This question already has answers here:
What is a reference variable in C++?
(12 answers)
Closed 9 years ago.
One thing that I have not been able to understand is when to use certain types of pointers for arguments in functions.
Consider a function that receives an integer as its parameter, and doubles whatever that value may be. A function for that could be:
void doubleTheValue(int *myNum)
{
*myNum *= 2;
}
int main()
{
int number = 2;
doubleTheValue(&number);
// prints 4
cout << number << endl;
return 0;
}
This makes sense to me. The function receives an integer pointer, and you pass in a reference to the variable 'number' and it changes the value. Now, what confuses me is if you did this instead:
void doubleTheValue(int &myNum)
{
myNum *= 2;
}
int main()
{
int number = 2;
doubleTheValue(number);
// this also prints 4
cout << number << endl;
return 0;
}
Note the argument for the function is different. What exactly is this doing internally, and why would you use it over the aforementioned method?
What exactly is this doing internally, and why would you use it over the aforementioned method?
In your first example:
void doubleTheValue(int *myNum)
{
*myNum *= 2;
}
you are passing a pointer to the function. A pointer has an implementation defined size. For example, in 64bit architectures the size of a pointer might be 8 byte. In this case (and in general, for primitive types) it's counter productive to pass pointers instead of references (see next paragraph).
In your second example:
void doubleTheValue(int &myNum)
{
myNum *= 2;
}
you are passing a reference to the function. The main difference is that a reference is not even required to take any memory at all. myNum and the original variable could just share the same object in memory.
For other differences between references and pointers I suggest you to take a look at this question. But a general rule of thumb it to always use references when you can. You'll find the need of using pointers in specific situations (like, for example, when you want to accept a null-value).
What exactly is this doing internally, and why would you use it over the aforementioned method?
The & reference is to be read as an equivalence for the pointer reference parameter, but
... with guaranteed initialization
... without need to use a pointer dereference operator * to access the value/members inside the function implementation
To indicate error conditions for the passed parameter you'll need to use a return value type (not void), or throw an exception from inside your function. This generally applies to both variants.
You should understand the difference between a pointer and reference. In many cases we cannot do something using references which we can do using pointers. Although references do not need any memory and they are just tags to a memory location but in comparison with pointer, pointers are far more powerful than references.
The major differences are:
1- A pointer can be re-assigned any number of times while a reference can not be reassigned after initialization.
2-A pointer can point to NULL while reference can never point to NULL.
3-You can't take the address of a reference like you can with pointers
4-There's no "reference arithmetic" (but you can take the address of an object pointed by a reference and do pointer arithmetic on it as in &obj + 5)
From OP, in comments of original post:
Neither of this really give any use for applications nor explain why you would use one over the other which is what I am curious about.
My impression is that people mostly use references because they make the code look cleaner, so that there aren't a lot of * and & floating around.
Related
This question already has answers here:
What are the differences between a pointer variable and a reference variable?
(44 answers)
Closed 9 years ago.
I was wondering how to make a function alter two variables (the return and another one) and I stumbled upon calling the function with an '&' before the parameter (which I understand to mean the address of the parameter) then throughout your function, referencing it with the '*' sign (which I guess is a "dereference" and means it alters the object at the address).
Anyways, this was all going fine, then a friend said you can just call the function with the variable directly, refer to the variable with an & before it in the header, and treat it normally throughout the function. This seems way easier, so why isn't there more about it on the web? Is one style more correct than the other?
void foo(int &junk) //The way the friend said
{
junk++;
}
void oof(int *junk) //what I found, and what the internet seems full of
{
(*junk)++;
}
int main ()
{
int junk=1;
std::cout << junk << "\n";
foo(junk);
std::cout << junk << "\n";
oof(&junk);
std::cout << junk;
}
This outputs:
1
2
3
So everything works fine, I'd assume.
The first approach is called "passing by pointer"; the second approach is called "passing by reference". In the first case, dereference is explicit; in the second case, dereference is implicit.
The biggest difference between the two approaches is that when you pass by pointer, you can pass "nothing" (i.e. a null pointer). When you pass by reference, it is not possible to legally pass a reference to nothing: it should be a reference to some variable, an array element, a field of a class or a structure, etc.
When you need to return a value and modify a variable, passing by reference is more appropriate, because the variable that you need to modify always exists. Passing by pointer becomes more appropriate in situations when you traverse a dynamic data structure connected by pointers, when parts of that data structure may or may not exist.
The you first function foo, you are passing by reference :
When a variable is passed by reference we are not passing a copy of its value, but we are somehow passing the variable itself to the function and any modification that we do to the local variables will have an effect in their counterpart variables passed as arguments in the call to the function.
An example of passing by reference :
In your second example oof, you are passing a pointer to the variable.
If you want to know the different between both example, I suggest you to read this : https://stackoverflow.com/a/57492/1394283
But, When you should use references and when you should use pointer ?
I will say use references whenever you can, use pointers whenever you must.
The reason is that pointers makes things harder to follow/read, less safe and far more dangerous manipulations than any other constructs.
This post explains it very well : https://stackoverflow.com/a/7058373/1394283
This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
What are the differences between pointer variable and reference variable in C++?
How to pass objects to functions in C++?
I am learning about reference parameters and got the following question:
What is the difference between this:
void B(int* worthRef) {
*worthRef += 1;
}
int main() {
int netWorth = 55;
B(&netWorth);
return 0;
}
And this:
void B(int &worthRef) {
worthRef += 1;
}
int main() {
int netWorth = 55;
B(netWorth);
return 0;
}
The first one (int *) passes a pointer-to-integer by value; the second (int &) passes an integer by reference. Both methods can be used to implement abstract "reference semantics", but in C++ you should use actual references when possible.
When you use pointers to implement reference semantics, you pass by value a pointer to the object that you want to refer to, and you dereference the pointer to obtain the actual object reference. In C, where you have no references in the language, that's the only way to implement reference semantics, but in C++ you have actual reference types in the language for this purpose.
Note that passing a pointer can be used a little differently from a reference, since you can pass a null pointer to convey additional semantics, and you can also modify the pointer variable (e.g. for using the local copy of the pointer in the callee scope to traverse an array).
But in a nutshell: Use references. Don't use naked pointers in C++. (To implement reference semantics, you use references, and to implement whatever else naked pointers can be (ab)used for, use the appropriate higher-level idiom.) The fundamental problem with naked pointers is that they convey no ownership semantics, and C++ has many far better tools to write maintainable, local and self-documenting code.
Here you are passing the address of the int:
void B(int* worthRef) {
*worthRef += 1;
}
The parameter is a pointer. The address passed may be 0 (or NULL). Also used in C. The pointer may altered within B: ++worthRef - why you would prefer that...
Here, the implementation takes the address of the parameter:
void B(int &worthRef) {
worthRef += 1;
}
The parameter is a C++ reference. The address passed must not be 0, and may not be altered (of course, what it refers to may be altered if not const, as seen in your example). This is the default written style in most C++ circles. Mechanically, a reference is a bit of syntactic sugar, but it is absolutely useful to convey intent and offer guarantees.
Stylistically, some people prefer the former for parameters which may mutate. I use the latter wherever possible (and legal) -- it's more conventional for C++.
I'm new to the C++ community, and just have a quick question about how C++ passes variables by reference to functions.
When you want to pass a variable by reference in C++, you add an & to whatever argument you want to pass by reference. How come when you assign a value to a variable that is being passed by reference why do you say variable = value; instead of saying *variable = value?
void add_five_to_variable(int &value) {
// If passing by reference uses pointers,
// then why wouldn't you say *value += 5?
// Or does C++ do some behind the scene stuff here?
value += 5;
}
int main() {
int i = 1;
add_five_to_variable(i);
cout << i << endl; // i = 6
return 0;
}
If C++ is using pointers to do this with behind the scenes magic, why aren't dereferences needed like with pointers? Any insight would be much appreciated.
When you write,
int *p = ...;
*p = 3;
That is syntax for assigning 3 to the object referred to by the pointer p. When you write,
int &r = ...;
r = 3;
That is syntax for assigning 3 to the object referred to by the reference r. The syntax and the implementation are different. References are implemented using pointers (except when they're optimized out), but the syntax is different.
So you could say that the dereferencing happens automatically, when needed.
C++ uses pointers behind the scenes but hides all that complication from you. Passing by reference also enables you to avoid all the problems asssoicated with invalid pointers.
When you pass an object to a function by reference, you manipulate the object directly in the function, without referring to its address like with pointers. Thus, when manipulating this variable, you don't want to dereference it with the *variable syntax. This is good practice to pass objects by reference because:
A reference can't be redefined to point to another object
It can't be null. you have to pass a valid object of that type to the function
How the compiler achieves the "pass by reference" is not really relevant in your case.
The article in Wikipedia is a good ressource.
There are two questions in one, it seems:
one question is about syntax: the difference between pointer and reference
the other is about mechanics and implementation: the in-memory representation of a reference
Let's address the two separately.
Syntax of references and pointers
A pointer is, conceptually, a "sign" (as road sign) toward an object. It allows 2 kind of actions:
actions on the pointee (or object pointed to)
actions on the pointer itself
The operator* and operator-> allow you to access the pointee, to differenciate it from your accesses to the pointer itself.
A reference is not a "sign", it's an alias. For the duration of its life, come hell or high water, it will point to the same object, nothing you can do about it. Therefore, since you cannot access the reference itself, there is no point it bothering you with weird syntax * or ->. Ironically, not using weird syntax is called syntactic sugar.
Mechanics of a reference
The C++ Standard is silent on the implementation of references, it merely hints that if the compiler can it is allowed to remove them. For example, in the following case:
int main() {
int a = 0;
int& b = a;
b = 1;
return b;
}
A good compiler will realize that b is just a proxy for a, no room for doubts, and thus simply directly access a and optimize b out.
As you guessed, a likely representation of a reference is (under the hood) a pointer, but do not let it bother you, it does not affect the syntax or semantics. It does mean however that a number of woes of pointers (like access to objects that have been deleted for example) also affect references.
The explicit dereference is not required by design - that's for convenience. When you use . on a reference the compiler emits code necessary to access the real object - this will often include dereferencing a pointer, but that's done without requiring an explicit dereference in your code.
I was studying pointers references and came across different ways to feed in parameters. Can someone explain what each one actually means?
I think the first one is simple, it's that x is a copy of the parameter fed in so another variable is created on the stack.
As for the others I'm clueless.
void doSomething1(int x){
//code
}
void doSomething2(int *x){
//code
}
void doSomething3(int &x){
//code
}
void doSomething3(int const &x){
//code
}
I also see stuff like this when variables are declared. I don't understand the differences between them. I know that the first one will put 100 into the variable y on the stack. It won't create a new address or anything.
//example 1
int y = 100;
//example 2
int *y = 100;
//Example 3: epic confusion!
int *y = &z;
Question 1: How do I use these methods? When is it most appropriate?
Question 2: When do I declare variables in that way?
Examples would be great.
P.S. this is one the main reasons I didn't learn C++ as Java just has garbage collection. But now I have to get into C++.
//example 1
int y = 100;
//example 2
int *y = 100;
//Example 3: epic confusion!
int *y = &z;
I think the problem for most students is that in C++ both & and * have different meanings, depending on the context in which they are used.
If either of them appears after a type within an object declaration (T* or T&), they are type modifiers and change the type from plain T to a reference to a T (T&) or a pointer to a T (T*).
If they appear in front of an object (&obj or *obj), they are unary prefix operators invoked on the object. The prefix & returns the address of the object it is invoked for, * dereferences a pointer, iterator etc., yielding the value it references.
It doesn't help against confusion that the type modifiers apply to the object being declared, not the type. That is, T* a, b; defines a T* named a and a plain T named b, which is why many people prefer to write T *a, b; instead (note the placement of the type-modifying * adjacent the object being defined, instead of the type modified).
Also unhelpful is that the term "reference" is overloaded. For one thing it means a syntactic construct, as in T&. But there's also the broader meaning of a "reference" being something that refers to something else. In this sense, both a pointer T* and a reference (other meaning T&) are references, in that they reference some object. That comes into play when someone says that "a pointer references some object" or that a pointer is "dereferenced".
So in your specific cases, #1 defines a plain int, #2 defines a pointer to an int and initializes it with the address 100 (whatever lives there is probably best left untouched ), and #3 defines another pointer and initializes it with the address of an object z (necessarily an int, too).
A for how to pass objects to functions in C++, here is an old answer from me to that.
From Scott Myers - More Effective C++ -> 1
First, recognize that there is no such thing as a null reference. A reference must always refer to some object.Because a reference must refer to an object, C++ requires that references be initialized.
Pointers are subject to no such restriction. The fact that there is no such thing as a null reference implies that it can be more efficient to use references than to use pointers. That's because there's no need to test the validity of a reference before using it.
Another important difference between pointers and references is that pointers may be reassigned to refer to different objects. A reference, however, always refers to the object with which it is initialized
In general, you should use a pointer whenever you need to take into account the possibility that there's nothing to refer to (in which case you can set the pointer to null) or whenever you need to be able to refer to different things at different times (in which case you can change where the pointer points). You should use a reference whenever you know there will always be an object to refer to and you also know that once you're referring to that object, you'll never want to refer to anything else.
References, then, are the feature of choice when you know you have something to refer to, when you'll never want to refer to anything else, and when implementing operators whose syntactic requirements make the use of pointers undesirable. In all other cases, stick with pointers.
Read S.Lippmann's C++ Premier or any other good C++ book.
As for passing the parameters, generally when copying is cheap we pass by value. For mandatory out parameters we use references, for optional out parameters - pointers, for input parameters where copying is costly, we pass by const references
Thats really complicated topic. Please read here: http://www.goingware.com/tips/parameters/.
Also Scott Meiers "Effective C++" is a top book on such things.
void doSomething1(int x){
//code
}
This one pass the variable by value, whatever happens inside the function, the original variable doesn't change
void doSomething2(int *x){
//code
}
Here you pass a variable of type pointer to integer. So when accessing the number you should use *x for the value or x for the address
void doSomething3(int &x){
//code
}
Here is like the first one, but whatever happens inside the function, the original variable will be changed as well
int y = 100;
normal integer
//example 2
int *y = 100;
pointer to address 100
//Example 3: epic confusion!
int *y = &z;
pointer to the address of z
void doSomething1(int x){
//code
}
void doSomething2(int *x){
//code
}
void doSomething3(int &x){
//code
}
And i am really getting confused between them?
The first is using pass-by-value and the argument to the function will retain its original value after the call.
The later two are using pass-by-reference. Essentially they are two ways of achieving the same thing. The argument is not guarenteed to retain its original value after the call.
Most programmers prefer to pass large objects by const reference to improve the performance of their code and provide a constraint that the value will not change. This ensures the copy constructor is not called.
Your confusion might be due to the '&' operator having two meanings. The one you seem to be familiar with is the 'reference operator'. It is also used as the 'address operator'. In the example you give you are taking the address of z.
A good book to check out that covers all of this in detail is 'Accelerated C++' by Andrew Koening.
The best time to use those methods is when it's more efficient to pass around references as opposed to entire objects. Sometimes, some data structure operations are also faster using references (inserting into a linked list for example). The best way to understand pointers is to read about them and then write programs to use them (and compare them to their pass-by-value counterparts).
And for the record, knowledge of pointers makes you considerably more valuable in the workplace. (all too often, C++ programmers are the "mystics" of the office, with knowledge of how those magical boxes under the desks process code /semi-sarcasm)
What would be better practice when giving a function the original variable to work with:
unsigned long x = 4;
void func1(unsigned long& val) {
val = 5;
}
func1(x);
or:
void func2(unsigned long* val) {
*val = 5;
}
func2(&x);
IOW: Is there any reason to pick one over another?
My rule of thumb is:
Use pointers if you want to do pointer arithmetic with them (e.g. incrementing the pointer address to step through an array) or if you ever have to pass a NULL-pointer.
Use references otherwise.
I really think you will benefit from establishing the following function calling coding guidelines:
As in all other places, always be const-correct.
Note: This means, among other things, that only out-values (see item 3) and values passed by value (see item 4) can lack the const specifier.
Only pass a value by pointer if the value 0/NULL is a valid input in the current context.
Rationale 1: As a caller, you see that whatever you pass in must be in a usable state.
Rationale 2: As called, you know that whatever comes in is in a usable state. Hence, no NULL-check or error handling needs to be done for that value.
Rationale 3: Rationales 1 and 2 will be compiler enforced. Always catch errors at compile time if you can.
If a function argument is an out-value, then pass it by reference.
Rationale: We don't want to break item 2...
Choose "pass by value" over "pass by const reference" only if the value is a POD (Plain old Datastructure) or small enough (memory-wise) or in other ways cheap enough (time-wise) to copy.
Rationale: Avoid unnecessary copies.
Note: small enough and cheap enough are not absolute measurables.
This ultimately ends up being subjective. The discussion thus far is useful, but I don't think there is a correct or decisive answer to this. A lot will depend on style guidelines and your needs at the time.
While there are some different capabilities (whether or not something can be NULL) with a pointer, the largest practical difference for an output parameter is purely syntax. Google's C++ Style Guide (https://google.github.io/styleguide/cppguide.html#Reference_Arguments), for example, mandates only pointers for output parameters, and allows only references that are const. The reasoning is one of readability: something with value syntax should not have pointer semantic meaning. I'm not suggesting that this is necessarily right or wrong, but I think the point here is that it's a matter of style, not of correctness.
Pointers
A pointer is a variable that holds a memory address.
A pointer declaration consists of a base type, an *, and the variable name.
A pointer can point to any number of variables in lifetime
A pointer that does not currently point to a valid memory location is given the value null (Which is zero)
BaseType* ptrBaseType;
BaseType objBaseType;
ptrBaseType = &objBaseType;
The & is a unary operator that returns the memory address of its operand.
Dereferencing operator (*) is used to access the value stored in the variable which pointer points to.
int nVar = 7;
int* ptrVar = &nVar;
int nVar2 = *ptrVar;
Reference
A reference (&) is like an alias to an existing variable.
A reference (&) is like a constant pointer that is automatically dereferenced.
It is usually used for function argument lists and function return values.
A reference must be initialized when it is created.
Once a reference is initialized to an object, it cannot be changed to refer to another object.
You cannot have NULL references.
A const reference can refer to a const int. It is done with a temporary variable with value of the const
int i = 3; //integer declaration
int * pi = &i; //pi points to the integer i
int& ri = i; //ri is refers to integer i – creation of reference and initialization
You should pass a pointer if you are going to modify the value of the variable.
Even though technically passing a reference or a pointer are the same, passing a pointer in your use case is more readable as it "advertises" the fact that the value will be changed by the function.
If you have a parameter where you may need to indicate the absence of a value, it's common practice to make the parameter a pointer value and pass in NULL.
A better solution in most cases (from a safety perspective) is to use boost::optional. This allows you to pass in optional values by reference and also as a return value.
// Sample method using optional as input parameter
void PrintOptional(const boost::optional<std::string>& optional_str)
{
if (optional_str)
{
cout << *optional_str << std::endl;
}
else
{
cout << "(no string)" << std::endl;
}
}
// Sample method using optional as return value
boost::optional<int> ReturnOptional(bool return_nothing)
{
if (return_nothing)
{
return boost::optional<int>();
}
return boost::optional<int>(42);
}
Use a reference when you can, use a pointer when you have to.
From C++ FAQ: "When should I use references, and when should I use pointers?"
A reference is an implicit pointer. Basically you can change the value the reference points to but you can't change the reference to point to something else. So my 2 cents is that if you only want to change the value of a parameter pass it as a reference but if you need to change the parameter to point to a different object pass it using a pointer.
Consider C#'s out keyword. The compiler requires the caller of a method to apply the out keyword to any out args, even though it knows already if they are. This is intended to enhance readability. Although with modern IDEs I'm inclined to think that this is a job for syntax (or semantic) highlighting.
Pass by const reference unless there is a reason you wish to change/keep the contents you are passing in.
This will be the most efficient method in most cases.
Make sure you use const on each parameter you do not wish to change, as this not only protects you from doing something stupid in the function, it gives a good indication to other users what the function does to the passed in values. This includes making a pointer const when you only want to change whats pointed to...
Pointers:
Can be assigned nullptr (or NULL).
At the call site, you must use & if your type is not a pointer itself,
making explicitly you are modifying your object.
Pointers can be rebound.
References:
Cannot be null.
Once bound, cannot change.
Callers don't need to explicitly use &. This is considered sometimes
bad because you must go to the implementation of the function to see if
your parameter is modified.
A reference is similar to a pointer, except that you don’t need to use a prefix ∗ to access the value referred to by the reference. Also, a reference cannot be made to refer to a different object after its initialization.
References are particularly useful for specifying function arguments.
for more information see "A Tour of C++" by "Bjarne Stroustrup" (2014) Pages 11-12