Why does C not have pass by address/reference without pointers? - c++

Consider the trivial test of this swap function in C++ which uses pass by pointer.
#include <iostream>
using std::cout;
using std::endl;
void swap_ints(int *a, int *b)
{
int temp = *a;
*a = *b;
*b = temp;
return;
}
int main(void)
{
int a = 1;
int b = 0;
cout << "a = " << a << "\t" << "b = " << b << "\n\n";
swap_ints(&a, &b);
cout << "a = " << a << "\t" << "b = " << b << endl;
return 0;
}
Does this program use more memory than if I had passed by address? Such as in this function decleration:
void swap_ints(int &a, int &b)
{
int temp = a;
a = b;
b = temp;
return;
}
Does this pass-by-reference version of the C++ function use less memory, by not needing to create the pointer variables?
And does C not have this "pass-by-reference" ability the same that C++ does? If so, then why not, because it means more memory efficient code right? If not, what is the pitfall behind this that C does not adopt this ability. I suppose what I am not consider is the fact that C++ probably creates pointers to achieve this functionality behind the scenes. Is this what the compiler actually does -- and so C++ really does not have any true advantage besides neater code?

The only way to be sure would be to examine the code the compiler generated for each and compare the two to see what you get.
That said, I'd be a bit surprised to see a real difference (at least when optimization was enabled), at least for a reasonably mainstream compiler. You might see a difference for a compiler on some really tiny embedded system that hasn't been updated in the last decade or so, but even there it's honestly pretty unlikely.
I should also add that in most cases I'd expect to see code for such a trivial function generated inline, so there was on function call or parameter passing involved at all. In a typical case, it's likely to come down to nothing more than a couple of loads and stores.

Don't confuse counting variables in your code with counting memory used by the processor. C++ has many abstractions that hide the inner workings of the compiler in order to make things simpler and easier for a human to follow.
By design, C does not have quite as many levels of abstractions as C++.

Related

Will GNU GCC keep track of objects which have previously been dereferenced using the arrow operator?

Using the following struct,
struct A
{
A(int d1, int d2)
{
data1 = d1;
data2 = d2;
}
int data1, data2;
};
will the last line in the function below dereference the pointer again, or will the compiler know to use the previously dereferenced object?
int main()
{
A* a = new A(1, 2);
//dereference a
cout << a->data1 << endl;
//dereference a again?
cout << a->data2 << endl;
}
If not, are there any compilers that might do this?
I know that I can perform an experiment to test my question however I do not know assembly language very well.
Yes, it is possible that in cases like this the generated code will not literally perform another dereference. This will occur when the compiler can tell for sure that a won't change between the two statements.
This is a common category of optimisation, and is the cause of many bugs when people violate strict aliasing rules (because this potentially breaks the compiler's ability to detect that a hasn't changed).

Why use pointers to swap numbers(beginner)?

I have some issues getting my head around the idea of pointers. I know what they do in theory, but i have a problem understanding what they can actually be capable of. The basic exercises that i have seen are a bit vague in my opinion because they can be done without the actual subject. For example swapping two number, either by reference or by address.
#include <iostream>
using namespace std;
int main()
{
int a = 45, b = 35;
cout << "Before Swap\n";
cout << "a = " << a << " b = " << b << "\n";
int z = a;
a = b;
b = z;
cout << "After Swap with pass by reference\n";
cout << "a = " << a << " b = " << b << "\n";
}
//copied an example i saw online with pointers and modified it to get the
same result without needing them
One example on when using pointers could be better (assuming this is some sort of school context) would be if you want to make a function to swap the numbers instead of rewriting your code a lot.
void swap(int *a, int *b) {
int temp = *a;
*a = *b;
*b = temp;
return
}
If you tried using integers in the function instead of pointers, it'd swap the values locally, and not swap the variables in a greater context. What you could do to achieve the same results is use references instead (ie int &a, int &b), so you don't really need to use pointers, and in this example they aren't particularly useful.
Pragmatically, std::swap()is much more useful in modern c++, but the example above might be why the online tutorial uses pointers.
Pointers can be useful in other contexts, but I don't know if that's within the scope of your question, just perhaps what the tutorial was trying to achieve by using pointers.
Use the std::swap() method for swaping.
It is more efficient.
For your understanding if we write a function which swaps two values
so we have to pass the values by reference and not by value.
same is
the case with pointers.some time we need to swap value by pointers.
So if we pass values to this function from the main it will swap it.
void swap(int&,int&);
But here it won't work if we pass values to this function from the main.
void swap(int,int);

Cast an object value without pointers

Let's assume that A and B are two classes (or structures) having no inheritance relationships (thus, object slicing cannot work). I also have an object b of the type B. I would like to interpret its binary value as a value of type A:
A a = b;
I could use reinterpret_cast, but I would need to use pointers:
A a = reinterpret_cast<A>(b); // error: invalid cast
A a = *reinterpret_cast<A *>(&b); // correct [EDIT: see *footnote]
Is there a more compact way (without pointers) that does the same? (Including the case where sizeof(A) != sizeof(B))
Example of code that works using pointers: [EDIT: see *footnote]
#include <iostream>
using namespace std;
struct C {
int i;
string s;
};
struct S {
unsigned char data[sizeof(C)];
};
int main() {
C c;
c.i = 4;
c.s = "this is a string";
S s = *reinterpret_cast<S *>(&c);
C s1 = *reinterpret_cast<C *>(&s);
cout << s1.i << " " << s1.s << endl;
cout << reinterpret_cast<C *>(&s)->i << endl;
return 0;
}
*footnote: It worked when I tried it, but it is actually an undefined behavior (which means that it may work or not) - see comments below
No. I think there's nothing in the C++ syntax that allows you to implicitly ignore types. First, that's against the notion of static typing. Second, C++ lacks standardization at binary level. So, whatever you do to trick the compiler about the types you're using might be specific to a compiler implementation.
That being said, if you really wanna do it, you should check how your compiler's data alignment/padding works (i.e.: struct padding in c++) and if there's a way to control it (i.e.: What is the meaning of "__attribute__((packed, aligned(4))) "). If you're planning to do this across compilers (i.e.: with data transmitted across the network), then you should be extra careful. There are also platform issues, like different addressing models and endianness.
Yes, you can do it without a pointer:
A a = reinterpret_cast<A &>(b); // note the '&'
Note that this may be undefined behaviour. Check out the exact conditions at http://en.cppreference.com/w/cpp/language/reinterpret_cast

modifying contents of local variable of a function in a subfunction through pointer

I have the following sample code. Just wanted to know if is valid to take address of a local variable in a global pointer and then modify it's contents in a sub function. Following program correctly modifies value of variable a . Can such practice cause any issues ?
#include <iostream>
#include <vector>
using namespace std;
vector<int*> va;
void func()
{
int b ;
b = 10;
int * c = va[0];
cout << "VALUE OF C=" << *c << endl;
*c = 20;
cout << "VALUE OF C=" << *c << endl;
}
int main()
{
int a;
a = 1;
va.push_back(&a);
func();
cout << "VALUE IS= " << a << endl;
return 0;
}
This is OK, as long as you don't try to dereference va[0] after a has gone out of scope. You don't, so technically this code is fine.
That said, this whole approach may not be such a good idea because it makes code very hard to maintain.
I'd say that if your program grows you could forget about a change you made in some function and get some weird errors you didn't expect.
Your code is perfectly valid as long as you call func() while being in the scope of a. However, this is not considered to be a good practice. Consider
struct HugeStruct {
int a;
};
std::vector<HugeStruct*> va;
void print_va()
{
for (size_t i = 0; i < va.size(); i++)
std::cout<<va[i].a<<' ';
std::cout<<std:endl;
}
int main()
{
for (int i = 0; i < 4; i++) {
HugeStruct hs = {i};
va.push_back(&hs);
}
print_va(); // oups ...
}
There are 2 problems in the code above.
Don't use global variables unless absolutely necessary. Global variables violate encapsulation and may cause overlay of variable names. In most cases it's much easier to pass them to functions when needed.
The vector of pointers in this code looks awful. As you can see, I forgot that pointers became invalid as soon as I left for-loop, and print_va just printed out garbage. The simple solution could be to store objects in a vector instead of pointers. But what if I don't want HugeStruct objects to be copied again and again? It can take quite a lot of time. (Suppose that instead of one int we have a vector of million integers.) One of the solutions is to allocate HugeStructs dynamically and use vector of smart pointers: std::vector<std::shared_ptr<HugeStruct>>. This way you don't have to bother about memory management and scope. Objects will be destroyed as soon as nobody will refer to them.

Does a simple cast to perform a raw copy of a variable break strict aliasing?

I've been reading about strict aliasing quite a lot lately. The C/C++ standards say that the following code is invalid (undefined behavior to be correct), since the compiler might have the value of a cached somewhere and would not recognize that it needs to update the value when I update b;
float *a;
...
int *b = reinterpret_cast<int*>(a);
*b = 1;
The standard also says that char* can alias anything, so (correct me if I'm wrong) compiler would reload all cached values whenever a write access to a char* variable is made. Thus the following code would be correct:
float *a;
...
char *b = reinterpret_cast<char*>(a);
*b = 1;
But what about the cases when pointers are not involved at all? For example, I have the following code, and GCC throws warnings about strict aliasing at me.
float a = 2.4;
int32_t b = reinterpret_cast<int&>(a);
What I want to do is just to copy raw value of a, so strict aliasing shouldn't apply. Is there a possible problem here, or just GCC is overly cautious about that?
EDIT
I know there's a solution using memcpy, but it results in code that is much less readable, so I would like not to use that solution.
EDIT2
int32_t b = *reinterpret_cast<int*>(&a); also does not work.
SOLVED
This seems to be a bug in GCC.
If you want to copy some memory, you could just tell the compiler to do that:
Edit: added a function for more readable code:
#include <iostream>
using std::cout; using std::endl;
#include <string.h>
template <class T, class U>
T memcpy(const U& source)
{
T temp;
memcpy(&temp, &source, sizeof(temp));
return temp;
}
int main()
{
float f = 4.2;
cout << "f: " << f << endl;
int i = memcpy<int>(f);
cout << "i: " << i << endl;
}
[Code]
[Updated Code]
Edit: As user/GMan correctly pointed out in the comments, a full-featured implementation could check that T and U are PODs. However, given that the name of the function is still memcpy, it might be OK to rely on your developers treating it as having the same constraints as the original memcpy. That's up to your organization. Also, use the size of the destination, not the source. (Thanks, Oli.)
Basically the strict aliasing rules is "it is undefined to access memory with another type than its declared one, excepted as array of characters". So, gcc isn't overcautious.
If this is something you need to do often, you can also just use a union, which IMHO is more readable than casting or memcpy for this specific purpose:
union floatIntUnion {
float a;
int32_t b;
};
int main() {
floatIntUnion fiu;
fiu.a = 2.4;
int32_t &x = fiu.b;
cout << x << endl;
}
I realize that this doesn't really answer your question about strict-aliasing, but I think this method makes the code look cleaner and shows your intent better.
And also realize that even doing the copies correctly, there is no guarantee that the int you get out will correspond to the same float on other platforms, so count any network/file I/O of these floats/ints out if you plan to create a cross-platform project.