can rename those variables to x and y without changing the function's behavior. That will also be a reminder that the names in main and the name in doMagic are separate and independent.
You can swap the values in doMagic by swapping the values of the objects the pointers point to:
void doMagic(int *p, int *q)
{
int t = *p;
*p = *q;
*q = t;
}
although it is idiomatically better C++ to use references
void doMagic(int& p, int& q)
{
int t = p;
p = q;
q = t;
}
Then, the function can be called from main as:
doMagic(p, q);
Having said that, if you don't intend to do anything more in the function, you should use std::swap instead. There is nothing to gain by defining a function in user space that duplicates the functionality of a standard library function.
In this code nothing gets passed by reference.
Some pointer values (&p, &q) get passed by value.
Because they were passed by value, they were stored into new variables in doMagic called p and q. The new variables were then swapped. The value &p was returned and stored in main's variable t.
Also, some memory was leaked, because an int was created with new and was never destroyed with delete.

Pointer Variable to Locate the zero in the array

I am trying to make a code that tries to scan over an array for '0' using a pointer variable and then setting the address to that of the space in the array that has '0' in it. Unfortunately, my program is returning 10 as the value and 0 as an index. I would really appreciate any input to help me, and I'm trying to do this without changing main, so I dont think the following code is possible.
int* zerofinder(int array[], int q)
{
int* p = null; /// default value if there isn't a 0 in the array at
all
for (int k = q - 1; k >= 0; k--)
{
if (arr[k] == 0) // found an element whose value is 0
{
p = arr[k]; // change the value of p
break; // stop looping and return
}
}
return p;
}
Instead I think I have to use
void zerofinder(int array[], int x, int* p); function to change the pointer?
You pass the pointer by value.
Then you change where the pointer points to but that only modifies the local copy. It does not change the value of the pointer in the calling function.
You can resolve the problem using one of the following two approaches.
Pass the pointer by reference.
void findLastZero(int arr[], int n, int*& p);
Return the pointer from the function.
int* findLastZero(int arr[], int n);
This will change how you call the function. Instead of using:
int* ptr;
ptr = &nums[0];
findLastZero(nums, 6, ptr);
you can use:
int* ptr = findLastZero(nums, 6);
The problem is that you don't return the value you want from the function
int* findLastZero(int arr[], int n)
{
int* p = nullptr; /// default value if there isn't a 0 in the array at all
for (int k = n - 1; k >= 0; k--)
{
if (arr[k] == 0) // found an element whose value is 0
{
p = &arr[k]; // change the value of p
break; // stop looping and return
}
}
return p;
}
and
ptr = findLastZero(nums, 6);
Sometimes newbies think that pointers are something special, but pointers are values too, and obey the usual C++ rules about pass-by-value. If you pass a pointer to a function then changing the value of that pointer inside the function has no effect on the value outside the function, just like any other type.
This looks like a homework / test / quiz.
The answer to this quiz is: this can't be done without changing the main function.
Why?
As others have already told you, you need to change the findLastZero signature, either changing the p parameter type as int*& or int**, or return an int* from the function.
If you don't change the findLastZero signature (and the main), the findLastZero function has no way to change the outer ptr variable.

type error after dereferencing pointer arithmetic?

I'm curious as to why the following code doesn't work. In particular, the compiler seems to be viewing *(result + i) as a gVector3 type as opposed to a float. But result is a pointer to a float array right? So wouldn't dereferencing a pointer return a float? You can assume that gVector3 and gMatrix3 are defined.
/* returns the column vector at index i */
gVector3 gMatrix3::getColumn(unsigned int index) const{
gVector3* result = new gVector3();
for (int i = 0; i < 3; i++){
*(result + i) = data[i][index];
}
return *result;
}
If gVector3 is a class, then it probably overloads operator[], which is what you should use. Otherwise you're performing pointer arithmetic on the object itself. Try this:
(*result)[i] = data[i][index];