Declaration and initialize pointer-to-pointer char-array - c++

Concerning a pointer to pointer I wonder if its ok with the following:
char** _charPp = new char*[10];
for (int i = 0; i < 10; i++)
ยด _charPp[i] = new char[100];
That is - if I want a pointer to pointer that points to 10 char-arrays.
The question - is this ok now or do I have to make some kind of initializing of every char-arrays? Then - how do I do that?
I will later on in the program fill these arrays with certain chars but i suspect that the arrays should be initialized with values before such as "0"

Yes, it looks pretty much suitable,
int arraySizeX = 100;
int arraySizeY = 100;
char** array2d = new char*[arraySizeX] // you've just allocated memory that
// holds 100 * 4 (average) bytes
for(int i = 0; i < arraySizeX; ++i)
{
array2d[i] = new char[arraySizeY] // you've just allocated a chunk that
//holds 100 char values. It is 100 * 1 (average) bytes
memset(array2d[i], 0, arraySizeY) // to make every element NULL
}
I will later on in the program fill these arrays with certain chars
but i suspect that the arrays should be initialized with values before
such as "0"
No, there's no "default value" in C++. You need to assign 0 to the pointer to make it null, or use memset() to do it with arrays.

Netherwire's answer shows correctly how to initialize the chars to 0. I'll address the first part of your question.
There is no requirement to initialize them yet. As long as you initialize the chars before they're read, it's correct.
Depending on the structure of your code and how you use the arrays, it may be safer to do anyway since it can be hard to find the bug if you eventually do read some of them before initialization.
Also, remember to later delete[] the arrays that you've allocated. Or better yet, consider using std::vector instead (and possibly std::string depending on what you use those arrays for.)

Related

Dynamic Array. Size ignored. C++

I am new to C++. I try to understand Memory Management in C++ and also to work with pointers.
I have a question about dynamic array.
//This is the part of my code:
int *ptr;
ptr = new int[3];
ptr[0] = 1;
ptr[1] = 2;
ptr[2] = 3;
// Normally I would think I cannot add further elements to the array, but it is possible
ptr[3] = 4;
ptr[4] = 5;
ptr[5] = ...
So, my question is why am I able to add further elements to the array when I initialized the size of Array with size = 3 ?
On the one hand, it makes sense that my array can grow "dynamically". On the other hand it makes no sense because of this line:
ptr = new int[3];
You are not adding new elements into array, you are just overwriting some random patch of memory adjacent to your array.
Accessing an array element is merely accessing a shifted pointer to the first element:
int *ptr;
ptr = new int[3]; // This code allocates 12 bytes, say 0x12340000 - 0x1234000B. ptr = 0x12340000 (note 4 bytes for each integer)
ptr[2] = 5; // This code sets integer at 0x12340000+2*sizeof(int) = 0x12340008
ptr[3] = 6; // This code sets an "integer" at 0x12340000+3*sizeof(int) = 0x1234000C - which is outside your array
ptr[10000000] = 7; // This or something like this will crash your program
You are just lucky this does not lead to a crash - in other circumstances, it would.
General advice: you can't add elements to an array, if you need to change size of a collection later - use vector
I would suggest using vector instead of array.
Exceeding an array bounds is undefined behaviour. That's why.
In this case you are lucky to get the output. But undefined Behavior means that the program can explode your computer next time ;)
So, don't do that.

100% of array correct in function, 75% of array correct in CALLING function - C

Note: i'm using the c++ compiler, hence why I can use pass by reference
i have a strange problem, and I don't really know what's going on.
Basically, I have a text file: http://pastebin.com/mCp6K3HB
and I'm reading the contents of the text file in to an array of atoms:
typedef struct{
char * name;
char * symbol;
int atomic_number;
double atomic_weight;
int electrons;
int neutrons;
int protons;
} atom;
this is my type definition of atom.
void set_up_temp(atom (&element_record)[DIM1])
{
char temp_array[826][20];
char temp2[128][20];
int i=0;
int j=0;
int ctr=0;
FILE *f=fopen("atoms.txt","r");
for (i = 0; f && !feof(f) && i < 827; i++ )
{
fgets(temp_array[i],sizeof(temp_array[0]),f);
}
for (j = 0; j < 128; j++)
{
element_record[j].name = temp_array[ctr];
element_record[j].symbol = temp_array[ctr+1];
element_record[j].atomic_number = atol(temp_array[ctr+2]);
element_record[j].atomic_weight = atol(temp_array[ctr+3]);
element_record[j].electrons = atol(temp_array[ctr+4]);
element_record[j].neutrons = atol(temp_array[ctr+5]);
element_record[j].protons = atol(temp_array[ctr+6]);
ctr = ctr + 7;
}
//Close the file to free up memory and prevent leaks
fclose(f);
} //AT THIS POINT THE DATA IS FINE
Here is the function I'm using to read the data. When i debug this function, and let it run right up to the end, I use the debugger to check it's contents, and the array has 100% correct data, that is, all elements are what they should be relative to the text file.
http://i.imgur.com/SEq9w7Q.png This image shows what I'm talking about. On the left, all the elements, 0, up to 127, are perfect.
Then, I go down to the function I'm calling it from.
atom myAtoms[118];
set_up_temp(myAtoms); //AT THIS POINT DATA IS FINE
region current_button_pressed; // NOW IT'S BROKEN
load_font_named("arial", "cour.ttf", 20);
panel p1 = load_panel("atomicpanel.txt");
panel p2 = load_panel("NumberPanel.txt");
As soon as ANYTHING is called, after i call set_up_temp, the elements 103 to 127 of my array turn in to jibberish. As more things get called, EVEN MORE of the array turns to jibberish. This is weird, I don't know what's happening... Does anyone have any idea? Thanks.
for (j = 0; j < 128; j++)
{
element_record[j].name = temp_array[ctr];
You are storing, and then returning, pointers into temp_array, which is on the stack. The moment you return from the function, all of temp_array becomes invalid -- it's undefined behavior to dereference any of those pointers after that point. "Undefined behavior" includes the possibility that you can still read elements 0 through 102 with no trouble, but 103 through 127 turn to gibberish, as you say. You need to allocate space for these strings that will live as long as the atom object. Since as you say you are using C++, the easiest fix is to change both char * members to std::string. (If you don't want to use std::string, the second easiest fix is to use strdup, but then you have to free that memory explicitly.)
This may not be the only bug in this code, but it's probably the one causing your immediate problem.
In case you're curious, the reason the high end of the data is getting corrupted is that on most (but not all) computers, including the one you're using, the stack grows downward, i.e. from high addresses to low. Arrays, however, always index from low addresses to high. So the high end of the memory area that used to be temp_array is the part that's closest to the stack pointer in the caller, and thus most likely to be overwritten by subsequent function calls.
Casual inspection yields this:
char temp_array[826][20];
...
for (i = 0; f && !feof(f) && i < 827; i++ )
Your code potentially allows i to become 826. Which means you're accessing the 827th element of temp_array. Which is one past the end. Oops.
Additionally, you are allocating an array of 118 atoms (atom myAtoms[118];) but you are setting 128 of them inside of set_up_temp in the for (j = 0; j < 128; j++) loop.
The moral of this story: Mind your indices and since you use C++ leverage things like std::vector and std::string and avoid playing with arrays directly.
Update
As Zack pointed out, you're returning pointers to stack-allocated variables which will go away when the set_up_temp function returns. Additionally, the fgets you use doesn't do what you think it does and it's HORRIBLE code to begin with. Please read the documentation for fgets and ask yourself what your code does.
You are allocating an array with space for 118 elements but the code sets 128 of them, thus overwriting whatever happens to live right after the array.
Also as other noted you're storing in the array pointers to data that is temporary to the function (a no-no).
My suggestion is to start by reading a good book about C++ before programming because otherwise you're making your life harder for no reason. C++ is not a language in which you can hope to make serious progress by experimentation.

Can't set variable length with variable

What I'm trying to do right now is to create an array with a length that is defined by a variable. However, when I put the variable in the array length, it gives me a "Variable length array of non-POD element type 'glm::vec2'" error. However, if I replace the variable with an actual number, the error goes away. Why does this happen and how can I fix this?
int numtriangles = sector1.numtriangles;
glm::vec2 tex[test]; //Using a variable generates an error
glm::vec3 vertices[10]; //No error here
You cannot have variable length arrays(VLA) in standard C++.
Variable length arrays are not allowed by the C++ Standard. In C++ the length of the array needs to be a compile time constant. Some compilers do support VLA as a compiler extension, but using them makes your code non-portable across other compilers.
You can use, std::vector instead of an VLA.
See this question Is there a way to initialize an array with non-constant variables? (C++)
Short answer is no you cannot directly do this. However you can get the same effect with something like
int arraySize = 10;
int * myArray = new int[arraySize];
Now myArray is a pointer to the array and you can access it like an array like myArray[0], etc.
You can also use a vector which will allow you to have a variable length array. My example allows you to create an array with a variable initailizer however myArray will be only 10 items long in my example. If you aren't sure how long the array will ever be use a vector and you can push and pop items off it.
Also keep in mind with my example that since you've dyanmically allocated memory you will need to free that memory when you are done with the array by doing something like
delete[] myArray;
Here is a little sample app to illustrate the point
#include <iostream>
using namespace std;
int _tmain(int argc, _TCHAR* argv[])
{
int arraySize = 10;
int * myArray = new int[arraySize];
myArray[0] = 1;
cout << myArray[0] << endl;
delete[] myArray;
}
use STL.
IF you want a variable length array you can use vectors under #include<vector>
Native c++ array donot nave variable length array.
When you declare an array with a length specifier, only constants are allowed.
Actually it's when the program is compiled that the array length is evaluated.
Note however that it's illegal in C++ to declare int test[]; like the compiler has no way to know how much space to allocate for the variable.
Without a length specifier, there is no actual memory that is reserved for the array, and you have to resort to using pointers and dynamic memory allocation:
int * test = new int[12];
// or
int * test = new int[val]; // variable works here
// and don't forget to free it
delete [] test;
Using int test[12] actually creates an array that is statically initialized once and for all to contain 12 integers at compile time.
Do not ever attempt to do delete [] test with a variable declared this way, as it's most certainly going to make your program crash.
To be precise, if the array is declared in a function, it will use space on the program stack, and if declared in a global context, program data memory will be used.
C++ doesn't support declare variable length array. So to use a array with a length you may
Assume
a big number which is highest possible length of your array. Now declare an array of that size. And use it by assuming that it an array of your desire length.
#define MAX_LENGTH 1000000000
glm::vec2 tex[MAX_LENGTH];
to iterate it
for(i=0; i<test; i++) {
tex[i];
}
Note: memory use will not minimized in this method.
Use pointer and allocate it according your length.
glm::vec2 *tex;
tex = new glm::vec2[test];
enter code here
for(i=0; i<test; i++) {
tex[i];
}
delete [] tex; // deallocation
Note: deallocation of memory twice will occur a error.
Use other data structure which behave like array.
vector<glm::vec2> tex;
for(i=0; i<test; i++){
tex.push_back(input_item);
}
/* test.size() return the current length */

Dynamic Function Memory? C++

I've been reading through some books, and when it comes to Class/Functions using Pointers/Dynamic Memory (or heap or w/e they call it) I start to get confused.
Does anyone have a simple....like easy example they can show, because the books im using are using overly complex examples (large classes or multiple functions) and it makes it hard to follow. Pointers have always been my weak point anyways but I understand BASIC pointers, just classes/functions using them is a little bit confusing.
Also.....when would you use them is another question.
Stack allocation:
char buffer[1000];
Here the 1000 must be a constant. Memory is automatically freed when buffer goes out of scope.
Heap Allocation:
int bufsz = 1000;
char* buffer = new char[bufsz];
//...
delete [] buffer;
Here bufsz can be a variable. Memory must be freed explicitly.
When to use heap:
You don't know how much space you will need at compile time.
You want the memory/object to persist beyond the current scope.
You need a large chunk of memory (stack space is more limited than heap space)
Your computer's RAM is a big pile of bytes ordered one after another, and each one of those bytes can be accesed independently by it's address: an integer number startig from zero, upwards. A pointer is just a variable to hold that address of a single place in memory.
Since the RAM is a big chunk of bytes, the CPU ussually divides that big pile of bytes on several chunks. The most important ones are:
Code
Heap
Stack
The Code chunk is where the Assembly code lies. The Heap is a big pool of bytes used to allocate:
Global variables
Dynamic data, via the new operation on C++, or malloc() on C.
The stack is the chunk of memory that gets used to store:
Local variables
Function parameters
Return values (return statement on C/C++).
The main difference between the Stack and Heap is the way it is used. While the Heap is a big pool of bytes, the Stack "grows" like a stack of dishes: you can't remove the dish on the bottom unless there are no more dishes on it's top.
That's how recursion is implemented: every time you call a function recursively, memory grows on the stack, allocating parameters, local variables and storing return values of the returning functions, one on top of the others just like the stack of dishes.
Data living on the Stack have different "Life Span" than the data living on the Heap. Once a function exits, the data on the local variables get lost.
But if you allocate data on the Heap, that data won't get lost util you explicitly free that data with the delete or free() operations.
A pointer is basically a variable that contains the memory address of another variable (or in other cases to a function, but lets focus on the first).
That means that if I declare int[] x = {5,32,82,45,-7,0,123,8}; that variable will be allocated to memory at a certain address, lets say it got allocated on address 0x00000100 through 0x0000011F however we could have a variable which indicates a certain memory address and we can use that to access it.
So, our array looks like this
Address Contents
0x00000100 1
0x00000104 32
0x00000108 82
0x0000010B 45
0x00000110 -7
0x00000114 0
0x00000118 123
0x0000011B 8
If, for example, we were to create a pointer to the start of the array we could do this: int* p = &x; imagine this pointer variable got created a memory address 0x00000120 that way the memory at that address would contain the memory location for the start of array x.
Address Contents
0x00000120 0x00000100
You could then access the contents at that address through your pointer by dereferencing the pointer so that int y = *p would result in y = 1. We can also move the pointer, if we were to do p += 3; the pointer would be moved 3 addresses forward (note, however, that it moves 3 times the size of the type of object it is pointing to, here I am making examples with a 32 bit system in which an int is 32 bits or 4 bytes long, therefore the address would move by 4 bytes for each increment or 12 bytes in total so the pointer would end up pointing to 0x0000010B), if we were to dereference p again by doing y = *p; then we'd end up having y = 45. This is just the beginning, you can do a lot of things with pointers.
One of the other major uses is to pass a pointer as a parameter to a function so that it can do operations on certain values in memory without having to copy all of them over or make changes that will persist outside of the function's scope.
Warning: Don't do this. This is why we have vectors.
If you wanted to create an array of data, and return if from a function, how would you do it?
Obviously, this does not work:
int [10] makeArray(int val)
{
int arr[10];
for(int i=0; i<10; ++i)
arr[i] = val;
return arr;
}
You cannot return an array from a function. We can use pointers to refer to the first element of an array, like this:
int * makeArray(int val)
{
int arr[10];
for(int i=0; i<10; ++i)
arr[i] = val;
return &(arr[0]); // Return the address of the first element.
// Not strictly necessary, but I don't want to confuse.
}
This, however, also fails. arr is a local variable, it goes on the stack. When the function returns, the data is no longer valid, and now you have a pointer pointing to invalid data.
What we need to do is declare an array that will survive even after the function exits. For that, we use keyword new which creates that array, and returns the address to us, which needs to be stored in a pointer.
int * makeArray(int val)
{
int * arr = new int[10];
for(int i=0; i<10; ++i)
arr[i] = val;
return arr;
}
Then you can call that function and use that array like this:
int * a = makeArray(7);
for(int i=0; i<10; ++i)
std::cout << a[i] << std::endl;
delete [] a; // never forget this. Obviously you wouldn't do it right
// away like this, but you need to do it sometime.
Using pointers with new also gives you the advantage that you can determine the size of the array at runtime, something you can't do with local static arrays(though you can in C):
int * makeArray(int size, int val)
{
int * arr = new int[size];
for(int i=0; i<size; ++i)
arr[i] = val;
return arr;
}
That used to be one of the primary purposes for pointers. But like I said at the top, we don't do that anymore. We use vector.
One of the last vestiges of pointers is not for dynamic arrays. The only time I ever use them, is in classes where I want one object to have access to another object, without giving it ownership of that object. So, Object A needs to know about Object B, but even when Object A is gone, that doesn't affect Object B. You can also use references for this, but not if you need to give Object A the option to change which object it has access to.
(not tested, just writing down. and keeping things intentionally primitive, as requested.)
int* oneInt = new int; // allocate
*oneInt = 10; // use: assign a value
cout << *oneInt << endl; // use: retrieve (and print) the value
delete oneInt; // free the memory
now an array of ints:
int* tenInts = new int[10]; // allocate (consecutive) memory for 10 ints
tenInts[0] = 4353; // use: assign a value to the first entry in the array.
tenInts[1] = 5756; // ditto for second entry
//... do more stuff with the ints
delete [] tenInts; // free the memory
now with classes/objects:
MyClass* object = new MyClass(); // allocate memory and call class constructor
object->memberFunction("test"); // call a member function of the object
delete object; // free the object, calling the destructor
Is that what you wanted? I hope it helps.
I think this is what you're asking about:
Basically C++ doesn't allow variable-sized arrays. Any array in C++ has to be given a very specific size. But you can use pointers to work around that. Consider the following code:
int *arry = new int[10];
That just created an array of ints with 10 elements, and is pretty much the same exact thing as this:
int arry[] = int[10];
The only difference is that each one will use a different set of syntax. However imagine trying to do this:
Class class:
{
public:
void initArry(int size);
private:
int arry[];
};
void class::initArry(int size)
{
arry = int[size]; // bad code
}
For whatever reason C++ was designed to not allow regular arrays to be assigned sizes that are determined at runtime. Instead they have to be assigned sizes upon being coded. However the other way to make an array in C++ - using pointers - does not have this problem:
Class class:
{
public:
~class();
void initArry(int size);
private:
int *arry;
};
class::~class()
{
delete []arry;
}
void class::initArry(int size)
{
arry = new int[size]; // good code
}
You have to do some memory cleanup in the second example, hence why I included the destructor, but by using pointers that way you can size the array at runtime (with a variable size). This is called a dynamic array, and it is said that memory here is allocated dynamically. The other kind is a static array.
As far as 2-dimensional arrays go, you can handle it kind of like this:
Class class:
{
public:
~class();
void initArrays(int size1, int size2);
private:
int **arry;
};
class::~class()
{
delete [] arry[0];
delete [] arry[1];
delete [] arry;
}
void class::initArrays(int size1, int size2)
{
arry = new int*[2];
arry[0] = new int[size1];
arry[1] = new int[size2];
}
Disclaimer though: I haven't done much with this language in a while, so I may be slightly incorrect on some of the syntax.

Length of a BYTE array in C++

I have a program in C++ that has a BYTE array that stores some values. I need to find the length of that array i.e. number of bytes in that array. Please help me in this regard.
This is the code:
BYTE *res;
res = (BYTE *)realloc(res, (byte_len(res)+2));
byte_len is a fictitious function that returns the length of the BYTE array and I would like to know how to implement it.
Given your code:
BYTE *res;
res = (BYTE *)realloc(res, (byte_len(res)+2));
res is a pointer to type BYTE. The fact that it points to a contiguous sequence of n BYTES is due to the fact that you did so. The information about the length is not a part of the pointer. In other words, res points to only one BYTE, and if you point it to the right location, where you have access to, you can use it to get BYTE values before or after it.
BYTE data[10];
BYTE *res = data[2];
/* Now you can access res[-2] to res[7] */
So, to answer your question: you definitely know how many BYTEs you allocated when you called malloc() or realloc(), so you should keep track of the number.
Finally, your use of realloc() is wrong, because if realloc() fails, you leak memory. The standard way to use realloc() is to use a temporary:
BYTE *tmp;
tmp = (BYTE *)realloc(res, n*2);
if (tmp == NULL) {
/* realloc failed, res is still valid */
} else {
/* You can't use res now, but tmp is valid. Reassign */
res = tmp;
}
If the array is a fixed size array, such as:
BYTE Data[200];
You can find the length (in elements) with the commonly used macro:
#define ARRAY_LENGTH(array) (sizeof(array)/sizeof((array)[0]))
However, in C++ I prefer to use the following where possible:
template<typename T, size_t N>
inline size_t array_length(T data[N])
{
return N;
};
Because it prevents this from occurring:
// array is now dynamically allocated
BYTE* data = new BYTE[200];
// oops! this is now 4 (or 8 on 64bit)!
size_t length = ARRAY_LENGTH(data);
// this on the other hand becomes a compile error
length = array_length(data);
If the array is not a fixed size array:
In C++, raw pointers (like byte*) are not bounded. If you need the length, which you always do when working with arrays, you have to keep track of the length separately. Classes like std::vector help with this because they store the length of the array along with the data.
In the C way of doing things (which is also relevant to C++) you generally need to keep a record of how long your array is:
BYTE *res;
int len = 100
res = (BYTE *)realloc(res, (byte_len(len)));
len += 2;
res = (BYTE *)realloc(res, (byte_len(len)));
An alternative in the C++ way of doing things s to use the std::vector container class; a vector has the ability to manage the length of the array by itself, and also deals with the issues of memory management..
EDIT: as others have pointed out the use of realloc here is incorrect as it will lead to memory leaks, this just deals with keeping track of the length. You should probably accept one of the other replies as the best answer
Given the information you seem to have available, there is no way to do what you want. When you are working with arrays allocated on the heap, you need to save the size somewhere if you need to work with it again. Neither new nor malloc will do this for you.
Now, if you have the number of items in the array saved somewhere, you can do this to get the total size in characters, which is the unit that realloc works with. The code would look like this:
size_t array_memsize = elems_in_array * sizeof(BYTE);
If you are really working with C++ and not C I would strongly suggest that you use the vector template for this instead of going to malloc and realloc. The vector template is fast and not anywhere near as error prone as rolling your own memory management. In addition, it tracks the size for you.
When you allocate the pointer initially you also need to keep track of the length:
size_t bufSize = 100;
BYTE* buf = malloc(sizeof(BYTE ) * bufSize);
When you re-allocate you should be carefull with the re-alloc:
BYTE* temp = realloc(buf,sizeof(BYTE ) * (bufSize+2));
if (temp != NULL)
{
bufSize += 2;
buf = temp;
}
If it is a local variable allocated on the stack you can calculate it like this:
BYTE array[] = { 10, 20, 30, ... };
size_t lenght = sizeof(array) / sizeof(BYTE);
If you receive a pointer to the beginning of the array or you allocate it dynamically(on the heap), you need to keep the length as well as the pointer.
EDIT: I also advise you use STL vector for such needs because it already implements dynamic array semantics.