Google aceask4434.blogspot.com Web
For image search ,
engineering thermo dynamics ,
fluid mechanics ,
,
kinametics of machinerys ,
c++,
and all other books searches,Knowing Mobile Needs. Search Games • Top 20 Games. News: 2010 New Games Added. -. → 2010 Games(275) → 2009-Multi Screen(1521) ... Java Mobile Games.Jar Games, S40 Games, Sony Erriccson Games, Moto … WapKing,
Tamilanwap,
endhiran songs,
tamil video songs,Tamil MP3,Free download mp3 songs
,tamil avi,tamil mp4,tamil mp3,Tamil Themes,3gp video, ... Knowing Mobile Needs. Search mp3 • Top 20 mp3. Vijaykanth Hits : Compressed. -. folder 2010(385). folder 2009(703). folder A-Z Movies(11537) ... Waptrick - Photo Gallery on ur phone! Back: Home | Downloads | Video
FREE Tamil Mp3s (47248 MP3s) including welcome to tamiljothynet for tamil movies tamil, falco tapchiamnhacnet jeanny part1, ...
fortamilmovies

Monday, August 16, 2010

`^^C++ polymorphsim

Polymorphism

Published by Juan Soulie
Last update on May 25, 2009 at 10:44am UTC
Before getting into this section, it is recommended that you have a proper understanding of pointers and class inheritance. If any of the following statements seem strange to you, you should review the indicated sections:

Statement:Explained in:
int a::b(int c) { }Classes
a->bData Structures
class a: public b { };Friendship and inheritance


Pointers to base class

One of the key features of derived classes is that a pointer to a derived class is type-compatible with a pointer to its base class. Polymorphism is the art of taking advantage of this simple but powerful and versatile feature, that brings Object Oriented Methodologies to its full potential.

We are going to start by rewriting our program about the rectangle and the triangle of the previous section taking into consideration this pointer compatibility property:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
// pointers to base class
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b; }
  };

class CRectangle: public CPolygon {
  public:
    int area ()
      { return (width * height); }
  };

class CTriangle: public CPolygon {
  public:
    int area ()
      { return (width * height / 2); }
  };

int main () {
  CRectangle rect;
  CTriangle trgl;
  CPolygon * ppoly1 = ▭
  CPolygon * ppoly2 = &trgl;
  ppoly1->set_values (4,5);
  ppoly2->set_values (4,5);
  cout << rect.area() << endl;
  cout << trgl.area() << endl;
  return 0;
}
20
10


In function main, we create two pointers that point to objects of class CPolygon (ppoly1 and ppoly2). Then we assign references to rect and trgl to these pointers, and because both are objects of classes derived from CPolygon, both are valid assignment operations.

The only limitation in using *ppoly1 and *ppoly2 instead of rect and trgl is that both *ppoly1 and *ppoly2 are of type CPolygon* and therefore we can only use these pointers to refer to the members that CRectangle and CTriangle inherit from CPolygon. For that reason when we call the area() members at the end of the program we have had to use directly the objects rect and trgl instead of the pointers *ppoly1 and *ppoly2.

In order to use area() with the pointers to class CPolygon, this member should also have been declared in the class CPolygon, and not only in its derived classes, but the problem is that CRectangle and CTriangle implement different versions of area, therefore we cannot implement it in the base class. This is when virtual members become handy:

Virtual members

A member of a class that can be redefined in its derived classes is known as a virtual member. In order to declare a member of a class as virtual, we must precede its declaration with the keyword virtual:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
// virtual members
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b; }
    virtual int area ()
      { return (0); }
  };

class CRectangle: public CPolygon {
  public:
    int area ()
      { return (width * height); }
  };

class CTriangle: public CPolygon {
  public:
    int area ()
      { return (width * height / 2); }
  };

int main () {
  CRectangle rect;
  CTriangle trgl;
  CPolygon poly;
  CPolygon * ppoly1 = &rect;
  CPolygon * ppoly2 = &trgl;
  CPolygon * ppoly3 = &poly;
  ppoly1->set_values (4,5);
  ppoly2->set_values (4,5);
  ppoly3->set_values (4,5);
  cout << ppoly1->area() << endl;
  cout << ppoly2->area() << endl;
  cout << ppoly3->area() << endl;
  return 0;
}
20
10
0


Now the three classes (CPolygon, CRectangle and CTriangle) have all the same members: width, height, set_values() and area().

The member function area() has been declared as virtual in the base class because it is later redefined in each derived class. You can verify if you want that if you remove this virtual keyword from the declaration of area() within CPolygon, and then you run the program the result will be 0 for the three polygons instead of 20, 10 and 0. That is because instead of calling the corresponding area() function for each object (CRectangle::area(), CTriangle::area() and CPolygon::area(), respectively), CPolygon::area() will be called in all cases since the calls are via a pointer whose type is CPolygon*.

Therefore, what the virtual keyword does is to allow a member of a derived class with the same name as one in the base class to be appropriately called from a pointer, and more precisely when the type of the pointer is a pointer to the base class but is pointing to an object of the derived class, as in the above example.

A class that declares or inherits a virtual function is called a polymorphic class.

Note that despite of its virtuality, we have also been able to declare an object of type CPolygon and to call its own area() function, which always returns 0.

Abstract base classes

Abstract base classes are something very similar to our CPolygon class of our previous example. The only difference is that in our previous example we have defined a valid area() function with a minimal functionality for objects that were of class CPolygon (like the object poly), whereas in an abstract base classes we could leave that area() member function without implementation at all. This is done by appending =0 (equal to zero) to the function declaration.

An abstract base CPolygon class could look like this:

1
2
3
4
5
6
7
8
9
// abstract class CPolygon
class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b; }
    virtual int area () =0;
};


Notice how we appended =0 to virtual int area () instead of specifying an implementation for the function. This type of function is called a pure virtual function, and all classes that contain at least one pure virtual function are abstract base classes.

The main difference between an abstract base class and a regular polymorphic class is that because in abstract base classes at least one of its members lacks implementation we cannot create instances (objects) of it.

But a class that cannot instantiate objects is not totally useless. We can create pointers to it and take advantage of all its polymorphic abilities. Therefore a declaration like:

 
CPolygon poly;


would not be valid for the abstract base class we have just declared, because tries to instantiate an object. Nevertheless, the following pointers:

1
2
CPolygon * ppoly1;
CPolygon * ppoly2;


would be perfectly valid.

This is so for as long as CPolygon includes a pure virtual function and therefore it's an abstract base class. However, pointers to this abstract base class can be used to point to objects of derived classes.

Here you have the complete example:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
// abstract base class
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b; }
    virtual int area (void) =0;
  };

class CRectangle: public CPolygon {
  public:
    int area (void)
      { return (width * height); }
  };

class CTriangle: public CPolygon {
  public:
    int area (void)
      { return (width * height / 2); }
  };

int main () {
  CRectangle rect;
  CTriangle trgl;
  CPolygon * ppoly1 = &rect;
  CPolygon * ppoly2 = &trgl;
  ppoly1->set_values (4,5);
  ppoly2->set_values (4,5);
  cout << ppoly1->area() << endl;
  cout << ppoly2->area() << endl;
  return 0;
}
20
10


If you review the program you will notice that we refer to objects of different but related classes using a unique type of pointer (CPolygon*). This can be tremendously useful. For example, now we can create a function member of the abstract base class CPolygon that is able to print on screen the result of the area() function even though CPolygon itself has no implementation for this function:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
// pure virtual members can be called
// from the abstract base class
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b; }
    virtual int area (void) =0;
    void printarea (void)
      { cout << this->area() << endl; }
  };

class CRectangle: public CPolygon {
  public:
    int area (void)
      { return (width * height); }
  };

class CTriangle: public CPolygon {
  public:
    int area (void)
      { return (width * height / 2); }
  };

int main () {
  CRectangle rect;
  CTriangle trgl;
  CPolygon * ppoly1 = &rect;
  CPolygon * ppoly2 = &trgl;
  ppoly1->set_values (4,5);
  ppoly2->set_values (4,5);
  ppoly1->printarea();
  ppoly2->printarea();
  return 0;
}
20
10


Virtual members and abstract classes grant C++ the polymorphic characteristics that make object-oriented programming such a useful instrument in big projects. Of course, we have seen very simple uses of these features, but these features can be applied to arrays of objects or dynamically allocated objects.

Let's end with the same example again, but this time with objects that are dynamically allocated:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
// dynamic allocation and polymorphism
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b; }
    virtual int area (void) =0;
    void printarea (void)
      { cout << this->area() << endl; }
  };

class CRectangle: public CPolygon {
  public:
    int area (void)
      { return (width * height); }
  };

class CTriangle: public CPolygon {
  public:
    int area (void)
      { return (width * height / 2); }
  };

int main () {
  CPolygon * ppoly1 = new CRectangle;
  CPolygon * ppoly2 = new CTriangle;
  ppoly1->set_values (4,5);
  ppoly2->set_values (4,5);
  ppoly1->printarea();
  ppoly2->printarea();
  delete ppoly1;
  delete ppoly2;
  return 0;
}
20
10


Notice that the ppoly pointers:

1
2
CPolygon * ppoly1 = new CRectangle;
CPolygon * ppoly2 = new CTriangle;


are declared being of type pointer to CPolygon but the objects dynamically allocated have been declared having the derived class type directly.

^^C friendship and inheritance

Friendship and inheritance

Published by Juan Soulie
Last update on May 15, 2010 at 4:19pm UTC

Friend functions

In principle, private and protected members of a class cannot be accessed from outside the same class in which they are declared. However, this rule does not affect friends.

Friends are functions or classes declared with the friend keyword.

If we want to declare an external function as friend of a class, thus allowing this function to have access to the private and protected members of this class, we do it by declaring a prototype of this external function within the class, and preceding it with the keyword friend:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
// friend functions
#include 
using namespace std;

class CRectangle {
    int width, height;
  public:
    void set_values (int, int);
    int area () {return (width * height);}
    friend CRectangle duplicate (CRectangle);
};

void CRectangle::set_values (int a, int b) {
  width = a;
  height = b;
}

CRectangle duplicate (CRectangle rectparam)
{
  CRectangle rectres;
  rectres.width = rectparam.width*2;
  rectres.height = rectparam.height*2;
  return (rectres);
}

int main () {
  CRectangle rect, rectb;
  rect.set_values (2,3);
  rectb = duplicate (rect);
  cout << rectb.area();
  return 0;
}
24 


The duplicate function is a friend of CRectangle. From within that function we have been able to access the members width and height of different objects of type CRectangle, which are private members. Notice that neither in the declaration of duplicate() nor in its later use in main() have we considered duplicate a member of class CRectangle. It isn't! It simply has access to its private and protected members without being a member.

The friend functions can serve, for example, to conduct operations between two different classes. Generally, the use of friend functions is out of an object-oriented programming methodology, so whenever possible it is better to use members of the same class to perform operations with them. Such as in the previous example, it would have been shorter to integrate duplicate() within the class CRectangle.

Friend classes

Just as we have the possibility to define a friend function, we can also define a class as friend of another one, granting that first class access to the protected and private members of the second one.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
// friend class
#include 
using namespace std;

class CSquare;

class CRectangle {
    int width, height;
  public:
    int area ()
      {return (width * height);}
    void convert (CSquare a);
};

class CSquare {
  private:
    int side;
  public:
    void set_side (int a)
      {side=a;}
    friend class CRectangle;
};

void CRectangle::convert (CSquare a) {
  width = a.side;
  height = a.side;
}
  
int main () {
  CSquare sqr;
  CRectangle rect;
  sqr.set_side(4);
  rect.convert(sqr);
  cout << rect.area();
  return 0;
}
16


In this example, we have declared CRectangle as a friend of CSquare so that CRectangle member functions could have access to the protected and private members of CSquare, more concretely to CSquare::side, which describes the side width of the square.

You may also see something new at the beginning of the program: an empty declaration of class CSquare. This is necessary because within the declaration of CRectangle we refer to CSquare (as a parameter in convert()). The definition of CSquare is included later, so if we did not include a previous empty declaration for CSquare this class would not be visible from within the definition of CRectangle.

Consider that friendships are not corresponded if we do not explicitly specify so. In our example, CRectangle is considered as a friend class by CSquare, but CRectangle does not consider CSquare to be a friend, so CRectangle can access the protected and private members of CSquare but not the reverse way. Of course, we could have declared also CSquare as friend of CRectangle if we wanted to.

Another property of friendships is that they are not transitive: The friend of a friend is not considered to be a friend unless explicitly specified.

Inheritance between classes

A key feature of C++ classes is inheritance. Inheritance allows to create classes which are derived from other classes, so that they automatically include some of its "parent's" members, plus its own. For example, we are going to suppose that we want to declare a series of classes that describe polygons like our CRectangle, or like CTriangle. They have certain common properties, such as both can be described by means of only two sides: height and base.

This could be represented in the world of classes with a class CPolygon from which we would derive the two other ones: CRectangle and CTriangle.



The class CPolygon would contain members that are common for both types of polygon. In our case: width and height. And CRectangle and CTriangle would be its derived classes, with specific features that are different from one type of polygon to the other.

Classes that are derived from others inherit all the accessible members of the base class. That means that if a base class includes a member A and we derive it to another class with another member called B, the derived class will contain both members A and B.

In order to derive a class from another, we use a colon (:) in the declaration of the derived class using the following format:


class derived_class_name: public base_class_name
{ /*...*/ };


Where derived_class_name is the name of the derived class and base_class_name is the name of the class on which it is based. The public access specifier may be replaced by any one of the other access specifiers protected and private. This access specifier limits the most accessible level for the members inherited from the base class: The members with a more accessible level are inherited with this level instead, while the members with an equal or more restrictive access level keep their restrictive level in the derived class.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
// derived classes
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b;}
  };

class CRectangle: public CPolygon {
  public:
    int area ()
      { return (width * height); }
  };

class CTriangle: public CPolygon {
  public:
    int area ()
      { return (width * height / 2); }
  };
  
int main () {
  CRectangle rect;
  CTriangle trgl;
  rect.set_values (4,5);
  trgl.set_values (4,5);
  cout << rect.area() << endl;
  cout << trgl.area() << endl;
  return 0;
}
20
10


The objects of the classes CRectangle and CTriangle each contain members inherited from CPolygon. These are: width, height and set_values().

The protected access specifier is similar to private. Its only difference occurs in fact with inheritance. When a class inherits from another one, the members of the derived class can access the protected members inherited from the base class, but not its private members.

Since we wanted width and height to be accessible from members of the derived classes CRectangle and CTriangle and not only by members of CPolygon, we have used protected access instead of private.

We can summarize the different access types according to who can access them in the following way:

Accesspublicprotectedprivate
members of the same classyesyesyes
members of derived classesyesyesno
not membersyesnono


Where "not members" represent any access from outside the class, such as from main(), from another class or from a function.

In our example, the members inherited by CRectangle and CTriangle have the same access permissions as they had in their base class CPolygon:

1
2
3
4
5
CPolygon::width           // protected access
CRectangle::width         // protected access

CPolygon::set_values()    // public access
CRectangle::set_values()  // public access 


This is because we have used the public keyword to define the inheritance relationship on each of the derived classes:

 
class CRectangle: public CPolygon { ... }


This public keyword after the colon (:) denotes the most accessible level the members inherited from the class that follows it (in this case CPolygon) will have. Since public is the most accessible level, by specifying this keyword the derived class will inherit all the members with the same levels they had in the base class.

If we specify a more restrictive access level like protected, all public members of the base class are inherited as protected in the derived class. Whereas if we specify the most restricting of all access levels: private, all the base class members are inherited as private.

For example, if daughter was a class derived from mother that we defined as:

 
class daughter: protected mother;


This would set protected as the maximum access level for the members of daughter that it inherited from mother. That is, all members that were public in mother would become protected in daughter. Of course, this would not restrict daughter to declare its own public members. That maximum access level is only set for the members inherited from mother.

If we do not explicitly specify any access level for the inheritance, the compiler assumes private for classes declared with class keyword and public for those declared with struct.

What is inherited from the base class?

In principle, a derived class inherits every member of a base class except:

  • its constructor and its destructor
  • its operator=() members
  • its friends


Although the constructors and destructors of the base class are not inherited themselves, its default constructor (i.e., its constructor with no parameters) and its destructor are always called when a new object of a derived class is created or destroyed.

If the base class has no default constructor or you want that an overloaded constructor is called when a new derived object is created, you can specify it in each constructor definition of the derived class:


derived_constructor_name (parameters) : base_constructor_name (parameters) {...}


For example:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
// constructors and derived classes
#include 
using namespace std;

class mother {
  public:
    mother ()
      { cout << "mother: no parameters\n"; }
    mother (int a)
      { cout << "mother: int parameter\n"; }
};

class daughter : public mother {
  public:
    daughter (int a)
      { cout << "daughter: int parameter\n\n"; }
};

class son : public mother {
  public:
    son (int a) : mother (a)
      { cout << "son: int parameter\n\n"; }
};

int main () {
  daughter cynthia (0);
  son daniel(0);
  
  return 0;
}
mother: no parameters
daughter: int parameter
 
mother: int parameter
son: int parameter


Notice the difference between which mother's constructor is called when a new daughter object is created and which when it is a son object. The difference is because the constructor declaration of daughter and son:

1
2
daughter (int a)          // nothing specified: call default
son (int a) : mother (a)  // constructor specified: call this 


Multiple inheritance

In C++ it is perfectly possible that a class inherits members from more than one class. This is done by simply separating the different base classes with commas in the derived class declaration. For example, if we had a specific class to print on screen (COutput) and we wanted our classes CRectangle and CTriangle to also inherit its members in addition to those of CPolygon we could write:

1
2
class CRectangle: public CPolygon, public COutput;
class CTriangle: public CPolygon, public COutput; 


here is the complete example:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
// multiple inheritance
#include 
using namespace std;

class CPolygon {
  protected:
    int width, height;
  public:
    void set_values (int a, int b)
      { width=a; height=b;}
  };

class COutput {
  public:
    void output (int i);
  };

void COutput::output (int i) {
  cout << i << endl;
  }

class CRectangle: public CPolygon, public COutput {
  public:
    int area ()
      { return (width * height); }
  };

class CTriangle: public CPolygon, public COutput {
  public:
    int area ()
      { return (width * height / 2); }
  };
  
int main () {
  CRectangle rect;
  CTriangle trgl;
  rect.set_values (4,5);
  trgl.set_values (4,5);
  rect.output (rect.area());
  trgl.output (trgl.area());
  return 0;
}
20
10  

^^C++ classes(2)

Classes (II)

Published by Juan Soulie
Last update on Jul 17, 2007 at 7:42am UTC

Overloading operators

C++ incorporates the option to use standard operators to perform operations with classes in addition to with fundamental types. For example:

1
2
int a, b, c;
a = b + c;


This is obviously valid code in C++, since the different variables of the addition are all fundamental types. Nevertheless, it is not so obvious that we could perform an operation similar to the following one:

1
2
3
4
5
struct {
  string product;
  float price;
} a, b, c;
a = b + c; 


In fact, this will cause a compilation error, since we have not defined the behavior our class should have with addition operations. However, thanks to the C++ feature to overload operators, we can design classes able to perform operations using standard operators. Here is a list of all the operators that can be overloaded:

Overloadable operators
+    -    *    /    =    <    >    +=   -=   *=   /=   <<   >>
<<=  >>=  ==   !=   <=   >=   ++   --   %    &    ^    !    |
~    &=   ^=   |=   &&   ||   %=   []   ()   ,    ->*  ->   new 
delete    new[]     delete[]


To overload an operator in order to use it with classes we declare operator functions, which are regular functions whose names are the operator keyword followed by the operator sign that we want to overload. The format is:


type operator sign (parameters) { /*...*/ }


Here you have an example that overloads the addition operator (+). We are going to create a class to store bidimensional vectors and then we are going to add two of them: a(3,1) and b(1,2). The addition of two bidimensional vectors is an operation as simple as adding the two x coordinates to obtain the resulting x coordinate and adding the two y coordinates to obtain the resulting y. In this case the result will be (3+1,1+2) = (4,3).

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
// vectors: overloading operators example
#include 
using namespace std;

class CVector {
  public:
    int x,y;
    CVector () {};
    CVector (int,int);
    CVector operator + (CVector);
};

CVector::CVector (int a, int b) {
  x = a;
  y = b;
}

CVector CVector::operator+ (CVector param) {
  CVector temp;
  temp.x = x + param.x;
  temp.y = y + param.y;
  return (temp);
}

int main () {
  CVector a (3,1);
  CVector b (1,2);
  CVector c;
  c = a + b;
  cout << c.x << "," << c.y;
  return 0;
}
4,3


It may be a little confusing to see so many times the CVector identifier. But, consider that some of them refer to the class name (type) CVector and some others are functions with that name (constructors must have the same name as the class). Do not confuse them:

1
2
CVector (int, int);            // function name CVector (constructor)
CVector operator+ (CVector);   // function returns a CVector 


The function operator+ of class CVector is the one that is in charge of overloading the addition operator (+). This function can be called either implicitly using the operator, or explicitly using the function name:

1
2
c = a + b;
c = a.operator+ (b);


Both expressions are equivalent.

Notice also that we have included the empty constructor (without parameters) and we have defined it with an empty block:

 
CVector () { };


This is necessary, since we have explicitly declared another constructor:

 
CVector (int, int);


And when we explicitly declare any constructor, with any number of parameters, the default constructor with no parameters that the compiler can declare automatically is not declared, so we need to declare it ourselves in order to be able to construct objects of this type without parameters. Otherwise, the declaration:

 
CVector c;


included in main() would not have been valid.

Anyway, I have to warn you that an empty block is a bad implementation for a constructor, since it does not fulfill the minimum functionality that is generally expected from a constructor, which is the initialization of all the member variables in its class. In our case this constructor leaves the variables x and y undefined. Therefore, a more advisable definition would have been something similar to this:

 
CVector () { x=0; y=0; };


which in order to simplify and show only the point of the code I have not included in the example.

As well as a class includes a default constructor and a copy constructor even if they are not declared, it also includes a default definition for the assignment operator (=) with the class itself as parameter. The behavior which is defined by default is to copy the whole content of the data members of the object passed as argument (the one at the right side of the sign) to the one at the left side:

1
2
3
CVector d (2,3);
CVector e;
e = d;           // copy assignment operator 


The copy assignment operator function is the only operator member function implemented by default. Of course, you can redefine it to any other functionality that you want, like for example, copy only certain class members or perform additional initialization procedures.

The overload of operators does not force its operation to bear a relation to the mathematical or usual meaning of the operator, although it is recommended. For example, the code may not be very intuitive if you use operator + to subtract two classes or operator== to fill with zeros a class, although it is perfectly possible to do so.

Although the prototype of a function operator+ can seem obvious since it takes what is at the right side of the operator as the parameter for the operator member function of the object at its left side, other operators may not be so obvious. Here you have a table with a summary on how the different operator functions have to be declared (replace @ by the operator in each case):

ExpressionOperatorMember functionGlobal function
@a+ - * & ! ~ ++ --A::operator@()operator@(A)
a@++ --A::operator@(int)operator@(A,int)
a@b+ - * / % ^ & | < > == != <= >= << >> && || ,A::operator@ (B)operator@(A,B)
a@b= += -= *= /= %= ^= &= |= <<= >>= []A::operator@ (B)-
a(b, c...)()A::operator() (B, C...)-
a->x->A::operator->()-

Where a is an object of class A, b is an object of class B and c is an object of class C.

You can see in this panel that there are two ways to overload some class operators: as a member function and as a global function. Its use is indistinct, nevertheless I remind you that functions that are not members of a class cannot access the private or protected members of that class unless the global function is its friend (friendship is explained later).

The keyword this

The keyword this represents a pointer to the object whose member function is being executed. It is a pointer to the object itself.

One of its uses can be to check if a parameter passed to a member function is the object itself. For example,

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
// this
#include 
using namespace std;

class CDummy {
  public:
    int isitme (CDummy& param);
};

int CDummy::isitme (CDummy& param)
{
  if (&param == this) return true;
  else return false;
}

int main () {
  CDummy a;
  CDummy* b = &a;
  if ( b->isitme(a) )
    cout << "yes, &a is b";
  return 0;
}
yes, &a is b


It is also frequently used in operator= member functions that return objects by reference (avoiding the use of temporary objects). Following with the vector's examples seen before we could have written an operator= function similar to this one:

1
2
3
4
5
6
CVector& CVector::operator= (const CVector& param)
{
  x=param.x;
  y=param.y;
  return *this;
}


In fact this function is very similar to the code that the compiler generates implicitly for this class if we do not include an operator= member function to copy objects of this class.

Static members

A class can contain static members, either data or functions.

Static data members of a class are also known as "class variables", because there is only one unique value for all the objects of that same class. Their content is not different from one object of this class to another.

For example, it may be used for a variable within a class that can contain a counter with the number of objects of that class that are currently allocated, as in the following example:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
// static members in classes
#include 
using namespace std;

class CDummy {
  public:
    static int n;
    CDummy () { n++; };
    ~CDummy () { n--; };
};

int CDummy::n=0;

int main () {
  CDummy a;
  CDummy b[5];
  CDummy * c = new CDummy;
  cout << a.n << endl;
  delete c;
  cout << CDummy::n << endl;
  return 0;
}
7
6


In fact, static members have the same properties as global variables but they enjoy class scope. For that reason, and to avoid them to be declared several times, we can only include the prototype (its declaration) in the class declaration but not its definition (its initialization). In order to initialize a static data-member we must include a formal definition outside the class, in the global scope, as in the previous example:

 
int CDummy::n=0;


Because it is a unique variable value for all the objects of the same class, it can be referred to as a member of any object of that class or even directly by the class name (of course this is only valid for static members):

1
2
cout << a.n;
cout << CDummy::n; 


These two calls included in the previous example are referring to the same variable: the static variable n within class CDummy shared by all objects of this class.

Once again, I remind you that in fact it is a global variable. The only difference is its name and possible access restrictions outside its class.

Just as we may include static data within a class, we can also include static functions. They represent the same: they are global functions that are called as if they were object members of a given class. They can only refer to static data, in no case to non-static members of the class, as well as they do not allow the use of the keyword this, since it makes reference to an object pointer and these functions in fact are not members of any object but direct members of the class.

^^C++ classes(1)

Classes (I)

Published by Juan Soulie
Last update on Feb 25, 2009 at 12:25pm UTC
A class is an expanded concept of a data structure: instead of holding only data, it can hold both data and functions.

An object is an instantiation of a class. In terms of variables, a class would be the type, and an object would be the variable.

Classes are generally declared using the keyword class, with the following format:

class class_name {
  access_specifier_1:
    member1;
  access_specifier_2:
    member2;
  ...
  } object_names;


Where class_name is a valid identifier for the class, object_names is an optional list of names for objects of this class. The body of the declaration can contain members, that can be either data or function declarations, and optionally access specifiers.

All is very similar to the declaration on data structures, except that we can now include also functions and members, but also this new thing called access specifier. An access specifier is one of the following three keywords: private, public or protected. These specifiers modify the access rights that the members following them acquire:

  • private members of a class are accessible only from within other members of the same class or from their friends.
  • protected members are accessible from members of their same class and from their friends, but also from members of their derived classes.
  • Finally, public members are accessible from anywhere where the object is visible.


By default, all members of a class declared with the class keyword have private access for all its members. Therefore, any member that is declared before one other class specifier automatically has private access. For example:

1
2
3
4
5
6
class CRectangle {
    int x, y;
  public:
    void set_values (int,int);
    int area (void);
  } rect;


Declares a class (i.e., a type) called CRectangle and an object (i.e., a variable) of this class called rect. This class contains four members: two data members of type int (member x and member y) with private access (because private is the default access level) and two member functions with public access: set_values() and area(), of which for now we have only included their declaration, not their definition.

Notice the difference between the class name and the object name: In the previous example, CRectangle was the class name (i.e., the type), whereas rect was an object of type CRectangle. It is the same relationship int and a have in the following declaration:

 
int a;


where int is the type name (the class) and a is the variable name (the object).

After the previous declarations of CRectangle and rect, we can refer within the body of the program to any of the public members of the object rect as if they were normal functions or normal variables, just by putting the object's name followed by a dot (.) and then the name of the member. All very similar to what we did with plain data structures before. For example:

1
2
rect.set_values (3,4);
myarea = rect.area(); 


The only members of rect that we cannot access from the body of our program outside the class are x and y, since they have private access and they can only be referred from within other members of that same class.

Here is the complete example of class CRectangle:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
// classes example
#include 
using namespace std;

class CRectangle {
    int x, y;
  public:
    void set_values (int,int);
    int area () {return (x*y);}
};

void CRectangle::set_values (int a, int b) {
  x = a;
  y = b;
}

int main () {
  CRectangle rect;
  rect.set_values (3,4);
  cout << "area: " << rect.area();
  return 0;
}
area: 12


The most important new thing in this code is the operator of scope (::, two colons) included in the definition of set_values(). It is used to define a member of a class from outside the class definition itself.

You may notice that the definition of the member function area() has been included directly within the definition of the CRectangle class given its extreme simplicity, whereas set_values() has only its prototype declared within the class, but its definition is outside it. In this outside declaration, we must use the operator of scope (::) to specify that we are defining a function that is a member of the class CRectangle and not a regular global function.

The scope operator (::) specifies the class to which the member being declared belongs, granting exactly the same scope properties as if this function definition was directly included within the class definition. For example, in the function set_values() of the previous code, we have been able to use the variables x and y, which are private members of class CRectangle, which means they are only accessible from other members of their class.

The only difference between defining a class member function completely within its class or to include only the prototype and later its definition, is that in the first case the function will automatically be considered an inline member function by the compiler, while in the second it will be a normal (not-inline) class member function, which in fact supposes no difference in behavior.

Members x and y have private access (remember that if nothing else is said, all members of a class defined with keyword class have private access). By declaring them private we deny access to them from anywhere outside the class. This makes sense, since we have already defined a member function to set values for those members within the object: the member function set_values(). Therefore, the rest of the program does not need to have direct access to them. Perhaps in a so simple example as this, it is difficult to see an utility in protecting those two variables, but in greater projects it may be very important that values cannot be modified in an unexpected way (unexpected from the point of view of the object).

One of the greater advantages of a class is that, as any other type, we can declare several objects of it. For example, following with the previous example of class CRectangle, we could have declared the object rectb in addition to the object rect:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
// example: one class, two objects
#include 
using namespace std;

class CRectangle {
    int x, y;
  public:
    void set_values (int,int);
    int area () {return (x*y);}
};

void CRectangle::set_values (int a, int b) {
  x = a;
  y = b;
}

int main () {
  CRectangle rect, rectb;
  rect.set_values (3,4);
  rectb.set_values (5,6);
  cout << "rect area: " << rect.area() << endl;
  cout << "rectb area: " << rectb.area() << endl;
  return 0;
}
rect area: 12
rectb area: 30  


In this concrete case, the class (type of the objects) to which we are talking about is CRectangle, of which there are two instances or objects: rect and rectb. Each one of them has its own member variables and member functions.

Notice that the call to rect.area() does not give the same result as the call to rectb.area(). This is because each object of class CRectangle has its own variables x and y, as they, in some way, have also their own function members set_value() and area() that each uses its object's own variables to operate.

That is the basic concept of object-oriented programming: Data and functions are both members of the object. We no longer use sets of global variables that we pass from one function to another as parameters, but instead we handle objects that have their own data and functions embedded as members. Notice that we have not had to give any parameters in any of the calls to rect.area or rectb.area. Those member functions directly used the data members of their respective objects rect and rectb.

Constructors and destructors

Objects generally need to initialize variables or assign dynamic memory during their process of creation to become operative and to avoid returning unexpected values during their execution. For example, what would happen if in the previous example we called the member function area() before having called function set_values()? Probably we would have gotten an undetermined result since the members x and y would have never been assigned a value.

In order to avoid that, a class can include a special function called constructor, which is automatically called whenever a new object of this class is created. This constructor function must have the same name as the class, and cannot have any return type; not even void.

We are going to implement CRectangle including a constructor:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
// example: class constructor
#include 
using namespace std;

class CRectangle {
    int width, height;
  public:
    CRectangle (int,int);
    int area () {return (width*height);}
};

CRectangle::CRectangle (int a, int b) {
  width = a;
  height = b;
}

int main () {
  CRectangle rect (3,4);
  CRectangle rectb (5,6);
  cout << "rect area: " << rect.area() << endl;
  cout << "rectb area: " << rectb.area() << endl;
  return 0;
}
rect area: 12
rectb area: 30  


As you can see, the result of this example is identical to the previous one. But now we have removed the member function set_values(), and have included instead a constructor that performs a similar action: it initializes the values of width and height with the parameters that are passed to it.

Notice how these arguments are passed to the constructor at the moment at which the objects of this class are created:

1
2
CRectangle rect (3,4);
CRectangle rectb (5,6);


Constructors cannot be called explicitly as if they were regular member functions. They are only executed when a new object of that class is created.

You can also see how neither the constructor prototype declaration (within the class) nor the latter constructor definition include a return value; not even void.

The destructor fulfills the opposite functionality. It is automatically called when an object is destroyed, either because its scope of existence has finished (for example, if it was defined as a local object within a function and the function ends) or because it is an object dynamically assigned and it is released using the operator delete.

The destructor must have the same name as the class, but preceded with a tilde sign (~) and it must also return no value.

The use of destructors is especially suitable when an object assigns dynamic memory during its lifetime and at the moment of being destroyed we want to release the memory that the object was allocated.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
// example on constructors and destructors
#include 
using namespace std;

class CRectangle {
    int *width, *height;
  public:
    CRectangle (int,int);
    ~CRectangle ();
    int area () {return (*width * *height);}
};

CRectangle::CRectangle (int a, int b) {
  width = new int;
  height = new int;
  *width = a;
  *height = b;
}

CRectangle::~CRectangle () {
  delete width;
  delete height;
}

int main () {
  CRectangle rect (3,4), rectb (5,6);
  cout << "rect area: " << rect.area() << endl;
  cout << "rectb area: " << rectb.area() << endl;
  return 0;
}
rect area: 12
rectb area: 30  


Overloading Constructors

Like any other function, a constructor can also be overloaded with more than one function that have the same name but different types or number of parameters. Remember that for overloaded functions the compiler will call the one whose parameters match the arguments used in the function call. In the case of constructors, which are automatically called when an object is created, the one executed is the one that matches the arguments passed on the object declaration:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
// overloading class constructors
#include 
using namespace std;

class CRectangle {
    int width, height;
  public:
    CRectangle ();
    CRectangle (int,int);
    int area (void) {return (width*height);}
};

CRectangle::CRectangle () {
  width = 5;
  height = 5;
}

CRectangle::CRectangle (int a, int b) {
  width = a;
  height = b;
}

int main () {
  CRectangle rect (3,4);
  CRectangle rectb;
  cout << "rect area: " << rect.area() << endl;
  cout << "rectb area: " << rectb.area() << endl;
  return 0;
}
rect area: 12
rectb area: 25  


In this case, rectb was declared without any arguments, so it has been initialized with the constructor that has no parameters, which initializes both width and height with a value of 5.

Important: Notice how if we declare a new object and we want to use its default constructor (the one without parameters), we do not include parentheses ():

1
2
CRectangle rectb;   // right
CRectangle rectb(); // wrong! 


Default constructor

If you do not declare any constructors in a class definition, the compiler assumes the class to have a default constructor with no arguments. Therefore, after declaring a class like this one:

1
2
3
4
5
class CExample {
  public:
    int a,b,c;
    void multiply (int n, int m) { a=n; b=m; c=a*b; };
  };


The compiler assumes that CExample has a default constructor, so you can declare objects of this class by simply declaring them without any arguments:

 
CExample ex;


But as soon as you declare your own constructor for a class, the compiler no longer provides an implicit default constructor. So you have to declare all objects of that class according to the constructor prototypes you defined for the class:

1
2
3
4
5
6
class CExample {
  public:
    int a,b,c;
    CExample (int n, int m) { a=n; b=m; };
    void multiply () { c=a*b; };
  };


Here we have declared a constructor that takes two parameters of type int. Therefore the following object declaration would be correct:

 
CExample ex (2,3);

But,
 
CExample ex;


Would not be correct, since we have declared the class to have an explicit constructor, thus replacing the default constructor.

But the compiler not only creates a default constructor for you if you do not specify your own. It provides three special member functions in total that are implicitly declared if you do not declare your own. These are the copy constructor, the copy assignment operator, and the default destructor.

The copy constructor and the copy assignment operator copy all the data contained in another object to the data members of the current object. For CExample, the copy constructor implicitly declared by the compiler would be something similar to:

1
2
3
CExample::CExample (const CExample& rv) {
  a=rv.a;  b=rv.b;  c=rv.c;
  }


Therefore, the two following object declarations would be correct:

1
2
CExample ex (2,3);
CExample ex2 (ex);   // copy constructor (data copied from ex) 


Pointers to classes

It is perfectly valid to create pointers that point to classes. We simply have to consider that once declared, a class becomes a valid type, so we can use the class name as the type for the pointer. For example:

 
CRectangle * prect;


is a pointer to an object of class CRectangle.

As it happened with data structures, in order to refer directly to a member of an object pointed by a pointer we can use the arrow operator (->) of indirection. Here is an example with some possible combinations:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
// pointer to classes example
#include 
using namespace std;

class CRectangle {
    int width, height;
  public:
    void set_values (int, int);
    int area (void) {return (width * height);}
};

void CRectangle::set_values (int a, int b) {
  width = a;
  height = b;
}

int main () {
  CRectangle a, *b, *c;
  CRectangle * d = new CRectangle[2];
  b= new CRectangle;
  c= &a;
  a.set_values (1,2);
  b->set_values (3,4);
  d->set_values (5,6);
  d[1].set_values (7,8);
  cout << "a area: " << a.area() << endl;
  cout << "*b area: " << b->area() << endl;
  cout << "*c area: " << c->area() << endl;
  cout << "d[0] area: " << d[0].area() << endl;
  cout << "d[1] area: " << d[1].area() << endl;
  delete[] d;
  delete b;
  return 0;
}
a area: 2
*b area: 12
*c area: 2
d[0] area: 30
d[1] area: 56


Next you have a summary on how can you read some pointer and class operators (*, &, ., ->, [ ]) that appear in the previous example:

expressioncan be read as
*xpointed by x
&xaddress of x
x.ymember y of object x
x->ymember y of object pointed by x
(*x).ymember y of object pointed by x (equivalent to the previous one)
x[0]first object pointed by x
x[1]second object pointed by x
x[n](n+1)th object pointed by x


Be sure that you understand the logic under all of these expressions before proceeding with the next sections. If you have doubts, read again this section and/or consult the previous sections about pointers and data structures.

Classes defined with struct and union

Classes can be defined not only with keyword class, but also with keywords struct and union.

The concepts of class and data structure are so similar that both keywords (struct and class) can be used in C++ to declare classes (i.e. structs can also have function members in C++, not only data members). The only difference between both is that members of classes declared with the keyword struct have public access by default, while members of classes declared with the keyword class have private access. For all other purposes both keywords are equivalent.

The concept of unions is different from that of classes declared with struct and class, since unions only store one data member at a time, but nevertheless they are also classes and can thus also hold function members. The default access in union classes is public.

^^C Other data type

Other Data Types

Published by Juan Soulie
Last update on Sep 29, 2009 at 10:54am UTC

Defined data types (typedef)

C++ allows the definition of our own types based on other existing data types. We can do this using the keyword typedef, whose format is:


typedef existing_type new_type_name ;


where existing_type is a C++ fundamental or compound type and new_type_name is the name for the new type we are defining. For example:

1
2
3
4
typedef char C;
typedef unsigned int WORD;
typedef char * pChar;
typedef char field [50]; 


In this case we have defined four data types: C, WORD, pChar and field as char, unsigned int, char* and char[50] respectively, that we could perfectly use in declarations later as any other valid type:

1
2
3
4
C mychar, anotherchar, *ptc1;
WORD myword;
pChar ptc2;
field name; 


typedef does not create different types. It only creates synonyms of existing types. That means that the type of myword can be considered to be either WORD or unsigned int, since both are in fact the same type.

typedef can be useful to define an alias for a type that is frequently used within a program. It is also useful to define types when it is possible that we will need to change the type in later versions of our program, or if a type you want to use has a name that is too long or confusing.

Unions

Unions allow one same portion of memory to be accessed as different data types, since all of them are in fact the same location in memory. Its declaration and use is similar to the one of structures but its functionality is totally different:

union union_name {
  member_type1 member_name1;
  member_type2 member_name2;
  member_type3 member_name3;
  .
  .
} object_names;


All the elements of the union declaration occupy the same physical space in memory. Its size is the one of the greatest element of the declaration. For example:

1
2
3
4
5
union mytypes_t {
  char c;
  int i;
  float f;
  } mytypes;


defines three elements:

1
2
3
mytypes.c
mytypes.i
mytypes.f


each one with a different data type. Since all of them are referring to the same location in memory, the modification of one of the elements will affect the value of all of them. We cannot store different values in them independent of each other.

One of the uses a union may have is to unite an elementary type with an array or structures of smaller elements. For example:

1
2
3
4
5
6
7
8
union mix_t {
  long l;
  struct {
    short hi;
    short lo;
    } s;
  char c[4];
} mix;


defines three names that allow us to access the same group of 4 bytes: mix.l, mix.s and mix.c and which we can use according to how we want to access these bytes, as if they were a single long-type data, as if they were two short elements or as an array of char elements, respectively. I have mixed types, arrays and structures in the union so that you can see the different ways that we can access the data. For a little-endian system (most PC platforms), this union could be represented as:



The exact alignment and order of the members of a union in memory is platform dependant. Therefore be aware of possible portability issues with this type of use.

Anonymous unions

In C++ we have the option to declare anonymous unions. If we declare a union without any name, the union will be anonymous and we will be able to access its members directly by their member names. For example, look at the difference between these two structure declarations:

structure with regular unionstructure with anonymous union
struct {
  char title[50];
  char author[50];
  union {
    float dollars;
    int yens;
  } price;
} book;
struct {
  char title[50];
  char author[50];
  union {
    float dollars;
    int yens;
  };
} book;


The only difference between the two pieces of code is that in the first one we have given a name to the union (price) and in the second one we have not. The difference is seen when we access the members dollars and yens of an object of this type. For an object of the first type, it would be:

1
2
book.price.dollars
book.price.yens


whereas for an object of the second type, it would be:

1
2
book.dollars
book.yens


Once again I remind you that because it is a union and not a struct, the members dollars and yens occupy the same physical space in the memory so they cannot be used to store two different values simultaneously. You can set a value for price in dollars or in yens, but not in both.

Enumerations (enum)

Enumerations create new data types to contain something different that is not limited to the values fundamental data types may take. Its form is the following:

enum enumeration_name {
  value1,
  value2,
  value3,
  .
  .
} object_names;


For example, we could create a new type of variable called colors_t to store colors with the following declaration:

 
enum colors_t {black, blue, green, cyan, red, purple, yellow, white}; 


Notice that we do not include any fundamental data type in the declaration. To say it somehow, we have created a whole new data type from scratch without basing it on any other existing type. The possible values that variables of this new type color_t may take are the new constant values included within braces. For example, once the colors_t enumeration is declared the following expressions will be valid:

1
2
3
4
colors_t mycolor;
 
mycolor = blue;
if (mycolor == green) mycolor = red; 


Enumerations are type compatible with numeric variables, so their constants are always assigned an integer numerical value internally. If it is not specified, the integer value equivalent to the first possible value is equivalent to 0 and the following ones follow a +1 progression. Thus, in our data type colors_t that we have defined above, black would be equivalent to 0, blue would be equivalent to 1, green to 2, and so on.

We can explicitly specify an integer value for any of the constant values that our enumerated type can take. If the constant value that follows it is not given an integer value, it is automatically assumed the same value as the previous one plus one. For example:

1
2
3
enum months_t { january=1, february, march, april,
                may, june, july, august,
                september, october, november, december} y2k;


In this case, variable y2k of enumerated type months_t can contain any of the 12 possible values that go from january to december and that are equivalent to values between 1 and 12 (not between 0 and 11, since we have made january equal to 1).
PreviousPrevious:
Data Structures
Index
index
NextNext:

^^C++ data structures

Data Structures

Published by Juan Soulie
Last update on Jan 18, 2008 at 11:52am UTC
We have already learned how groups of sequential data can be used in C++. But this is somewhat restrictive, since in many occasions what we want to store are not mere sequences of elements all of the same data type, but sets of different elements with different data types.

Data structures

A data structure is a group of data elements grouped together under one name. These data elements, known as members, can have different types and different lengths. Data structures are declared in C++ using the following syntax:

struct structure_name {
member_type1 member_name1;
member_type2 member_name2;
member_type3 member_name3;
.
.
} object_names;

where structure_name is a name for the structure type, object_name can be a set of valid identifiers for objects that have the type of this structure. Within braces { } there is a list with the data members, each one is specified with a type and a valid identifier as its name.

The first thing we have to know is that a data structure creates a new type: Once a data structure is declared, a new type with the identifier specified as structure_name is created and can be used in the rest of the program as if it was any other type. For example:

1
2
3
4
5
6
7
struct product {
  int weight;
  float price;
} ;

product apple;
product banana, melon;


We have first declared a structure type called product with two members: weight and price, each of a different fundamental type. We have then used this name of the structure type (product) to declare three objects of that type: apple, banana and melon as we would have done with any fundamental data type.

Once declared, product has become a new valid type name like the fundamental ones int, char or short and from that point on we are able to declare objects (variables) of this compound new type, like we have done with apple, banana and melon.

Right at the end of the struct declaration, and before the ending semicolon, we can use the optional field object_name to directly declare objects of the structure type. For example, we can also declare the structure objects apple, banana and melon at the moment we define the data structure type this way:

1
2
3
4
struct product {
  int weight;
  float price;
} apple, banana, melon;


It is important to clearly differentiate between what is the structure type name, and what is an object (variable) that has this structure type. We can instantiate many objects (i.e. variables, like apple, banana and melon) from a single structure type (product).

Once we have declared our three objects of a determined structure type (apple, banana and melon) we can operate directly with their members. To do that we use a dot (.) inserted between the object name and the member name. For example, we could operate with any of these elements as if they were standard variables of their respective types:

1
2
3
4
5
6
apple.weight
apple.price
banana.weight
banana.price
melon.weight
melon.price


Each one of these has the data type corresponding to the member they refer to: apple.weight, banana.weight and melon.weight are of type int, while apple.price, banana.price and melon.price are of type float.

Let's see a real example where you can see how a structure type can be used in the same way as fundamental types:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
// example about structures
#include 
#include 
#include 
using namespace std;

struct movies_t {
  string title;
  int year;
} mine, yours;

void printmovie (movies_t movie);

int main ()
{
  string mystr;

  mine.title = "2001 A Space Odyssey";
  mine.year = 1968;

  cout << "Enter title: ";
  getline (cin,yours.title);
  cout << "Enter year: ";
  getline (cin,mystr);
  stringstream(mystr) >> yours.year;

  cout << "My favorite movie is:\n ";
  printmovie (mine);
  cout << "And yours is:\n ";
  printmovie (yours);
  return 0;
}

void printmovie (movies_t movie)
{
  cout << movie.title;
  cout << " (" << movie.year << ")\n";
}
Enter title: Alien
Enter year: 1979

My favorite movie is:
 2001 A Space Odyssey (1968)
And yours is:
 Alien (1979)


The example shows how we can use the members of an object as regular variables. For example, the member yours.year is a valid variable of type int, and mine.title is a valid variable of type string.

The objects mine and yours can also be treated as valid variables of type movies_t, for example we have passed them to the function printmovie as we would have done with regular variables. Therefore, one of the most important advantages of data structures is that we can either refer to their members individually or to the entire structure as a block with only one identifier.

Data structures are a feature that can be used to represent databases, especially if we consider the possibility of building arrays of them:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
// array of structures
#include 
#include 
#include 
using namespace std;

#define N_MOVIES 3

struct movies_t {
  string title;
  int year;
} films [N_MOVIES];

void printmovie (movies_t movie);

int main ()
{
  string mystr;
  int n;

  for (n=0; n
  {
    cout << "Enter title: ";
    getline (cin,films[n].title);
    cout << "Enter year: ";
    getline (cin,mystr);
    stringstream(mystr) >> films[n].year;
  }

  cout << "\nYou have entered these movies:\n";
  for (n=0; n
    printmovie (films[n]);
  return 0;
}

void printmovie (movies_t movie)
{
  cout << movie.title;
  cout << " (" << movie.year << ")\n";
}
Enter title: Blade Runner
Enter year: 1982
Enter title: Matrix
Enter year: 1999
Enter title: Taxi Driver
Enter year: 1976
 
You have entered these movies:
Blade Runner (1982)
Matrix (1999)
Taxi Driver (1976)


Pointers to structures

Like any other type, structures can be pointed by its own type of pointers:

1
2
3
4
5
6
7
struct movies_t {
  string title;
  int year;
};

movies_t amovie;
movies_t * pmovie;


Here amovie is an object of structure type movies_t, and pmovie is a pointer to point to objects of structure type movies_t. So, the following code would also be valid:

 
pmovie = &amovie;


The value of the pointer pmovie would be assigned to a reference to the object amovie (its memory address).

We will now go with another example that includes pointers, which will serve to introduce a new operator: the arrow operator (->):

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
// pointers to structures
#include 
#include 
#include 
using namespace std;

struct movies_t {
  string title;
  int year;
};

int main ()
{
  string mystr;

  movies_t amovie;
  movies_t * pmovie;
  pmovie = &amovie;

  cout << "Enter title: ";
  getline (cin, pmovie->title);
  cout << "Enter year: ";
  getline (cin, mystr);
  (stringstream) mystr >> pmovie->year;

  cout << "\nYou have entered:\n";
  cout << pmovie->title;
  cout << " (" << pmovie->year << ")\n";

  return 0;
}
Enter title: Invasion of the body snatchers
Enter year: 1978
 
You have entered:
Invasion of the body snatchers (1978)


The previous code includes an important introduction: the arrow operator (->). This is a dereference operator that is used exclusively with pointers to objects with members. This operator serves to access a member of an object to which we have a reference. In the example we used:

 
pmovie->title


Which is for all purposes equivalent to:

 
(*pmovie).title


Both expressions pmovie->title and (*pmovie).title are valid and both mean that we are evaluating the member title of the data structure pointed by a pointer called pmovie. It must be clearly differentiated from:

 
*pmovie.title


which is equivalent to:

 
*(pmovie.title)


And that would access the value pointed by a hypothetical pointer member called title of the structure object pmovie (which in this case would not be a pointer). The following panel summarizes possible combinations of pointers and structure members:

ExpressionWhat is evaluatedEquivalent
a.bMember b of object a
a->bMember b of object pointed by a(*a).b
*a.bValue pointed by member b of object a*(a.b)


Nesting structures


Structures can also be nested so that a valid element of a structure can also be in its turn another structure.

1
2
3
4
5
6
7
8
9
10
11
12
struct movies_t {
  string title;
  int year;
};

struct friends_t {
  string name;
  string email;
  movies_t favorite_movie;
  } charlie, maria;

friends_t * pfriends = &charlie;


After the previous declaration we could use any of the following expressions:

1
2
3
4
charlie.name
maria.favorite_movie.title
charlie.favorite_movie.year
pfriends->favorite_movie.year

(where, by the way, the last two expressions refer to the same member).