Tutorialbox Tutors C++ C++tutor
Tutorialbox Tutors C++ C++tutor
http://192.168.16.242/cts/tutorials1/tutorialbox/tutors/c++/C++tutor.htm11/20/2006 3:49:09 PM
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I am writing this for those people who want to learn how to program in
C++, especially those who had trouble. It is for those of you who want a sense of
accomplishment every time your program works perfectly. If you want the sense of
accomplishment, read on.
Each of these compilers is a little different. The library functions of one will have all of
the standard C++ functions, but they will also have other functions or, continuing the
analogy, words. At times, this can lead to confusion, as certain programs will only run
under certain compilers, though I do not believe this to be the case with the programs in
these tutorials.
If you don't have a compiler, I strongly suggest you get one. A simple one is good enough
for my tutorials, but get one.
C++ is a different breed of programming language. It has only a few keywords for DOS,
and it has no keywords to use for output. This means that almost everything is stored in a
header file. This gives the use of many functions. But lets see a real program...
#include <iostream.h>
int main()
return 0;
That does not look too hard, right? Lets break down the program and then look at it. The
#include is a preprocessor directive which tells the compiler to put code in the header file
iostream.h into our program! By including header files, you an gain access to many
different functions. For example, the cout function requires iostream.h.
The next thing is int main() what this is saying is that there is a function called main, and
that it returns an integer, hence int. Then those little braces ( { and } ) are used to signal
the beginning and ending of functions, as well as other code blocks. If you have
programmed in Pascal, you will know them as BEGIN and END.
The next line of the program may seem strange. If you have programmed in other
languages you might think that print would be used to display text. However, in C++ the
cout function is used to display text. It uses the <;<; symbols, known as insertion
operators. The quotes tell the compiler that you want to output the literal string as-is. The ;
is added to the end of all function calls in C++.
The penultimate line of code is ordering main to return 0. When one returns a value to
main, it is passed on to the operating system. As a note, declaring int main() or void main
() both will generally work. It is accepted practice to some to declare main as a void, but to
others it is
extremely upsetting. Previously, these tutorials had used void main, however, this is NO
LONGER recommended, as it does not conform to the ANSI standard.
After, the brace closes off the function. You can try out this program if you want, just cut
and paste it into the IDE of a compiler such as DJGPP, or save it to a file ending with a .
cpp extension, and use a command-line compiler to compile and link it.
Comments are extremely important to understand. When you declare that an area is a
comment, the compiler will IGNORE it. To comment it is possible to use either // , which
declares that the entire line past that point is a comment, or it is possible to use /* and then
*/ to block off everything between the two as a comment. Certain compilers will change
the color of a commented area, but some will not. Be certain not to accidentally declare
part of your code a comment. Note that this is what is known as "commenting-out" a
So far you should be able to write a simple program to display information typed in by
you, the programmer. However, it is also possible for your program to accept input. the
function you use is known as cin>>.
Wait! Before you can receive input you must have a place to store input! In programming,
these locations where input and other forms of data are stored, are called variables. There
are a few different types of variables, which must be stated. The basic types are char, int,
and float.
Char is used to create variables that store characters, int is used to create variables that
store integers (numbers such as 1, 2, 0, -3, 44, -44), and float is used to declare numbers
with decimal places. In fact, they are all keywords that are used in front of variable names
to tell the compiler that you have created a variable. That is known as "declaring a
variable". When you declare a variable, or variables, you must end the line with a semi-
colon, the same as if you were to call a function. If you do not declare the variable you are
attempting to use, you will receive numerous error messages and the program will not run.
int x;
int a, b, c, d;
char letter;
float the_float;
It is not possible, however, to declare two variables of different types with the same name.
#include <iostream.h>
int main()
int thisisanumber;
cin>>thisisanumber;
return 0;
Let's break apart this program and examine it line by line. Int is the keyword that is used
when declaring a variable which is an integer. The cin>> sets the value of thisisanumber
to be whatever the user types into the program when prompted. Keep in mind that the
variable was declared an integer, which means the output will be in the form of an integer.
Try typing in a sequence of characters, or a decimal when you run the example program to
see what you get as a response. Notice that when printing out a variable, there are not any
quotation marks. If there were quotation marks, the output would be "You Entered:
thisisanumber." Do not be confused by the inclusion of two separate insertion operators on
a line. It is allowable, as long as you make certain to have each separate output of variable
or string with its own insertion operator. Do not try to put two variables together with only
one <;<; because it will give you an error message. Do not forget to end functions and
declarations with the semi-colon(;). Otherwise you will get an error message when you try
to compile the program.
Now that you know a little bit about variables, here are some ways to manipulate them. *,
-, +, /, =, ==, >, <; are all operators used on numbers, these are the simple ones. The *
multiplies, the - subtracts, and the + adds. Of course, the most important for changing
variables
is the equal sign. In some languages, = checks if one side is equal to the other side, but in C
++ == is used for that task. However, the equal sign is still extremely useful. It sets the left
side of the equal sign, which must be one AND ONLY one variable, equal to the right
side. The right side of the equal sign is where the other operators can be used.
The other form of equal, ==, is not a way to assign a value to a variable. Rather, it checks
to see if the variables are equal. It is useful in other areas of C++ such as if statements and
loops.
You can probably guess what the <; and > are for. They are greater than and less than
checks.
For example:
Next lesson
Lesson 2: If statements
The if statement is one of the most powerful devices in programming. It allows the
program to choose an action based upon input. For example, a program can be
written to decide if a user can access the program by using an if statement to
check if the password is correct or not.
Without a conditional statement such as if programs would run almost the exact
same way every time. If statements allow the flow of the program to be changed.
Please note that all Boolean operators or values will be capitalized to differentiate
them from normal English. Note, as well, that the actual C++ symbols to the
operators are described later, but the C++ symbols are not OR, NOT, and AND.
The symbols simply mean the same thing.
There are many things to understand when using if statements. You must
understand Boolean operators such as OR, NOT, and AND. You must also
understand comparisons between numbers and most especially, the idea of true
and false in the same way computers do.
True and false in C++ are denoted by a non-zero number, and zero. Therefore, 1
is TRUE and 8.3 is TRUE but 0 is FALSE. No other number is interpreted as
being false.
When programming, the program often will require the checking of one value
stored by a variable against another value, to determine which is larger, smaller,
or if the two are equal.
It is highly probable that you have seen these before in some mathematical
manifestation, probably with slightly different symbols. They should not present
any hindrance understanding.
More interesting are the Boolean operators. They return 0 for FALSE, and a
nonzero number for TRUE.
NOT: This just says that the program should reverse the value. For example, NOT
(1) would be 0. NOT (0) would be 1. NOT (any number but zero) would be 0. In C
and C++ NOT is written as !.
AND: This is another important command, it returns a one if 'this' AND 'this' are
true. (1) AND (0) would come out as 0 because both are not true, only 1 is true.
(1) AND (1) would come out as 1. (ANYREAL NUMBER BUT ZERO) AND (0)
would be 0. (ANY REAL NUMBER BUT ZERO) AND (ANY REAL NUMBER BUT
ZERO) would be 1. The AND is written as && in C++. Do not be confused and
think that it checks equality between numbers. It does not. Keep in mind that AND
will be evaluated before OR.
OR: Very useful is the OR statement! If either (or both) of the two values it checks
are TRUE then it returns TRUE. For example, (1) OR (0) would be 1! (0)OR(0)
would be0. (ANY REAL NUMBER) OR (ANY REAL NUMBER BUT ZERO) would
be 1! The OR is written as || in C++. Those are the pipe characters. On your
keyboard, they may look like a stretched colon. On my computer it shares its key
with \. Keep in mind that OR will be evaluated after AND.
The next thing to learn is to combine them... What is !(1 && 0)? Of course, it
would be TRUE (1). This is because 1 && 0 evaluates two 0 and ! 0 equals 1.
Try some of these...they are not hard. If you have questions about them, you can
email me.
A. !(1 || 0) ANSWER: 0
If you find you enjoy this you might want to look more at Boolean Algebra, which
is also very helpful to programmers as it is useful for helping program conditional
statements.
if (TRUE)
To have more than one statement execute after an if statement (when it evaluates
to true) use brackets.
For example,
if (TRUE)
There is also the else statement. The code after it (whether a single line or code
between brackets) is executed if the IF statement is FALSE.
if(FALSE)
else
do all of this
One use for else is if there are two conditional statements that will both evalueate
to true with the same value(but only at times. For example, x<30 and x<50 will
both return true if x is less than 30 but not otherwise), but you wish only one of
them to be checked. You can use else after the if statement. If the if statement
was true the else statement will not be checked. It is possible to use numerous
else statements followed by if statements.
Let's look at a simple program for you to try out on your own...
#include <iostream.h>
else if(age>100)
return 0;
This program did not use && || ! or in it. This is because it did not need too. Its
purpose was to demonstrate if statements.
Lesson 3: Loops
Loops are used to repeat a block of code. You should understand the concept of C
++'s true and false, because it will be necessary when working with loops.There
are three types of loops: for, while, (and) do while. Each of them has their specific
uses. They are all outlined below.
FOR - for loops are the most useful type. The layout is for(variable initialization,
conditional expression, modification of variable) The variable initialization allows
you to either declare a variable and give it a value or give a value to an already
declared variable. Second, the conditional expression tells the program that while
the conditional expression is true the loop should continue to repeat itself. The
variable modification section is the easiest way for a for loop to handle changing
of the variable. It is possible to do things like x++, x=x+10, or even x=random(5);,
and if you really wanted to, you could call other functions that do nothing to the
variable. That would be something ridiculous probably.
Example:
loop breaks
cout<<x<<endl; //Outputting x
return 0;
This program is a very simple example of a for loop. x is set to zero, while x is less
than 100 it calls cout<<x<<endl; and it adds 1 to x until the loop ends. Keep in
mind also that the variable is incremented after the code in the loop is run for the
first time. WHILE - WHILE loops are very simple. The basic structure is...WHILE
(true) then execute all the code in the loop. The true represents a boolean
expression which could be x==1 or while(x!=7) (x does not equal 7). It can be any
combination of boolean statements that are legal. Even, (while x==5 || v==7)
which says execute the code while x equals five or while v equals 7..
Example:
return 0;
This was another simple example, but it is longer than the above FOR loop. The
easiest way to think of the loop is to think the code executes, when it reaches the
brace at the end it goes all the way back up to while, which checks the boolean
expression.
DO WHILE - DO WHILE loops are useful for only things that want to loop at least
once. The structure is DO {THIS} WHILE (TRUE);
Example:
#include <iostream.h>
int main()
int x;
x=0;
do
cout<<"Hello world!";
return 0;
Keep in mind that you must include a trailing semi-colon after while in the above
example. Notice that this loop will also execute once, because it automatically
executes before checking the truth statement.
Lesson 4: Functions
Now that you should have learned about variables, loops, and if statements it is
time to learn about functions. You should have an idea of their uses. Cout is an
example of a function. In general, functions perform a number of pre-defined
commands to accomplish something productive.
Functions that a programmer writes will generally require a prototype. Just like an
blueprint, the prototype tells the compiler what the function will return, what the
function will be called, as well as what arguments the function can be passed.
When I say that the function returns a value, I mean that the function can be used
in the same manner as a variable would be. For example, a variable can be set
equal to a function that returns a value between zero and four.
For example:
int a;
a=random(5); //random is sometimes defined by the compiler
//Yes, it returns between 0 and the argument minus 1
Do not think that 'a' will change at random, it will be set to the value returned when
the function
is called, but it will not change again.
There can be more than one argument passed to a function, and it does not have
to return a value. Lets look at a function prototype:
This prototype specifies that the function mult will accept two arguments, both
integers, and that it will return an integer. Do not forget the trailing semi-colon.
Without it, the compiler will probably think that you are trying to write the actual
definition of the function.
When the programmer actually defines the function, it will begin with the
#include <iostream.h>
int main()
int x, y;
cin>>x>>y;
return 0;
return x*y;
This program begins with the only necessary include file. It is followed by
the prototye of the function. Notice that it has the final semi-colon! The main
function is an integer, which you should always have, to conform to the
standard. You should not have trouble understanding the input and output
functions. It is fine to use cin to input to variables as the program does.
Notice how cout actually outputs what appears to be the mult function.
What is really happening is that mult acts as a variable. Because it returns a
value it is possible for the cout function to output the return value.
The mult function is actually defined below main. Due to its prototype being
above main, the compiler still recognizes it as being defined, and so the
compiler will not give an error about mult being undefined, although the
definition is below where it is used.
Return is the keyword used to force the function to return a value. Note that
it is possible to have a function that returns no value. In that case, the
prototype would have a return type of void.
Switch case statements are a substitute for long if statements. The basic format
for using switch case is outlined below.
do this;
break;
do this;
break;
do this;
break;
...
default:
do this
The expression or variable has a value. The case says that if it has the value of
whatever is after that cases then do whatever follows the colon. The break is used
to break out of the case statements. Break is a keyword that breaks out of the
code block, usually surrounded by braces, which it is in. In this case, break
prevents the program from testing the next case statement also.
Switch case serves as a simple way to write long if statements. Often it can be
used to process input from a user.
Below is a sample program, in which not all of the proper functions are actually
declared, but which shows how one would use switch case in a program.
#include <iostream.h>
#include <conio.h>
int main()
int input;
cout<<"4. Exit";
cin>>input;
switch (input)
case 1: playgame();
break;
case 2:
loadgame();
break;
playmultiplayer();
break;
case 4:
return 0;
default:
return 0;
This program will not compile yet, but it serves as a model (albeit simple)
for processing input.
If you do not understand this then try mentally putting in if statements for
the case statements. Note that using return in the middle of main will
automatically end the program. Default simply skips out of the switch case
construction and allows the program to terminate naturally. If you do not
like that, then you can make a loop around the whole thing to have it wait for
valid input. I know that some functions were not prototyped. You could
easily make a few small functions if you wish to test the code.
Pointers can be confusing, and at times, you may wonder why you would ever
want to use them. The truth is, they can make some things much easier. For
example, using pointers is one way to have a function modify a variable passed to
it; it is also possible to use pointers to dynamically allocate memory allows certain
programming techniques, such as linked lists.
Pointers are what they sound like...pointers. They point to locations in memory.
Picture a big jar that holds the location of another jar. In the other jar holds a piece
of paper with the number 12 written on it. The jar with the 12 is an integer, and the
jar with the memory address of the 12 is a pointer
Pointer syntax can also be confusing, because pointers can both give the memory
location and give the actual value stored in that same location. When a pointer is
declared, the syntax is this: variable_type *name; Notice the *. This is the key to
declaring a pointer, if you use it before the variable name, it will declare the
variable to be a pointer.
As I have said, there are two ways to use the pointer to access information about
the memory address it points to. It is possible to have it give the actual address to
another variable, or to pass it into a function. To do so, simply use the name of the
pointer without the *. However, to access the actual memory location, use the *.
The technical name for this doing this is dereferencing.
#include <iostream.h>
int main()
cin>>x; //Reads in x
return 0;
The cout outputs the value in x. Why is that? Well, look at the code. The
integer is called x. A pointer to an integer is then defined as "pointer". Then
it stores the memory location of x in pointer by using the ampersand (&)
symbol. If you wish, you can think of it as if the jar that had the integer had a
ampersand in it then it would output its name (in pointers, the memory
address) Then the user inputs the value for x. Then the cout uses the * to
put the value stored in the memory location of pointer. If the jar with the
name of the other jar in it had a * in front of it would give the value stored in
the jar with the same name as the one in the jar with the name. It is not too
hard, the * gives the value in the location. The unastricked gives the
memory location.
The keyword new is used to initialize pointers with memory from free store
(a section of memory available to all programs). The syntax looks like the
example:
Example:
int *ptr = new int;
The delete operator frees up the memory allocated through new. To do so,
the syntax is as in the example.
Example:
delete ptr;
Lesson 7: Structures
struct NAME
VARIABLES;
};
Where NAME is the name of the entire type of structure. To actually create a
single structure the syntax is NAME name_of_single_structure; To access a
variable of the structure it goes name_of_single_structure.name_of_variable;
For example:
struct example
int x;
};
struct database
int id_number;
int age;
float salary;
};
int main()
employee.age=22;
employee.id_number=1;
employee.salary=12000.21;
return 0;
The struct database declares that database has three variables in it, age,
id_number, and salary.
You can use database like a variable type like int. You can create an employee
with the database type as I did above. Then, to modify it you call everything with
the 'employee.' in front of it. You can also return structures from functions by
defining their return type as a structure type. Example:
I suppose I should explain unions a little bit. They are like structures except that
all the variables share the same memory. When a union is declared the compiler
allocates enough memory for the largest data-type in the union. Its like a giant
storage chest where you can store one large item, or a bunch of small items, but
never the both at the same time.
The '.' operator is used to access different variables inside a union also.
As a final note, if you wish to have a pointer to a structure, to actually access the
information stored inside the structure that is pointed to, you use the -> operator in
place of the . operator.
A quick example:
#include <iostream.h>
struct xampl
int x;
};
int main()
xampl structure;
xampl *ptr;
structure.x=12;
return 0;
Arrays are useful critters because they can be used in many ways. For example, a tic-tac-toe
board can be held in an array. Arrays are essentially a way to store many values under the
same name. You can make an array out of any data-type including structures and classes.
[][][][][][]
Each of the bracket pairs is a slot(element) in the array, and you can put information into each
one of them. It is almost like having a group of variables side by side.
Lets look at the syntax for declaring an array.
This would make an integer array with 100 slots, or places to store values(also called
elements). To access a specific part element of the array, you merely put the array name and,
in brackets, an index number. This corresponds to a specific element of the array. The one
trick is that the first index number, and thus the first element, is zero, and the last is the
number of elements minus one. 0-99 in a 100 element array, for example.
What can you do with this simple knowledge? Lets say you want to store a string, because C+
+ has no built-in datatype for strings, at least in DOS, you can make an array of characters.
For example:
char astring[100];
will allow you to declare a char array of 100 elements, or slots. Then you can receive input into
it it from the user, and if the user types in a long string, it will go in the array. The neat thing is
that it is very easy to work with strings in this way, and there is even a header file called string.
h. There is another lesson on the uses of string.h, so its not necessary to discuss here.
The most useful aspect of arrays is multidimensional arrays.
This is a graphic of what a two-dimensional array looks like when I visualize it.
For example:
int twodimensionalarray[8][8];
declares an array that has two dimensions. Think of it as a chessboard. You can easily use
this to store information about some kind of game or to write something like tic-tac-toe. To
access it, all you need are two variables, one that goes in the first slot and one that goes in the
second slot. You can even make a three dimensional array, though you probably won't need
to. In fact, you could make a four-hundred dimensional array. It would be confusing to
visualize, however.
Arrays are treated like any other variable in most ways. You can modify one value in it by
putting:
arrayname[arrayindexnumber]=whatever;
//or, for two dimensional arrays
arrayname[arrayindexnumber1][arrayindexnumber2]=whatever;
However, you should never attempt to write data past the last element of the array, such as
when
you have a 10 element array, and you try to write to the 11 element. The memory for the array
that was allocated for it will only be ten locations in memory, but the twelfth could be
anything, which could crash your computer.
You will find lots of useful things to do with arrays, from store information about certain
things under one name, to making games like tic-tac-toe. One suggestion I have is to use for
loops when access arrays.
#include <iostream.h>
int main()
for(x=0; x<8;x++)
return 0;
Here you see that the loops work well because they increment the variable for you, and
you only
need to increment by one. Its the easiest loop to read, and you access the entire array.
One thing that arrays don't require that other variables do, is a reference operator when
you want to have a pointer to the string. For example:
char *ptr;
char str[40];
ptr=str; //gives the memory address without a reference operator(&)
//As opposed to
int *ptr;
int num;
Lesson 9: Strings
In C++ strings are really arrays, but there are some different functions that are
used for strings, like adding to strings, finding the length of strings, and also of
checking to see if strings match.
The definition of a string would be anything that contains more than one character
strung together. For example, "This" is a string. However, single characters will
not be strings, though they can be used as strings.
Strings are arrays of chars. Static strings are words surrounded by double
quotation marks.
char string[50];
This would declare a string with a length of 50 characters. Do not forget that
arrays begin at zero, not 1 for the index number. In addition, a string ends with a
null character, literally a '/0' character. However, just remember that there will be
an extra character on the end on a string. It is like a period at the end of a
sentence, it is not counted as a letter, but it still takes up a space. Technically, in a
fifty char array you could only hold 49 letters and one null character at the end to
terminate the string.
which allows you to access arry just as if it were an array. Keep in mind that to
use delete you must put [] between delete and arry to tell it to free all 256 bytes of
memory allocated.
For example,
delete [] arry.
Strings are useful for holding all types of long input. If you want the user to input
his or her name, you must use a string.
Using cin>> to input a string works, but it will terminate the string after it reads the
first space. The best way to handle this situation is to use the function cin.getline.
Technically cin is a class, and you are calling one of its member functions. The
most important thing is to understand how to use the function however.
The char *buffer is a pointer to the first element of the character array, so that it
can actually be used to access the array. The int length is simply how long the
string to be input can be at its maximum (how big the array is). The char
terminal_char means that the string will terminate if the user inputs whatever that
character is. Keep in mind that it will discard whatever the terminal character is.
For a example:
#include <iostream.h>
int main()
return 0;
Remember that you are actually passing the address of the array when you pass
string because arrays do not require a reference operator (&) to be used to pass
their address. Other than that, you could make \n any character you want (make
sure to enclose it with single quotes to inform the compiler of its character status)
to have the getline terminate on that character.
String.h is a header file that contains many functions for manipulating strings. One
of these is the string comparison function.
strcmp will accept two strings. It will return an integer. This integer will either be:
Negative if s1 is less than s2.
Zero if s1 and s2 are equal.
Positive if s1 is greater than s2.
Strcmp is case sensitive. Strcmp also passes the address of the character array
to the function to allow it to be accessed.
strcmp will accept two strings. It will return an integer. This integer will either be:
Negative if s1 is less than s2.
Zero if the s1 and s2 are equal.
Positive if s1 is greater than s2.
Strcmpi is not case sensitive, if the words are capitalized it does not matter.Not
ANSI C++
strcat is short for string concatenate, which means to add to the end, or append. It
adds the second string to the first string. It returns a pointer to the concatenated
string.
strupr converts a string to uppercase. It also returns a string, which will all be in
uppercase. The input string, if it is an array and not a static string, will also all be
uppercase. Not ANSI C++
strlwr converts a string to lowercase. It also returns a string, which will all be in
uppercase. The input string, if it is an array, will also all be uppercase.
strlen will return the length of a string, minus the termating character(/0). The
size_t is nothing to worry about. Just treat it as an integer, which it is.
int main()
{ //equal strings
{ //outputting this
line
cout<<name<<endl;
cout<<name<<endl;
//the middle
return 0;
This is a slightly more advanced topic than what I have covered so far, but I think
that it is useful. File I/O is reading from and writing to files. This lesson will only
cover text files, that is, files that are composed only of ASCII text.
C++ has two basic classes to handle files, ifstream and ofstream. To use them,
include the header file fstream.h. Ifstream handles file input (reading from files),
and ofstream handles file output (writing to files). The way to declare an instance
of the ifstream or ofstream class is:
ifstream a_file;
//or
ifstream a_file("filename");
The constructor for both classes will actually open the file if you pass the name as
an argument. As well, both classes have an open command (a_file.open()) and a
close command (a_file.close()). It is generally a good idea to clean up after
yourself and close files once you are finished.
The beauty of the C++ method of handling files rests in the simplicity of the actual
functions used in basic input and output operations. Because C++ supports
overloading operators, it is possible to use << and >> in front of the instance of
the class as if it were cout or cin.
For example:
#include <fstream.h>
#include <iostream.h>
int main()
char str[10];
//Used later
ofstream a_file("example.txt");
a_file.close();
ifstream b_file("example.txt");
b_file>>str;
cout<<str;
b_file.close();
The default mode for opening a file with ofstream's constructor is to create it if it
does not exist, or delete everything in it if something does exist in it. If necessary,
you can give a second argument that specifies how the file should be handled.
They are listed below:
For example:
The above code will only open the file test.txt if that file already exists. The above code will only open
the file test.txt if that file already exists.
Typecasting is making a variable of one type, such as an int, act like another type,
a char, for one single application.
To typecast something, simply put the type of variable you want the actual
variable to act as inside parentheses in front of the actual variable. (char)a will
make 'a' function as a char.
For example:
#include <iostream.h>
int main()
cout<<(char)65;
return 0;
One use for typecasting for is when you want to use the ASCII characters. For
example, what if you want to create your own chart of all 256 ASCII characters.
To do this, you will need to use to typecast to allow you to print out the integer as
its character equivalent.
#include <iostream.h>
int main()
return 0;
C++ is a bunch of small additions to C, and one major addition. This one addition
is the object-oriented approach. As its name suggests, this deals with objects. Of
course, these are not real-life objects. Instead, these objects are the essential
definitions of real world objects. Structures are one step away from these objects,
they do not possess one element of them: functions. The definitions of these
objects are called classes. The easiest way to think about a class is to imagine a
structure that has functions.
What is this mysterious structure (not the programming type)? Well, it is not only a
collection of variables under one heading, but it is a collection of functions under
that same heading. If the structure is a house, then the functions will be the doors
and the variables will be the items inside the house. They usually will be the only
way to modify the variables in this structure, and they are usually the only to
access the variables in this structure.
The idea to make programs more modular. A section of code will have its own
functions and variables that control what it can do, and it does not require
anything outside of itself to function. While the class may require initialization with
data, it does not require outside variables or functions to manipulate the data.
That allows programs to reuse the same code more easily.
From now on, we shall call these structures with functions classes (I guess Marx
would not like C++). The syntax for these classes is simple. First, you put the
keyword 'class' then the name of the class. Our example will use the name
computer. Then you put an open bracket. Before putting down the different
variables, it is necessary to put the degree of restriction on the variable. There are
three levels of restriction. The first is public, the second protected, and the third
private. For now, all you need to know is that the public restriction allows any part
of the program, including that which is not part of the class, access the variables
specified as public. The protected restriction prevents functions outside the class
to access the variable. The syntax for that is merely the restriction keyword
(public, private, protected) and then a colon. Finally, you put the different variables
and functions (You usually will only put the function prototype[s]) you want to be
part of the class. Then you put a closing bracket and semicolon. Keep in mind that
you still must end the function prototype(s) with a semi-colon.
Classes should always contain two functions: the constructor and destructor. The
syntax for them is simple, the class name denotes a constructor, a ~ before the
class name is a destructor. The basic idea is to have the constructor initialize
variables, and to have the destructor clean up after the class, which includes
freeing any memory allocated. The only time the constructor is called is when the
programmer declares an instance of the class, which will automatically call the
constructor. The only time the destructor is called is when the instance of the
class is no longer needed. When the program ends, or when its memory is
deallocated (if you do not understand the deallocation part, do not worry). Keeps
in mind this: NEITHER constructors NOR destructors RETURN AN ARGUMENT!
This means you do not want to try to return a value in them.
The syntax for defining a function that is a member of a class outside of the actual
class definition is to put the return type, then put the class name, two colons, and
then the function name. This tells the compiler that the function is a member of
that class.
For example:
void Aclass::aFunction()
cout<<"Whatever code";
#include <iostream.h>
public:
Computer();
//Constructor
~Computer();
//Destructor
int readspeed();
protected:
int processorspeed;
};
Computer::Computer()
processorspeed = 0;
//Initializes it to zero
Computer::~Computer()
void Computer::setspeed(int p)
processorspeed = p;
int Computer::readspeed()
return processorspeed;
int main()
Computer compute;
compute.setspeed(100);
of the instance,
cout<<compute.readspeed();
return 0;
As you can see, this is a rather simple concept. However, it is very powerful.
It makes it easy to prevent variables that are contained (or owned) by the
class being overwritten accidentally. It also allows a totally different way of
thinking about programming. I want to end this tutorial as an introduction,
however.
In lesson 4 you were given the basic information on functions. However, I left out
two items of interest. First, when you declare a function you do not have to
prototype it! You must give the function definition physically before you call the
function. You simply type in the entire definition of the function where you would
normally put the prototype.
For example:
#include <iostream.h>
void function(void)
cout<<"HA! NO PROTOTYPE!";
int main()
function();
return 0;
The other programming concept is the inline function. Inline functions are not very
important, but it is good to understand them. The basic idea is to save time at a
cost in space. Inline functions are a lot like a placeholder. Once you define an
inline function, using the 'inline' keyword, whenever you call that function the
compiler will replace the function call with the actual code from the function.
How does this make the program go faster? Simple, function calls are simply
more time consuming than writing all of the code without functions. To go through
your program and replace a function you have used 100 times with the code from
the function would be time consuming. Of course, by using the inline function to
replace the function calls with code you will also greatly increase the size of your
program.
Using the inline keyword is simple, just put it before the name of a function. Then,
when you use that function, pretend it is a non-inline function.
For example:
#include <iostream.h>
cout<<"hello";
int main()
hello();
return 0;
However, once the program is compiled, the call to hello(); will be replaced
by the code making up the function.
A WORD OF WARNING: Inline functions are very good for saving time, but if
you use them too often or with large functions you will have a tremendously
large program. Sometimes large programs are actually less efficient, and
therefore they will run more slowly than before. Inline functions are best for
small functions that are called often.
In C++ it is possible to accept command line arguments. To do so, you must first
understand the full definition of int main(). It actually accepts two arguments, one
is number of command line arguments, the other is a listing of the command line
arguments.
The interger, argc is the ARGument Count (hence argc). It is the number of
arguments passed into the program from the command line, including the path to
and name of the program.
The array of character pointers is the listing of all the arguments. argv[0] is entire
path to the program including its name. After that, every element number less
than argc are command line arguments. You can use each argv element just like
a string, or use argv as a two dimensional array.
How could this be used? Almost any program that wants it parameters to be set
when it is executed would use this. One common use is to write a function that
takes the name of a file and outputs the entire text of it onto the screen.
#include <iostream.h>
if(argc!=2)
return 0;
return 0;
char x;
the_file.get(x);
cout<<x;
return 0;
This program is fairly simple. It incorporates the full version of main. Then it
first checks to ensure the user added the second argument, theoretically a
file name. It checks this, using the access function, which accepts a file
name and an access type, with 00 being a check for existence. This is not a
standard C++ function. It may not work on your compiler Then it creates an
instance of the file input class, and it opens the second argument passed
into main. If you have not seen get before, it is a standard function used in
input and output that is used to input a single character into the character
passed to it, or by returning the character. EOF is simply the end of file
marker, and x is checked to make sure that the next output is not bad.
Linked lists are a way to store data with structures so that the programmer can
automatically create a new place to store data whenever necessary. Specifically,
the programmer writes a struct or class definition that contains variables holding
information about something, and then has a pointer to a struct of its type. Each of
these individual struct or classes in the list is known as a node.
Think of it like a train. The programmer always stores the first node of the list. This
would be the engine of the train. The pointer is the connector between cars of the
train. Every time the train ads a car, it uses the connectors to add a new car. This
is like a programmer using the keyword new to create a pointer to a new struct or
class.
In memory it is often described as looking like this:
---------- ----------
---------- - ----------
- Pointer- - - - Pointer-
---------- ----------
Each of the big blocks is a struct (or class) that has a pointer to another one.
Remember that the pointer only stores the memory location of something, it is not
that thing, so the arrow goes to the next one. At the end, there is nothing for the
pointer to point to, so it does not point to anything, it should be set to "NULL" to
prevent it from accidentally pointing to a totally arbitrary and random location in
memory (which is very bad).
struct node
int x;
node *next;
};
int main()
This so far is not very useful for doing anything. It is necessary to understand how
to traverse (go through) the linked list before going further.
Think back to the train. Lets imagine a conductor who can only enter the train
through the engine, and can walk through the train down the line as long as the
connector connects to another car. This is how the program will traverse the
linked list. The conductor will be a pointer to node, and it will first point to root, and
then, if the root's pointer to the next node is pointing to something, the
"conductor" (not a technical term) will be set to point to the next node. In this
fashion, the list can be traversed. Now, as long as there is a pointer to something,
the traversal will continue. Once it reaches a NULL pointer, meaning there are no
more nodes (train cars) then it will be at the end of the list, and a new node can
subsequently be added if so desired.
struct node
int x;
node *next;
};
int main()
//the list
root->x=12;
if(conductor!=NULL)
while(conductor->next!=NULL)
conductor=conductor->next;
conductor->x=42;
That is the basic code for traversing a list. The if statement ensures that there is
something to begin with (a first node). In the example it will always be so, but if it
was changed, it might not be true. If the if statement is true, then it is okay to try
and access the node pointed to by conductor. The while loop will continue as long
as there is another pointer in the next. The conductor simply moves along. It
changes what it points to by getting the address of conductor->next.
Finally, the code at the end can be used to add a new node to the end. Once the
while loop as finished, the conductor will point to the last node in the array.
(Remember the conductor of the train will move on until there is nothing to move
on to? It works the same way in the while loop.) Therefore, conductor->next is set
to null, so it is okay to allocate a new area of memory for it to point to. Then the
conductor traverses one more element(like a train conductor moving on the the
newly added car) and makes sure that it has its pointer to next set to NULL so that
the list has an end. The NULL functions like a period, it means there is no more
beyond. Finally, the new node has its x value set. (It can be set through user
input. I simply wrote in the '=42' as an example.)
To print a linked list, the traversal function is almost the same. It is necessary to
ensure that the last element is printed after the while loop terminates.
For example:
conductor=root;
while(conductor->next!=NULL)
cout<<conductor->x;
conductor=conductor->next;
cout<<conductor->x;
The final output is necessary because the while loop will not run once it
reaches the last node, but it will still be necessary to output the contents of
the next node. Consequently, the last output deals with this.
void recurse()
int main()
This program will not continue forever, however. The computer keeps function
calls on a stack and once too many are called without ending, the program will
terminate. Why not write a program to see how many times the function is called
before the program terminates?
#include <iostream.h>
cout<<count;
int main()
return 0;
This simple program will show the number of times the recurse function has been
called by initializing each individual function call's count variable one greater than
it was previous by passing in count+1. Keep in mind, it is not a function restarting
itself, it is hundreds of functions that are each unfinished with the last one calling a
new recurse function.
It can be thought of like those little chinese dolls that always have a smaller doll
inside. Each doll calls another doll, and you can think of the size being a counter
variable that is being decremented by one.
Think of a really tiny doll, the size of a few atoms. You can't get any smaller than
that, so there are no more dolls. Normally, a recursive function will have a variable
that performs a similar action; one that controls when the function will finally exit.
The condition where the functin will not call itself is termed the base case of the
function. Basically, it is an if-statement that checks some variable for a condition
(such as a number being less than zero, or greater than some other number) and
if that condition is true, it will not allow the function to call itself again. (Or, it could
check if a certain condition is true and only then allow the function to call itself).
A quick example:
int main()
This program ends when size equals one. This is a good base case, but if it is not
properly set up, it is possible to have an base case that is always true (or always
false).
Once a function has called itself, it will be ready to go to the next line after the call.
It can still perform operations. One function you could write could print out the
numbers 123456789987654321. How can you use recursion to write a function to
do this? Simply have it keep incrementing a variable passed in, and then output
the variable...twice, once before the function recurses, and once after...
cout<<begin;
This function works because it will go through and print the numbers begin
Hint: Recursively find the factorial of the smaller numbers first, ie, it takes a
number, finds the factorial of the previous number, and multiplies the
number times that factorial...have fun, email me at
webmaster@cprogramming.com if you get it.
Perhaps you would like to have a function that will accept any number of values
and then return the average. You don't know how many arguments will be passed
in to the function. One way you could make the function would be to accept a
pointer to an array. Another way would be to write a function that can take any
number of arguments. So you could write avg(4, 12.2, 23.3, 33.3, 12.1); or you
could write avg(2, 2.3, 34.4); Some library functions can accept a variable list of
arguments (such as the venerable printf).
va_start is a macro which accepts two arguments, a va_list and the name of the
variable that directly precedes the ellipsis (...). So, in the function a_function, to
initialize a_list with va_start, you would write va_start(a_list, x);
va_arg takes a va_list and a variable type, and returns the next argument in the
list in the form of whatever variable type it is told. It then moves down the list to
the next argument. For example, va_arg(a_list, double) will return the next
argument, assuming it exists, in the form of a double. The next time it is called, it
will return the argument following the last returned number, if one exists.
#include <stdarg.h>
#include <iostream.h>
int main()
return 0;
It isn't necessarily a good idea to use a variable argument list at all times,
because the potential exists for assuming a value is of one type, while it is in fact
another, such as a NULL pointer being assumed to be an integer. Consequently,
variable argument lists should be used sparingly.
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