Let's say I have the following struct:
struct myStruct
{
int x;
int y;
int z;
int w;
};
I want to initialize this struct to a default value when calling the following function. If it helps I'm looking for a simple zero initialization.
void myFunc(myStruct param={0,0,0,0})
{
...
}
This code however gives me compile error. I've tried VS2003 and VS2008.
NOTE: I have looked at other answers mentioning the use of constructor. However I want the user to see what values I'm using for initialization.
Adding default constructor in to your myStruct will solves your problem.
struct myStruct {
myStruct(): x(0),y(0), z(0), w(0) { } // default Constructor
int x, y, z, w;
};
Function declaration:
void myFunc(myStruct param = myStruct());
For modern C++ compilers which fully implement value-initilization it is enough to have the following value-initialized default value to zero-initiliaze data members of the myStruct:
myFunc(myStruct param=myStruct())
For other compilers you should to use something like this:
myStruct zeroInitilizer() {
static myStruct zeroInitilized;
return zeroInitilized;
}
myFunc(myStruct param=zeroInitilizer())
To avoid compiler specifics conside to use http://www.boost.org/doc/libs/1_53_0/libs/utility/value_init.htm
Related
Currently I'm learning about templates and structs. I need to do the following task:
Create a struct template ConstInt with a static eval()
method that returns the integer constant value.
Example:
typedef ConstInt<4> a; // represents the function a(x) = 4
I tried to do the following:
template<int value>
struct ConstInt
{
static int eval(int x)
{
return x;
};
};
But this doesn't seem to give the correct output. It gives an error when I try to do in the main():
typedef ConstInt<4> a;
error: typedef 'a' locally defined but not used
I get an error, but I am not sure if this attempt was actually beneficial in order to complete the task.
This is what you need if I understand your question correctly:
template<int value>
struct ConstInt
{
static int eval()
{
return value; // This returns the const value of a template parameter
};
};
Then, you can typedef:
typedef ConstInt<4> a;
You can use the new typedef-ed a like this:
std::cout << a::eval();
It will print the number 4 into your screen.
Or, you can avoid typedef.
std::cout << ConstInt<4>::eval();
This program will just return 0 as the exit value.
template <int value>
struct ConstInt
{
static int eval()
{
return value;
};
};
int main()
{
typedef ConstInt<4> a;
return a().eval() - a::eval();
}
Here a is locally defined but it's also used twice on the next line in different fashions.
I get an error, but I am not sure if this attempt was actually beneficial in order to complete the task.
The error you get, is a bit misleading regarding the correctness of your code.
error: typedef 'a' locally defined but not used
States that you didn't use the typedef you made. This can be fixed simply by using it.
That's a compiler warning under normal conditions, but counts as error if you set a compiler directive to handle warnings as errors (e.g. -Werror with g++).
The real problem is that you defined eval() with a parameter taken, but you don't need one, and you don't have one at your call of the function as mentioned in the example.
The correct struct definition and usage should look like this:
#include <iostream>
template<int value>
struct ConstInt {
static int eval() {
return value; // the velue is already given as template parameter
};
};
int main() {
typedef ConstInt<4> a;
int x = a::eval();
std::cout << x << std::endl;
}
See the live demo.
I mean: I've a bunch of various structures/classes and all this a splendor shall be initialized with known in advance values. Those structures/classes will never be used other way except the preinitialized one, so there is no any need for constructor -- it's just a waste of extra memory, extra CPU cycles in program, and extra space in source code.
If you have access to a C++11 compiler, you can mark your constructors as constexpr to have them run at compile time. The benefit of this is that way down the road you can still construct your objects at runtime. e.g.
struct Point2D {
constexpr Point2D(int x, int y) : x_{x}, y_{y} {}
int x_, y_;
};
And now you can use Point2D's constructor to initialize it at compile time, instead of runtime:
Point2D p{3, 4}; // no runtime overhead.
Structures and classes can be initialized, in limited circumstances.
struct splendor {
int i, j;
char *name;
};
splendor iforus = { 1, 2, "Extra!" };
Additionally, if you never need the name of the type of the structure:
struct {
int k;
float q;
} anon_e_mouse = { 1, 2.3 };
You can just initialize the members at the point of declaration:
struct Foo
{
int i = 42;
double x = 3.1416;
std::string name = "John Doe";
};
This will set up the default values for all instances:
Foo f;
std::cout << f.i << std::endl; // prints 42
Note that this does not work with C++03, it requires C++11 support.
If a class (or struct) doesn't have a constructor, you can initialize it like so:
MyClass a = MyClass();
or
MyClass * b = new MyClass();
This is called value initialization and it usually amounts to zero-initialization.
C++11 gives you initializer_list.
#include <iostream>
struct s
{
int i;
};
int main() {
s s1={666};
s s2={42};
std::cout<<s1.i<<" "<<s2.i<<std::endl;
return 0;
}
You can also do in-class initialization for member.
#include <iostream>
struct s
{
int i=0;
};
int main() {
s s1; //s1.i = 0
//s s2={42}; //fails
std::cout<<s1.i<<" "<<std::endl;
return 0;
}
But you cant do bot at the same time.
It sounds like you are trying to implement the Singleton Pattern. When you do that, you still need a constructor (in fact, if you want to force it to be a singleton, you have to declare the default constructor as private).
class MySingleton
{
private:
// my data
MySingleton() { /* initialize my data */ }
public:
static MySingleton& GetInstance()
{
static MySingleton instance;
return instance;
}
// other functions
};
I've read about solution const A a[3] = { {0,0}, {1,1}, {2,2} }, but in my program const can't be used:
class Paper: public PaperQueue{
...
protected:
typedef int (Utils::*funcPtr) (int, int); //I use external function there
funcPtr p;
Utils* fptr;
public:
int pricefunc(){
addprice = (fptr->*p) (t,price);
}
Paper(int n, unsigned int pr):PaperQueue(n){
...
p=&Utils::commonpricefunc;
}
void Put(int a){
...
}
...
}
class Bank{
...
void Buy(Paper &p){
(/*this function modifies many parameters in 'p'*/)
...
}
...
}
int main(){
Bank B;
int pn=5;
/* ? */ const Paper p[pn] = {{5,15},{5,15},{5,15},{5,15},{5,15}}; /* ? */
int paperloop=0;
...
p[paperloop].Put(p[paperloop].addprice);
B.Buy(p[paperloop]);
...
That gives me a LOT of errors(with pricefunc(),Put(),Buy(),...), or just "variable-sized object āpā may not be initialized". Is there any way to make this array work? (Everything works fine if not to pass any parameters to constructor!)
You can't use initializer lists for classes (non-PODs) because that would bypass the call to the constructor. You'll have to change it to a POD or use std::vector in the following ways:
If the class is copyable, as it appears to be, you can create a std::vector and fill it with the values you want:
const vector<Paper> papers(5, Paper(5, 15));
If you want to initialize it with different values, you can use an initializer list, but this is only supported in C++11:
const vector<Paper> papers = {Paper(1, 1), Paper(2, 2)};
Without C++11, you'll have to add the elements one by one, but then you can't make the vector const:
vector<Paper> papers;
papers.push_back(Paper(1, 1));
papers.push_back(Paper(2, 2));
Please check the code below, it can be compiled:
class Paper {
public:
int x, y;
};
int main() {
Paper p[5] = {{5,15}, {5,15}, {5,15}, {5,15}, {5,15}};
}
Please refer this post for more details, I think it explains very well
What I'm trying to do is create a new custom data type that behaves like all other primitive types. Specifically, this data type appears like a Fixed Point fraction.
I've created a class to represent this data type, called "class FixedPoint", and in it there are ways to typecast from "FixedPoint" to "int" or "double" or "unsigned int", etc. That is fine.
Now, what if I want to cast from "int" to "FixedPoint"? Originally my solution was to have a constructor:
FixedPoint(int i) { /* some conversion from 'int' to 'FixedPoint' in here */ }
This works...but you cannot put it into a union like so:
union {
FixedPoint p;
};
This will break, because "FixedPoint" does not have an implicit trivial constructor (we just defined a constructor, "FixedPoint(int i)").
To summarize, the whole issue is "we want to cast from some type T to type FixedPoint without explicitly defining a constructor so we can use our type FixedPoint in a union".
What I think the solution is but cannot find any evidence online:
Define an overloaded global typecast operator to cast from "int" to "FixedPoint".
Is there a way to do this without using class constructors? I'd like to be able to use this class in a union. What I've tried (in global scope):
operator (FixedPoint f, int a) { ... } //compiler complains about this is not a method or non-static.
And a little example to show unions don't like constructors (they like POD)
class bob
{
public:
bob(int a) { m_num = a; }
private:
int m_num;
};
void duck()
{
union
{
bob a;
};
}
This error seen in Visual Studio is:
error C2620: member 'duck::<unnamed-tag>::a' of union 'duck::<unnamed-tag>' has user-defined constructor or non-trivial default constructor
Any ideas?
Thanks
I am having a hard time at seeing what you would try to use this for. It seems smelly to have to constantly ensure that sizeof(FixedPoint) == sizeof(int) and, assuming that, there are other hidden gotchas, like endianness. Maybe I should back up a little bit here, unions only "convert" a value from one type to another in that it takes a chunk of memory and references it as a different type. i.e.
union BadConverter
{
int integer;
double fraction;
};
BadConverter.fraction = 100.0/33.0;
BadConverter.integer = ?;
I am pretty sure integer is not going to be 3, it is going to whatever the memory chunk of the double is that the integer bytes share with it.
Unions don't seem to be a very good fit for this sort of thing. I would think just defining a bunch of assignment operators from all the primitive types. i.e.
class FixedPoint
{
FixedPoint& operator=(int value);
FixedPoint& operator=(double value);
..etc..
//Maybe something like this?
template<typename T>
FixedPoint& operator=(const T& value)
{
value = boost::lexical_cast<int>(value);
return *this;
}
}
Custom conversion operators must be a member of the class that is being converted from. A non-trivial constructor is not required.
EDIT: I reworked the example to utilize a union since this is what you were asking about.
EDIT2: See below if you are trying to go the other way (construction) and don't want constructors.
#include <string>
#include <sstream>
using namespace std;
class FixedPoint
{
public:
operator std::string() const
{
stringstream ss;
ss << x_ << ", " << y_;
return ss.str();
}
int x_, y_;
};
union Items
{
FixedPoint point_;
int val_;
};
int main()
{
Items i;
i.point_.x_ = 42;
i.point_.y_ = 84;
string s = i.point_;
}
If you're trying to go the other way -- eg, from an int to FixedPoint in my example -- then the normal way to do this is indeed to use a conversion constructor. Given that you don't want a non-trivial constructor, you have to resort to a conversion function.
FixedPoint make_fixed_point(int x, int y)
{
FixedPoint ret;
ret.x_ = x;
ret.y_ = y;
return ret;
}
union Items
{
FixedPoint point_;
int val_;
};
int main()
{
Items i;
i.point_ = make_fixed_point(111,222);
}
Can't you just add a default constructor that'll allow it to be part of the union.
For example:
class bob
{
public:
bob(int a=0) { m_num = a; }
private:
int m_num;
};
void duck()
{
union
{
bob a;
};
}
By giving the a=0 default, it should be able to be put in a union. I didn't try it myself, though.
I have this struct:
struct Snapshot
{
double x;
int y;
};
I want x and y to be 0. Will they be 0 by default or do I have to do:
Snapshot s = {0,0};
What are the other ways to zero out the structure?
They are not null if you don't initialize the struct.
Snapshot s; // receives no initialization
Snapshot s = {}; // value initializes all members
The second will make all members zero, the first leaves them at unspecified values. Note that it is recursive:
struct Parent { Snapshot s; };
Parent p; // receives no initialization
Parent p = {}; // value initializes all members
The second will make p.s.{x,y} zero. You cannot use these aggregate initializer lists if you've got constructors in your struct. If that is the case, you will have to add proper initalization to those constructors
struct Snapshot {
int x;
double y;
Snapshot():x(0),y(0) { }
// other ctors / functions...
};
Will initialize both x and y to 0. Note that you can use x(), y() to initialize them disregarding of their type: That's then value initialization, and usually yields a proper initial value (0 for int, 0.0 for double, calling the default constructor for user defined types that have user declared constructors, ...). This is important especially if your struct is a template.
No, they are not 0 by default. The simplest way to ensure that all values or defaulted to 0 is to define a constructor
Snapshot() : x(0), y(0) {
}
This ensures that all uses of Snapshot will have initialized values.
In general, no. However, a struct declared as file-scope or static in a function /will/ be initialized to 0 (just like all other variables of those scopes):
int x; // 0
int y = 42; // 42
struct { int a, b; } foo; // 0, 0
void foo() {
struct { int a, b; } bar; // undefined
static struct { int c, d; } quux; // 0, 0
}
With POD you can also write
Snapshot s = {};
You shouldn't use memset in C++, memset has the drawback that if there is a non-POD in the struct it will destroy it.
or like this:
struct init
{
template <typename T>
operator T * ()
{
return new T();
}
};
Snapshot* s = init();
In C++, use no-argument constructors. In C you can't have constructors, so use either memset or - the interesting solution - designated initializers:
struct Snapshot s = { .x = 0.0, .y = 0.0 };
Since this is a POD (essentially a C struct) there is little harm in initialising it the C way:
Snapshot s;
memset(&s, 0, sizeof (s));
or similarly
Snapshot *sp = new Snapshot;
memset(sp, 0, sizeof (*sp));
I wouldn't go so far as to use calloc() in a C++ program though.
I believe the correct answer is that their values are undefined. Often, they are initialized to 0 when running debug versions of the code. This is usually not the case when running release versions.
Move pod members to a base class to shorten your initializer list:
struct foo_pod
{
int x;
int y;
int z;
};
struct foo : foo_pod
{
std::string name;
foo(std::string name)
: foo_pod()
, name(name)
{
}
};
int main()
{
foo f("bar");
printf("%d %d %d %s\n", f.x, f.y, f.z, f.name.c_str());
}
I know this question is super old, but this question popped up for me on google and I found this other way and figured I'd add it here:
Snapshot s {};
I'm not sure what C/C++ language version you need for this syntax.