How to pass a multimap into function - c++

I have a pretty simple question. Im just learning Maps and multimaps and want to know how to pass them into a function. Ive got most of my mind wrapped around multimaps but would like a quick example on how to pass them into a void function.
int main()
{
multimap<string,int> movies;
movies.insert(pair<string,int>("Happy Feet",6));
movies.insert(pair<string,int>("Happy Feet",4));
movies.insert(pair<string,int>("Pirates of the Caribbean",5));
movies.insert(pair<string,int>("Happy Feet",3));
movies.insert(pair<string,int>("Pirates of the Caribbean",4));
movies.insert(pair<string,int>("Happy Feet",4));
movies.insert(pair<string,int>("Flags of out Fathers",4));
movies.insert(pair<string,int>("Gigli",4));
cout<<"There are "<<movies.count("Happy Feet")<<" instances of "<<"Happy Feet"<<endl;
cout<<"There are "<<movies.count("Pirates of the Caribbean")<<" instances of "<<"Pirates of the Caribbean"<<endl;
cout<<"There are "<<movies.count("Flags of out Fathers")<<" instances of "<<"Flags of out Fathers"<<endl;
cout<<"There are "<<movies.count("Gigli")<<" instances of "<<"Gigli"<<endl;
system("PAUSE");
calculateAverage(movies); // this is where im getting errors such as no conversions
return 1;
}
void calculateAverage(multimap<string,int> *q)
{
// this function wont calculate the average obviously. I just wanted to test it
int averageH;
int averageP;
int averageF;
int averageG;
averageH = (q->count("Happy Feet"));
averageP = (q->count("Happy Feet"));
averageF = (q->count("Happy Feet"));
averageG = (q->count("Happy Feet"));
};

Why pass by pointer? I think it is better to pass a reference (if the map shall be modified within the function) or reference to const otherwise
void calculateAverage(const multimap<string,int> & q)
{
// this function wont calculate the average obviously. I just wanted to test it
int averageH;
int averageP;
int averageF;
int averageG;
averageH = (q.count("Happy Feet"));
averageP = (q.count("Happy Feet"));
averageF = (q.count("Happy Feet"));
averageG = (q.count("Happy Feet"));
};

Pass by reference:
void calculateAverage(const multimap<string,int> & q)
But then passing pointer is not that bad. It's just that syntax doesn't look good.
If you choose to pass pointer, then at the calling site, you've to use this syntax:
calculateAverage(&movies);

It seems to me more "in the spirit of the STL" to pass to iterators, movies.begin() and movies.end() to the calculateAverage function. For example:
calculateAverage(movies.begin(),movies.end());
with the following defined:
typedef multimap<string,int>::const_iterator MapIt;
void calculateAverage(const MapIt &begin, const MapIt &end)
{
...
}

You are trying to pass a value of type multimap<string,int> as a pointer to that type, i.e. multimap<string,int>*. Either change the function signature to void calculateAverage(const multimap<string,int>& q) and modify its code accordingly (replace -> with .), or call it like this: calculateAverage(&movies).

Related

Modifying elements in a STL List - C++

I am attempting to construct a binary search tree using a generalized list in C++.
class Element
{
private:
list<Element*> _children;
char* _name;
// and other data members/methods...
}
As you can see, I have a class "Element" and it has a list "_children" of Element pointers.
I am trying to access these children so that I may add children to them and so forth...
However, I cannot modify these values with my current method of using a "const_iterator" and my reason for doing that is that the "begin()" method of _children returns a const_iterator.
Someone help? Thank you :)
UPDATE: Thank you all so much... It turns out, I mistakenly had a method return a const reference of the _children data member.
const list<Element*>& getChildren();// return [_children]
I just deleted const and it works perfect now. Thank you! :D
The begin function will return a const_iterator if the list is const. So for the _children list you should be able to just get the standard iterator to let you perform non-const operations on it:
list<Element*>::iterator it = _children.begin();
This however won't work if your passing off a const reference to the list and then trying to get the non-const iterator from that. Something like this would not be allowed:
void doSomething( const list<Element*>& l )
{
list<Element*>::iterator it = l.begin();
}
You would need to instead pass a non-const reference to the list.
The other case where this would be not allowed is in a const function, i.e.
void doSomething() const
{
list<Element*>::iterator it = _children.begin();
}
But would need to see more of your code to confirm if you're doing this or not.
If you want to use _children as an array, how about trying std::vector class instead of std::list?
Here's usage.
#include <iostream>
#include <vector>
int main(void) {
std::vector<int> list;
list.push_back(1);
list.push_back(2);
list.push_back(3);
for (int i = 0; i < list.capacity();++i){
std::cout << list[i] << std::endl;
}
return 0;
}

C++ same function parameters with different return type

I need to find some way to mock an overload of a function return type in C++.
I know that there isn't a way to do that directly, but I'm hoping there's some out-of-the-box way around it.
We're creating an API for users to work under, and they'll be passing in a data string that retrieves a value based on the string information. Those values are different types. In essence, we would like to let them do:
int = RetrieveValue(dataString1);
double = RetrieveValue(dataString2);
// Obviously, since they don't know the type, they wouldn't use int =.... It would be:
AnotherFunction(RetrieveValue(dataString1)); // param of type int
AnotherFunction(RetrieveValue(dataString2)); // param of type double
But that doesn't work in C++ (obviously).
Right now, we're having it set up so that they call:
int = RetrieveValueInt(dataString1);
double = RetrieveValueDouble(dataString2);
However, we don't want them to need to know what the type of their data string is.
Unfortunately, we're not allowed to use external libraries, so no using Boost.
Are there any ways we can get around this?
Just to clarify, I understand that C++ can't natively do it. But there must be some way to get around it. For example, I thought about doing RetrieveValue(dataString1, GetType(dataString1)). That doesn't really fix anything, because GetType also can only have one return type. But I need something like that.
I understand that this question has been asked before, but in a different sense. I can't use any of the obvious answers. I need something completely out-of-the-box for it to be useful to me, which was not the case with any of the answers in the other question asked.
You've to start with this:
template<typename T>
T RetrieveValue(std::string key)
{
//get value and convert into T and return it
}
To support this function, you've to work a bit more, in order to convert the value into the type T. One easy way to convert value could be this:
template<typename T>
T RetrieveValue(std::string key)
{
//get value
std::string value = get_value(key, etc);
std::stringstream ss(value);
T convertedValue;
if ( ss >> convertedValue ) return convertedValue;
else throw std::runtime_error("conversion failed");
}
Note that you still have to call this function as:
int x = RetrieveValue<int>(key);
You could avoid mentioning int twice, if you could do this instead:
Value RetrieveValue(std::string key)
{
//get value
std::string value = get_value(key, etc);
return { value };
}
where Value is implemented as:
struct Value
{
std::string _value;
template<typename T>
operator T() const //implicitly convert into T
{
std::stringstream ss(_value);
T convertedValue;
if ( ss >> convertedValue ) return convertedValue;
else throw std::runtime_error("conversion failed");
}
}
Then you could write this:
int x = RetrieveValue(key1);
double y = RetrieveValue(key2);
which is which you want, right?
The only sane way to do this is to move the return value to the parameters.
void retrieve_value(std::string s, double& p);
void retrieve_value(std::string s, int& p);
<...>
double x;
retrieve_value(data_string1, x);
int y;
retrieve_value(data_string2, y);
Whether it is an overload or a specialization, you'll need the information to be in the function signature. You could pass the variable in as an unused 2nd argument:
int RetrieveValue(const std::string& s, const int&) {
return atoi(s.c_str());
}
double RetrieveValue(const std::string& s, const double&) {
return atof(s.c_str());
}
int i = RetrieveValue(dataString1, i);
double d = RetrieveValue(dataString2, d);
If you know your value can never be something like zero or negative, just return a struct holding int and double and zero out the one you don't need...
It's a cheap and dirty, but easy way...
struct MyStruct{
int myInt;
double myDouble;
};
MyStruct MyFunction(){
}
If the datastrings are compile-time constants (as said in answering my comment), you could use some template magic to do the job. An even simpler option is to not use strings at all but some data types which allow you then to overload on argument.
struct retrieve_int {} as_int;
struct retrieve_double {} as_double;
int RetrieveValue(retrieve_int) { return 3; }
double RetrieveValue(retrieve_double) { return 7.0; }
auto x = RetrieveValue(as_int); // x is int
auto y = RetrieveValue(as_double); // y is double
Unfortunately there is no way to overload the function return type see this answer
Overloading by return type
int a=itoa(retrieveValue(dataString));
double a=ftoa(retrieveValue(dataString));
both return a string.
As an alternative to the template solution, you can have the function return a reference or a pointer to a class, then create subclasses of that class to contain the different data types that you'd like to return. RetrieveValue would then return a reference to the appropriate subclass.
That would then let the user pass the returned object to other functions without knowing which subclass it belonged to.
The problem in this case would then become one of memory management -- choosing which function allocates the returned object and which function deletes it, and when, in such a way that we avoid memory leaks.
The answer is simple just declare the function returning void* type and in the definition return a reference to the variable of different types. For instance in the header (.h) declare
void* RetrieveValue(string dataString1);
And in the definition (.cpp) just write
void* RetrieveValue(string dataString1)
{
if(dataString1.size()<9)
{
static double value1=(double)dataString1.size();
return &value1;
}
else
{
static string value2=dataString1+"some string";
return &value2;
}
}
Then in the code calling RetrieveValue just cast to the right value
string str;
string str_value;
double dbl_value;
if(is_string)
{
str_value=*static_cast<*string>(RetrieveValue(str));
}
else
{
dbl_value=*static_cast<*double>(RetrieveValue(str));
}
Since you used an example that wasn't really what you wanted, you threw everyone off a bit.
The setup you really have (calling a function with the return value of this function whose return type is unknowable) will not work because function calls are resolved at compile time.
You are then restricted to a runtime solution. I recommend the visitor pattern, and you'll have to change your design substantially to allow for this change. There isn't really another way to do it that I can see.

C++ Implementing Functions that don't utilize global declarations

My code is already working, seen here: http://pastebin.com/mekKRQkG
Right now, my functions work but utilizing information that I've declared globally, I guess, and I want to convert them so that they are in the format as seen on lines 11-15, but I'm unsure of how to convert them to do so. Simply put, I'm trying to convert my function of
"void add_county_election_file"
to be in the format of
"void add_county_election_file(const string, const vector &, const vector &, const vector &, const vector &)"
and I have no idea where to begin or how to even start.
Could someone please help me out and show me how I'd do this for the first function, so I can implement it across the board?
Thanks guys!
Your function declaration should look something like this:
void add_county_election_file(const string, vector<int>&, vector<string>..);
Make sure that your argument list for the vector template is correct(that's the type you put between <>)
Then match the implementation of you function to the declaration:
void add_county_election_file(const string, vector<int>&, vector<string>..){...}
Now call your function with apppropriate arguemtns in main:
string s;
vector<int> arg;
vector<string> sv;
void someFunction (s, arg, sv ...);
I think you are doing correct as the function you have declared
void add_county_election_file(const string, vector<int>&, vector<int>&,..);
so you just have to call the above function with the required arguments, as right now you are not passing the argument and your current definition doesn't accepts any arguments.
And as a good practice, in your int main() function you can use switch rather than going for if else.
Store your variables and functions in a class, overload operators and create functions to access these variables.
Declare all variables in int main() and set parameters to be passed into each function e.g.
void print_results() is modified to become
void print_results(std::vector<int> vec, int nCount, etc..)
Similar to the first one, create a struct to hold all data members, then pass the struct(by ref) into each function.
struct CountryTracker
{
std::vector<int> ID;
std::string name;
//etc...
}
`void print_results(CountryTracker& Obj) //pass single struct into functions`
The OOP way to do this is to create a class called perhaps ElectionInfo, where:
These would be its member fields:
vector <string> countyNameVector;
vector <int> countyNCount;
vector <int> countyFCount;
vector <int> countyOCount;
int NCount;
int FCount;
int OCount;
int NTotal;
int FTotal;
int OTotal;
and these would be its member functions:
void add_county_election_file(const string);
void search_county(const string);
void print_results();
This way you don't have to pass the references to the vectors around at all, instead you can just do:
ElectionInfo an_elect_info;
char selection = get_menu_choice();
// some if-statements to decide which of the following to call:
an_elect_info.add_county_election_file(county_name);
an_elect_info.search_county(county_name);
an_elect_info.print_results();
But if you'd prefer to stay with the current functional approach:
Declare and initialize the following inside your main method:
vector <string> countyNameVector;
vector <int> countyNCount;
vector <int> countyFCount;
vector <int> countyOCount;
int NCount;
int FCount;
int OCount;
int NTotal;
int FTotal;
int OTotal;
The syntax for the commented out function declarations should be tweaked to look like this:
void add_county_election_file(const string, vector<string>&, vector<int>&, vector<int&, vector<int>&);
(Of course, the definition should follow suit)
You would invoke it like this:
add_county_election_file(countyname, countyNameVector, countyNCount, countyFCount, countyOCount);
Objects are automatically passed-by-reference.
The basic process of refactoring should at the first step involve only code grouping and placement and should only minimally involve writing new logic. Using this as a principle you can go about modifying the code in the following way at first.
string ReadInputString(const char* title)
{
string s
cout << title;
cin >> s;
}
void add_county_election_file(const std::string& filename
, std::vector<string>& countyNameVector
, std::vector<int>& countyNCount
, std::vector<int>& countyFCount
, std::vector<int>& countyOCount
)
{
int NCount = 0;
int FCount = 0;
int OCount = 0;
int NTotal = 0;
int FTotal = 0;
int OTotal = 0;
char vote;
std::ifstream input((filename).c_str());
string countyName;
if(input.is_open())
{
input >> countyName;
countyNameVector.push_back(countyName);
while(input >> vote)
{
if(vote == 'N' || vote == 'n')
{
NCount = NCount + 1;
}
else if(vote == 'F' || vote == 'f')
{
FCount = FCount + 1;
}
else
{
OCount = OCount + 1;
}
}
countyNCount.push_back(NCount);
countyFCount.push_back(FCount);
countyOCount.push_back(OCount);
}
cout << countyName << endl;
}
void add_county_election_file()
{
string fn = ReadInputString("Enter the county file to process: ");
add_county_election_file(fn,g_countyNameVector,g_countyNCount,g_countyFCount,g_countyOCount);
}
As you can see I have just extracted your code and moved them to individual functions and changed names to make some significance. Like in the function ReadInputString - the line "cin >> s" was originally "cin >> filename". The abstract name "s" is to signify that the ReadInputString has no knowledge or doesn't care what the semantic meaning of the string it is reading from console.
In order to not change your main function - I have added a overloaded add_county_election_file that calls one function followed by another. The idea is that you should keep something unchanged and change others (for good) and then alternate if need be.
And I have changed names of your global variable to differentiate them from the local variable using "g_" - the point is that "g_" should only be found at very few places in your code.

Passing an array of structs by reference in C++

So I'm still rather new to programming/C++, and still trying to wrap my head around pointers and passing by reference and everything. A program I'm trying to figure out now needs to pass an array of structs to another function. I've gotten it working by just passing the array directly there. It seems to work fine. However, what I'm concerned about is that I believe I'm passing it by value, and I understand that it's better to pass structs by reference, so you're not making a copy of the struct every time...
Anyway, here's a basic example of what I'm doing:
struct GoldenHelmet {
int foo;
string bar;
};
void pass (GoldenHelmet ofMambrino[], int size);
int main () {
GoldenHelmet ofMambrino[10];
int size = sizeof(ofMambrino) / sizeof(ofMambrino[0]);
ofMambrino[1].foo = 1;
pass(ofMambrino, size);
cout << ofMambrino[2].foo << endl;
return 0;
}
void pass (GoldenHelmet ofMambrino[], int size) {
ofMambrino[2].foo = 100;
ofMambrino[2].bar = "Blargh";
}
From what I understand, it works because arrays are already pointers, right? But the way I have that configured, am I still passing a copy of the struct and everything to the pass() function? I've tried to pass it by reference, but it doesn't seem to want to work any way I've tried.
The C++ way:
#include <array>
typedef std::array<GoldenHelmet, 10> Helmets;
void pass(Helmets &);
int main()
{
Helmets h;
h[1].foo = 1;
pass(h);
//...
}
void pass(Helmets & h)
{
h[2].foo = 100;
// ...
}
Indeed, we pass the array by reference.
This syntax:
void pass (GoldenHelmet ofMambrino[], int size)
is actually quite confusing. Because you are not passing an array, you are passing a pointer. They are not the same thing though, don't get confused. This oddity only applies to function parameters. The above is exactly identical to this:
void pass (GoldenHelmet * ofMambrino, int size)
It's actually impossible to pass an array by value, unless it is a sub-object of another object. You can pass them by reference, you need to include the size though, but you can do that using a template:
template<int N>
void pass (GoldenHelmet (&ofMambrino)[N])
These are all possible, but none of them are pass by value. Just think of ofMambrino as being the address of the beginning of the array, and that is what you are passing.
void pass (GoldenHelmet ofMambrino[], int size)
void pass (GoldenHelmet ofMambrino[10], int size)
void pass (GoldenHelmet *ofMambrino, int size)
void pass (GoldenHelmet (&ofMambrino)[10], int size)
Arrays are represented and passed as pointers, so you are not copying anything here. In contrast, if you were passing a single struct, it would be passed by value.
Below is a code snippet to illustrate this last point:
void passByVal (GoldenHelmet ofMambrino) {
ofMambrino.foo = 100;
ofMambrino.bar = "Blargh";
}
void passByRef (GoldenHelmet& ofMambrino) {
ofMambrino.foo = 100;
ofMambrino.bar = "Blargh";
}
int main() {
GoldenHelmet h;
passByVal(h); // h does not change
passByRef(h); // fields of h get assigned in the call
}
First of all array is not pointers. We refer this as a pointer in the argument list because when we use
int x[ ]
x is actually const pointer that points the beginning of the array. And when you pass this to a function you send the adress of the memory that is beginning of the array. Thats why when you make a change in your function, you make change in the adress of your variable in the caller section actually. This is actualy simulated call by reference not call by reference. But effect is same with call by reference because you are working on memory locations. For this reason when you send array of your struct you pass actually adress of your array of structs. Thats why when you change value on this, you actually change your structs.
To use call by reference, one thing you must to do is to define your function prototype like
void f(int &param)
and when calling function, it is same with the others.
To summarize:
int main()
{
int x;
// simulated call by reference that use adress of variable,
// lets say adress of x is 19ff
f(&x); // actually you send 19ff
f(x); // call by reference that use reference of variable
}
// simulated call by reference
void f(const int *y)
{
// when you use like *y=10, you are writing on memory area 19ff, you actually
// change memory area that is belong to x in the main
}
// call by reference
void f(const int &y)
{
}

C++ parameter is a pointer to a constant object but the updated object is not returned?

I have native C++ class SrcClass containing the following:
std::vector<shotEntry> objectsQueue;
bool getRelatedEntry(const entryToProcess *entriesDeets, int &i) const {
if (i >= (int)objectsQueue.size()) {
i = 0;
return false;}
if (!objectsQueue.size()) return false;
entriesDeets = &(objectsQueue[i++]);
return true;
}
In my client I have:
const entryToProcess *entriesDeets = NULL;
int i = 0;
while (srcObj->getRelatedEntry(entriesDeets, i)) {
When I step through getRelatedEntry the formal parameter, entriesDeets is updated as expected before returning. When it returns the actual parameter of the client is not updated.
This is in some big project I have returned to after two months away. I'm pretty sure the last refactoring I did was to introduce these damnable vectors. It takes ages to compile when I mess with headers. Am I getting confused with the initialize once/ readonly/ const'ness of C#? Can I get away with the client getting a read only native object back?
This is because you are setting the value of the function's parameter. You want:
bool getRelatedEntry(const entryToProcess **entriesDeets, int &i) const {
...
*entriesDeets = &(objectsQueue[i++]);
...
and
srcObj->getRelatedEntry(&entriesDeets, i)
entriesDeets is a local variable inside getRelatedEntry. You only modified the local, you didn't affect the value passed in. You need to pass a reference to pointer or a pointer to pointer.
The pointer is updated, but it is the internal copy inside the function. If you want that change to be visible outside of the function, you should pass a reference:
// v
bool getRelatedEntry(const entryToProcess *&entriesDeets, int &i) const {
Or in C style a double pointer and dereference it internally on every usage:
// v
bool getRelatedEntry(const entryToProcess **entriesDeets, int &i) const {
// ...
*entriesDeets = &(objectsQueue[i++]);