Basics Machine, software, and program design JPC and JWD © 2002 McGraw-Hill, Inc. Computer Organization CPU - central processing unit Where decisions are made, computations are performed, and input/output requests are delegated Memory Stores information being processed by the CPU Input devices Allows people to supply information to computers Output devices Allows people to receive information from computers Computer Organization Memory Output Devices Input Devices CPU CPU Brains of the computer Arithmetic calculations are performed using the Arithmetic/Logical Unit or ALU Control unit decodes and executes instructions Arithmetic operations are performed using binary number system Control Unit The fetch/execute cycle is the steps the CPU takes to execute an instruction Performing the action specified by an instruction is known as executing the Fetch the instruction to which the PC points Increment the PC instruction The program counter (PC) holds the memory address of the next instruction Execute the fetched instruction Input and Output Devices Accessories that allow computer to perform specific tasks Receive information for processing Return the results of processing Store information Common input and output devices Speakers Mouse Printer Joystick Keyboard Microphone Scanner CD-ROM DVD Some devices are capable of both input and output Floppy drive Hard drive Magnetic tape units Monitor Display device that operates like a television Also known as CRT (cathode ray tube) Controlled by an output device called a graphics card Displayable area Measured in dots per inch, dots are often referred to as pixels (short for picture 1280 element) pixels Standard resolution across is 640 by 480 screen Many cards support resolution of 1280 by 1024 or better Number of colors supported varies from 16 to billions 1024 pixels down screen Software Application software Programs designed to perform specific tasks that are transparent to the user System software Programs that support the execution and development of other programs Two major types Operating systems Translation systems Application Software Application software is the software that has made using computers indispensable and popular Common application software Word processors Desktop publishing programs Spreadsheets Presentation managers Drawing programs Learning how to develop application software is our focus Operating System Examples ® ® ® Windows , UNIX , Mac OS X Controls and manages the computing resources Important services that an operating system provides File system Directories, folders, files Commands that allow for manipulation of the file system Sort, delete, copy Ability to perform input and output on a variety of devices Management of the running systems Translation System Set of programs used to develop software A key component of a translation system is a translator Some types of translators Compiler Converts from one language to another Linker Combines resources Examples ® ® ® Microsoft Visual C++ , CBuilder , g++, Code Warrior Performs compilation, linking, and other activities. Software Development Activities Editing Compiling Linking with precompiled files Object files Library modules Loading and executing Viewing the behavior of the program Software Development Cycle Source Program Compile Library routines Edit Link Other object files Think Load Execute IDEs Integrated Development Environments or IDEs Supports the entire software development cycle E.g., MS Visual C++, Borland, Code Warrior Provides all the capabilities for developing software Editor Compiler Linker Loader Debugger Viewer Engineering Software Software engineering Area of computer science concerned with building large software systems Challenge Tremendous advances in hardware have not been accompanied by comparable advances in software Complexity Trade-off System complexity tends to grow as the system becomes more user friendly High Total Software Complexity Complexity User Simplicity Low Software Engineering Goals Reliability An unreliable life-critical system can be fatal Understandability Future development is difficult if software is hard to understand Cost Effectiveness Cost to develop and maintain should not exceed profit Adaptability System that is adaptive is easier to alter and expand Reusability Improves reliability, maintainability, and profitability Software Engineering Principles Abstraction Extract the relevant properties while ignoring inessentials Encapsulation Hide and protect essential information through a controlled interface Modularity Dividing an object into smaller modules so that it is easier to understand and manipulate Hierarchy Ranking or ordering of objects based on some relationship between them Abstraction Extract the relevant object properties while ignoring inessentials Defines a view of the object Example - car Car dealer views a car from selling features standpoint Price, length of warranty, color, … Mechanic views a car from systems maintenance standpoint Size of the oil filter, type of spark plugs, … Price? Oil change? Encapsulation Steps Decompose an object into parts Hide and protect essential information Supply interface that allows information to be modified in a controlled and useful manner Internal representation can be changed without affecting other system parts Example - car radio Interface consists of controls and power and antenna connectors The details of how it works is hidden To install and use a radio Do not need to know anything about the radio’s electronics Modularity Dividing an object into smaller pieces or modules so that the object is easier to understand and manipulate Most complex systems are modular Example - Automobile can be decomposed into subsystems Cooling system Radiator Thermostat Water pump Ignition system Battery Starter Spark plugs Hierarchy Hierarchy Ranking or ordering of objects based on some relationship between them Help us understand complex systems Example - a company hierarchy helps employees understand the company and their positions within it For complex systems, a useful way of ordering similar abstractions is a taxonomy from least general to most general Northern Timber Wolf Taxonomy Kingdom Animalia Phylum Chordata Class Mammalia Order Carnivora Family Caninae Genus Canis Species Canis lupus Subspecies Canis lupus occidentalis Northern Timber Wolf OO Design and Programming Object-oriented design and programming methodology supports good software engineering Promotes thinking in a way that models the way we think and interact with the real world Example - watching television The remote is a physical object with properties Weight, size, can send message to the television The television is also a physical object with various properties Objects An object is almost anything with the following characteristics Name Properties The ability to act upon receiving a message Basic message types Directive to perform an action Request to change one of its properties Binary Arithmetic The individual digits of a binary number are referred to as bits Each bit represents a power of two 01011 = 0 • 24 + 1 • 23 + 0 • 22 + 1 • 21 + 1 • 20 = 11 00010 = 0 • 24 + 0 • 23 + 0 • 22 + 1 • 21 + 0 • 20 = Binary addition 00010 + 01011 01101 2 + 11 13 Equivalent decimal addition 2 Binary Arithmetic Binary multiplication 0101 × 0011 0101 0101 0000 0000 0001111 Equivalent decimal multiplication 5 × 3 15 Two’s Complement Representation for signed binary numbers Leading bit is a sign bit Binary number with leading 0 is positive Binary number with leading 1 is negative Magnitude of positive numbers is just the binary representation Magnitude of negative numbers is found by Complement the bits Replace all the 1's with 0's, and all the 0's with 1's Add one to the complemented number The carry in the most significant bit position is thrown away when performing arithmetic Two’s Complement Performing two's complement on the decimal 7 to get -7 Using a five-bit representation 7 = 00111 Convert to binary 11000 Complement the bits 11000 Add 1 to the complement + 00001 11001 Result is -7 in two's complement Two's Complement Arithmetic Computing 8 - 7 using a two's complement representation with five-bit numbers 8 - 7 = 8 + (-7) = 1 01000 Two's complement of 8 11001 Two's complement of -7 Throw away the high-order carry as we are using a five bit representation 01000 Add 8 and -7 + 11001 100001 00001 Is the five-bit result Fundamentals of C++ Basic programming elements and concepts JPC and JWD © 2002 McGraw-Hill, Inc. Program Organization Program statement Definition Declaration Action Executable unit Named set of program statements Different languages refer to executable units by different names Subroutine: Fortran and Basic Procedure: Pascal Function : C++ Program Organization C++ program Collection of definitions, declarations and functions Collection can span multiple files Advantages Structured into small understandable units Complexity is reduced Overall program size decreases Object Object is a representation of some information Name Values or properties Data members Ability to react to requests (messages)!! Member functions When an object receives a message, one of two actions are performed Object is directed to perform an action Object changes one of its properties A First Program - Greeting.cpp // Program: Display greetings Preprocessor // Author(s): Ima Programmer directives // Date: 1/24/2001 Comments #include <iostream> #include <string> Provides simple access using namespace std; Function int main() { named cout << "Hello world!" << endl; main() return 0; indicates } start of program Insertion Ends executions Function statement of main() which ends program Greeting Output #include <iostream> using namespace std; int main() { // Extract length and width cout << "Rectangle dimensions: "; float Length; float Width; cin >> Length >> Width; Area.cpp Definitions Extraction // Compute and insert the area float Area = Length * Width; Definition with initialization cout << "Area = " << Area << " = Length " << Length << " * Width " << Width << endl; return 0; } Visual C++ IDE with Area.cpp Area.cpp Output Comments Allow prose or commentary to be included in program Importance Programs are read far more often than they are written Programs need to be understood so that they can be maintained C++ has two conventions for comments // single line comment (preferred) /* long comment */ (save for debugging) Typical uses Identify program and who wrote it Record when program was written Add descriptions of modifications Fundamental C++ Objects C++ has a large number of fundamental or built-in object types The fundamental object types fall into one of three categories Integer objects Floating-point objects Character objects Z 5 1.28345 1 P 3.14 Integer Object Types The basic integer object type is int The size of an int depends on the machine and the compiler On PCs it is normally 16 or 32 bits Other integers object types short: typically uses less bits long: typically uses more bits Different types allow programmers to use resources more efficiently Standard arithmetic and relational operations are available for these types Integer Constants Integer constants are positive or negative whole numbers Integer constant forms Decimal Octal (base 8) Digits 0, 1, 2, 3, 4, 5, 6, 7 Hexadecimal (base 16) Digits 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a , b, c, d, e, f, A, B, C, D, E, F Consider 31 oct and 25 dec Decimal Constants Examples 97 L or l indicates long integer 40000L 50000 23a (illegal) The type of the constant depends on its size, unless the type specifier is used Character Object Types Character type char is related to the integer types Characters are encoded using a scheme where an integer represents a particular character ASCII is the dominant encoding scheme Examples ' ' encoded as 32 '+' encoded as 43 'A' encoded as 65 'Z' encoded as 90 'a' encoded as 97 'z' encoded as 122 Appendix A gives the complete ASCII character set Character Operations Arithmetic and relational operations are defined for characters types 'a' < 'b' is true '4' > '3' is true '6' <= '2' is false Character Constants Explicit (literal) characters within single quotes 'a','D','*' Special characters - delineated by a backslash \ Two character sequences (escape codes) Some important special escape codes \t denotes a tab \n denotes a new line \\ denotes a backslash \' denotes a single quote \" denotes a double quote '\t' is the explicit tab character, '\n' is the explicit new line character, and so on Literal String Constants A literal string constant is a sequence of zero or more characters enclosed in double quotes "We are even loonier than you think" "Rust never sleeps\n" "Nilla is a Labrador Retriever" Not a fundamental type Floating-Point Object Types Floating-point object types represent real numbers Integer part Fractional part The number 108.1517 breaks down into the following parts 108 - integer part 1517 - fractional part C++ provides three floating-point object types float double long double Floating-Point Constants Standard decimal notation 134.123 F or f indicates single precision 0.15F floating point value Standard scientific notation 1.45E6 0.979e-3L L or l indicates long double floating point value When not specified, floating-point constants are of type double Names Used to denote program values or components A valid name is a sequence of Letters (upper and lowercase) Digits A name cannot start with a digit Underscores A name should not normally start with an underscore Names are case sensitive MyObject is a different name than MYOBJECT There are two kinds of names Keywords Identifiers Keywords Keywords are words reserved as part of the language int, return, float, double They cannot be used by the programmer to name things They consist of lowercase letters only They have special meaning to the compiler Identifiers Identifiers should be Short enough to be reasonable to type (single word is norm) Standard abbreviations are fine (but only standard abbreviations) Long enough to be understandable When using multiple word identifiers capitalize the first letter of each word Examples Min Temperature CameraAngle CurrentNbrPoints Definitions All objects that are used in a program must be defined An object definition specifies Type Name General definition form Known List of one or type more identifiers Type Id, Id, ..., Id; Our convention is one definition per statement! Examples char Response; int MinElement; float Score; float Temperature; int i; int n; char c; float x; Objects are uninitialized with this definition form (Value of a object is whatever is in its assigned memory location) Arithmetic Operators Common Addition + Subtraction Write m*x + b Multiplication * not mx + b Division / Mod % Note No exponentiation operator Single division operator Operators are overloaded to work with more than one type of object Integer Division Integer division produces an integer result Truncates the result Examples 3 / 2 evaluates to 1 4 / 6 evaluates to 0 10 / 3 evaluates to 3 Mod Produces the remainder of the division Examples 5 % 2 evaluates to 1 12 % 4 evaluates to 0 4 % 5 evaluates to 4 Operators and Precedence Consider mx + b Consider m*x + b which of the following is it equivalent to (m * x) + b m * (x + b) Operator precedence tells how to evaluate expressions Standard precedence order () Evaluate first, if nested innermost done first * / % Evaluate second. If there are several, then evaluate from left-to-right + Evaluate third. If there are several, then evaluate from left-to-right Operator Precedence Examples 20 - 4 / 5 (4 ((4 ((4 ((4 (20 -((4 (20 -((4 / / / / / / 5) 5) 5) 5) 5) 5) * 2 * * * * * + 3 * 5 % 4 2) 2) (3 * 5) 2) ((3 * 5) % 4) 2)) ((3 * 5) % 4) 2)) + ((3 * 5) % 4) Defining and Initializing When an object is defined using the basic form, the memory allotted to it contains random information Better idea to specify its desired value at the same time Exception is when the next statement is an extraction for the object Remember our convention of one definition per statement! Examples int FahrenheitFreezing = 32; char FinalGrade = 'A'; cout << "Slope of line: "; float m; cin >> m; cout << "Intercept: "; float b; cin >> b; cout << "X value of interest: "; float x; cin >> x; float y = (m * x) + b; Modifying Objects Operators and Expressions JPC and JWD © 2002 McGraw-Hill, Inc. Memory Depiction float y = 12.5; y 12.5 1001 1002 1003 1004 Memory Depiction float y = 12.5; int Temperature = 32; y Temperature 12.5 32 1001 1002 1003 1004 1005 1006 Memory Depiction float y = 12.5; int Temperature = 32; char Letter = 'c'; y 12.5 Temperature Letter 32 'c' 1001 1002 1003 1004 1005 1006 1007 Memory Depiction float y = 12.5; y int Temperature = 32; char Letter = 'c'; Temperature int Number; Letter Number 12.5 32 'c' - 1001 1002 1003 1004 1005 1006 1007 1008 1009 Assignment Statement Target becomes source Basic form object = expression ; Celsius = (Fahrenheit - 32) * 5 / 9; y = m * x + b; Action Expression is evaluated Expression value stored in object Definition int NewStudents = 6; NewStudents 6 Definition int NewStudents = 6; int OldStudents = 21; NewStudents 6 OldStudents 21 Definition int NewStudents = 6; int OldStudents = 21; int TotalStudents; NewStudents 6 OldStudents 21 TotalStudents - Assignment Statement int NewStudents = 6; int OldStudents = 21; int TotalStudents; NewStudents 6 OldStudents 21 TotalStudents ? TotalStudents = NewStudents + OldStudents; Assignment Statement int NewStudents = 6; int OldStudents = 21; int TotalStudents; NewStudents 6 OldStudents 21 TotalStudents 27 TotalStudents = NewStudents + OldStudents; Assignment Statement int NewStudents = 6; int OldStudents = 21; int TotalStudents; NewStudents 6 OldStudents ? TotalStudents 27 TotalStudents = NewStudents + OldStudents; OldStudents = TotalStudents; Assignment Statement int NewStudents = 6; int OldStudents = 21; int TotalStudents; NewStudents 6 OldStudents 27 TotalStudents 27 TotalStudents = NewStudents + OldStudents; OldStudents = TotalStudents; Consider int Value1 = 10; Value1 10 Consider int Value1 = 10; int Value2 = 20; Value1 10 Value2 20 Consider int Value1 = 10; int Value2 = 20; int Hold = Value1; Value1 10 Value2 20 Hold 10 Consider int Value1 = 10; int Value2 = 20; int Hold = Value1; Value1 = Value2; Value1 ? Value2 20 Hold 10 Consider int Value1 = 10; int Value2 = 20; int Hold = Value1; Value1 = Value2; Value1 20 Value2 20 Hold 10 Consider int Value1 = 10; int Value2 = 20; int Hold = Value1; Value1 = Value2; Value2 = Hold; Value1 20 Value2 ? Hold 10 Consider int Value1 = 10; int Value2 = 20; int Hold = Value1; Value1 20 Value2 10 Hold 10 Value1 = Value2; Value2 = Hold; We swapped the values of objects Value1 and Value2 using Hold as temporary holder for Value1’s starting value! Incrementing int i = 1; i 1 Incrementing int i = 1; i = i + 1; i 1 i 2 Assign the value of expression i + 1 to i Evaluates to 2 Const Definitions Modifier const indicates that an object cannot be changed Object is read-only Useful when defining objects representing physical and mathematical constants const float Pi = 3.1415; Value has a name that can be used throughout the program const int SampleSize = 100; Makes changing the constant easy Only need to change the definition and recompile Assignment Conversions Floating-point expression assigned to an integer object is truncated Integer expression assigned to a floating-point object is converted to a floating-point value Consider float y int i = int j = i = y; cout << y = j; cout << = 2.7; 15; 10; // i is now 2 i << endl; // y is now 10.0 y << endl; Nonfundamental Types Nonfundamental as they are additions to the language C++ permits definition of new types and classes A class is a special kind of type Class objects typically have Data members that represent attributes and values Member functions for object inspection and manipulation Members are accessed using the selection operator (.) j = s.size(); Auxiliary functions for other behaviors Libraries often provide special-purpose types and classes Programmers can also define their own types and classes Examples Standard Template Library (STL) provides class string EzWindows library provides several graphical types and classes SimpleWindow is a class for creating and manipulating window objects RectangleShape is a class for creating and manipulating rectangle objects Class string Class string Used to represent a sequence of characters as a single object Some definitions string Name = "Joanne"; string DecimalPoint = "."; string empty = ""; string copy = name; string Question = '?'; // illegal Nonfundamental Types To access a library use a preprocessor directive to add its definitions to your program file #include <string> The using statement makes syntax less clumsy Without it std::string s = "Sharp"; std::string t = "Spiffy"; With it using namespace std; // std contains string string s = "Sharp"; string t = "Spiffy"; EzWindows Library Objects Definitions are the same form as other objects Example SimpleWindow W; Most non-fundamental classes have been created so that an object is automatically initialized to a sensible value SimpleWindow objects have member functions to process messages to manipulate the objects Most important member function is Open() which causes the object to be displayed on the screen Example W.Open(); Initialization Class objects may have several attributes to initialize Syntax for initializing an object with multiple attributes Type Identifier(Exp1, Exp2, ..., Expn); SimpleWindow object has several optional attributes SimpleWindow W("Window Fun", 8, 4); First attribute Window banner Second attribute Width of window in centimeters Third attribute Height of window in centimeters An EzWindows Program #include <iostream> using namespace std; #include "ezwin.h" int ApiMain() { SimpleWindow W("A Window", 12, 12); W.Open(); cout << "Enter a character to exit" << endl; char a; cin >> a; return 0; } An EzWindows Project File An EzWindows Project File Sample Display Behavior RectangleShape Objects EzWindows also provides RectangleShape for manipulating rectangles RectangleShape objects can specify the following attributes SimpleWindow object that contains the rectangle (mandatory) Offset from left edge of the SimpleWindow Offset from top edge of the SimpleWindow Offsets are measured in centimeters from rectangle center Width in centimeters Height in centimeters Color color is an EzWindows type RectangleShape Objects Examples SimpleWindow W1("My Window", 20, 20); SimpleWindow W2("My Other Window", 15, 10); RectangleShape RectangleShape RectangleShape RectangleShape R(W1, S(W2, T(W1, U(W1, 4, 5, 3, 4, 2, Blue, 3, 2); 2, Red, 1, 1); 1, Black, 4, 5); 9); RectangleShape Objects Some RectangleShape member functions for processing messages Draw() Causes rectangle to be displayed in its associated window GetWidth() Returns width of object in centimeters GetHeight() Returns height of object in centimeters SetSize() Takes two attributes -- a width and height -- that are used to reset dimensions of the rectangle Another EzWindows Program #include <iostream> using namespace std; #include "rect.h" int ApiMain() { SimpleWindow W("Rectangular Fun", 12, 12); W.Open(); RectangleShape R(W, 5.0, 2.5, Blue, 1, 2); R.Draw(); cout << "Enter a character to exit" << endl; char Response; cin >> Response; return 0; } Sample Display Behavior Compound Assignment C++ has a large set of operators for applying an operation to an object and then storing the result back into the object Examples int i = 3; i += 4; cout << i << endl; float a = 3.2; a *= 2.0; cout << a << endl; // i is now 7 // a is now 6.4 Increment and Decrement C++ has special operators for incrementing object by one Examples int k = 4; ++k; // k++; // cout << k << endl; int i = k++; // cout << i << " " << k << endl; int j = ++k; // cout << j << " " << k << endl; or decrementing an k is 5 k is 6 i is 6, k is 7 j is 8, k is 8 Class string Some string member functions size() determines number of characters in the string string Saying = "Rambling with Gambling"; cout << Saying.size() << endl; // 22 substr() determines a substring (Note first position has index 0) string Word = Saying.substr(9, 4); // with find() computes the position of a subsequence int j = Saying.find("it"); int k = Saying.find("its"); // 10 // ? Class string Auxiliary functions and operators getline() extracts the next input line string Response; cout << "Enter text: "; getline(cin, Response, '\n'); cout << "Response is \"" << Response << "\"” << endl; Example run Enter text: Want what you do Response is "Want what you do" Class string Auxiliary operators + string concatenation string Part1 = "Me"; string Part2 = " and "; string Part3 = "You"; string All = Part1 + Part2 + Part3; += compound concatenation assignment string ThePlace = "Brooklyn"; ThePlace += ", NY"; #include <iostream> using namespace std; int main() { cout << "Enter the date in American format: " << "(e.g., January 1, 2001) : "; string Date; getline(cin, Date, '\n'); int i = Date.find(" "); string Month = Date.substr(0, i); int k = Date.find(","); string Day = Date.substr(i + 1, k - i - 1); string Year = Date.substr(k + 2, Date.size() - 1); string NewDate = Day + " " + Month + " " + Year; cout << "Original date: " << Date << endl; cout << "Converted date: " << NewDate << endl; return 0; } If Control Construct A mechanism for deciding whether an action should be taken JPC and JWD © 2002 McGraw-Hill, Inc. Boolean Algebra Logical expressions have the one of two values - true or false A rectangle has three sides The instructor has a pleasant smile The branch of mathematics is called Boolean algebra Developed by the British mathematician George Boole in the 19th century Three key logical operators And Or Not Boolean Algebra Truth tables Lists all combinations of operand values and the result of the operation for each combination Example P False False True True Q False True False True P and Q False False False True Boolean Algebra Or truth table P False False True True Q False True False True P or Q False True True True Boolean Algebra Not truth table P False True not P True False Boolean Algebra Can create complex logical expressions by combining simple logical expressions Example not (P and Q) A truth table can be used to determine when a logical expression is true P False False True True Q False True False True P and Q False False False True not (P and Q) True True True False A Boolean Type C++ contains a type named bool Type bool has two symbolic constants true false Boolean operators The and operator is && The or operator is || The not operator is ! Warning & and | are also operators so be careful what you type A Boolean Type Example logical expressions bool bool bool bool bool bool P Q R S T U = = = = = = true; false; true; (P && Q); ((!Q) || R); !(R && (!Q)); Relational Operators Equality operators == != Examples int i = 32; int k = 45; bool q = (i == k); bool r = (i != k); Relational Operators Ordering operators < > >= <= Examples int i = 5; int k = 12; bool p = (i bool q = (k bool r = (i bool s = (k < 10); > i); >= k); <= 12); Operator Precedence Revisited Precedence of operators (from highest to lowest) Parentheses Unary operators Multiplicative operators Additive operators Relational ordering Relational equality Logical and Logical or Assignment Operator Precedence Revisited Consider 5 * 15 + 4 == 13 && 12 < 19 || !false == 5 < 24 Operator Precedence Revisited Consider 5 * 15 + 4 == 13 && 12 < 19 || !false == 5 < 24 Yuck! Do not write expressions like this! Operator Precedence Revisited Consider 5 * 15 + 4 == 13 && 12 < 19 || !false == 5 < 24 However, for your information it is equivalent to ((((5 *15) + 4) == 13) && (12 < 19)) || ((!false) == (5 < 24)) Conditional Constructs Provide Ability to control whether a statement list is executed Two constructs If statement if if-else if-else-ef Switch statement Left for reading The Basic If Statement Syntax if (Expression) Action Expression If the Expression is true then execute Action true Action is either a single statement or a group of statements within braces Action false Example if (Value < 0) { Value = -Value; } If Value is less than zero then we need to update its value to that of its additive inverse Is our number negative? Value < 0 true Value = -Value Our number is now definitely nonnegative false If Value is not less than zero then our number is fine as is Sorting Two Numbers cout << "Enter two integers: "; int Value1; int Value2; cin >> Value1 >> Value2; if (Value1 > Value2) { int RememberValue1 = Value1; Value1 = Value2; Value2 = RememberValue1; } cout << "The input in sorted order: " << Value1 << " " << Value2 << endl; Semantics Rearrange value1 and value2 to put their values in the proper order Are the numbers out of order value2 < value1 fa lse true int rememberValue1 = value1 value1 = value2 value2 = rememberValue1 The numbers were rearranged into the proper order The numbers were initially in order The numbers are in order What is the Output? int m = 5; int n = 10; if (m < n) ++m; ++n; cout << " m = " << m << " n = " n << endl; The If-Else Statement Syntax if (Expression) Action1 else Action2 If Expression is true then execute Action1 otherwise execute Action2 if (v == 0) { cout << "v is 0"; } else { cout << "v is not 0"; } Expression true false Action1 Action2 Finding the Max cout << "Enter two integers: "; int Value1; int Value2; cin >> Value1 >> Value2; int Max; if (Value1 < Value2) { Max = Value2; } else { Max = Value1; } cout << "Maximum of inputs is: " << Max << endl; Finding the Max Yes, it is . So Value2 is larger than Value1. In this case, Max is set to Value2 Value1 < Value2 true Max = Value2 Either case, Max is set correctly Is Value2 larger than Value1 No, its not. So Value1 is at least as large as Value2. In this case, Max is set to Value1 false Max = Value1 Selection It is often the case that depending upon the value of an expression we want to perform a particular action Two major ways of accomplishing this choice if-else-if statement if-else statements “glued” together Switch statement An advanced construct An If-Else-If Statement if ( nbr < 0 ){ cout << nbr << " is negative" << endl; } else if ( nbr > 0 ) { cout << nbr << " is positive" << endl; } else { cout << nbr << " is zero" << endl; } A Switch Statement switch (ch) { case 'a': case case 'e': case case 'i': case case 'o': case case 'u': case cout << ch break; default: cout << ch } 'A': 'E': 'I': 'O': 'U': << " is a vowel" << endl; << " is not a vowel" << endl; cout << "Enter simple expression: "; int Left; int Right; char Operator; cin >> Left >> Operator >> Right; cout << Left << " " << Operator << " " << Right << " = "; switch (Operator) { case '+' : cout << Left + Right << endl; break; case '-' : cout << Left - Right << endl; break; case '*' : cout << Left * Right << endl; break; case '/' : cout << Left / Right << endl; break; default: cout << "Illegal operation" << endl; } Iterative Constructs Mechanisms for deciding under what conditions an action should be repeated JPC and JWD © 2002 McGraw-Hill, Inc. Averaging Determining Average Magnitude Suppose we want to calculate the average apparent brightness of a list of five star magnitude values Can we do it it? Yes, it would be easy Suppose we want to calculate the average apparent brightness of a list of 8,479 stars visible from earth Can we do it Yes, but it would be gruesome without the use of iteration C++ Iterative Constructs Three constructs while statement for statement do-while statement While Syntax Logical expression that determines whether the action is to be executed Action to be iteratively performed until logical expression is false while ( Expression) Action While Semantics Expression is evaluated at the start of each iteration of the loop Expression If Expression is true, Action is executed true Action false If Expression is false, program execution continues with next statement Computing an Average int listSize = 4; int numberProcessed = 0; double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; Suppose input contains: 1 5 3 1 6 Execution Trace listSize int listSize = 4; int numberProcessed = 0; double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 4 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 int listSize = 4; int numberProcessed = 0; double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 int listSize = 4; sum int numberProcessed = 0; double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 0 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 int listSize = 4; sum int numberProcessed = 0; double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 0 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 0 -- Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 0 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 0 1 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 0 1 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 1 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 1 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 1 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 1 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 1 -- Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 1 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 1 5 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 1 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 1 6 5 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 1 2 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 6 5 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 2 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 6 5 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 2 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 6 -- Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 2 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 6 3 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 2 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 6 9 3 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 2 3 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 9 3 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 9 3 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 9 -- Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 9 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 10 9 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 4 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 10 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 4 int listSize = 4; sum int numberProcessed = 0; value double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 10 1 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 4 int listSize = 4; sum int numberProcessed = 0; average double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 10 2.5 Suppose input contains: 1 5 3 1 6 Execution Trace listSize 4 numberProcessed 3 4 int listSize = 4; sum int numberProcessed = 0; average double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; 10 2.5 Suppose input contains: 1 5 3 1 6 Execution Trace Stays in stream until extracted int listSize = 4; int numberProcessed = 0; double sum = 0; while (numberProcessed < listSize) { double value; cin >> value; sum += value; ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; Power of Two Table const int TableSize = 20; int i = 0; long Entry = 1; cout << "i" << "\t\t" << "2 ** i" << endl; while (i < TableSize) { cout << i << "\t\t" << Entry << endl; Entry = 2 * Entry; ++i; } Better Way of Averaging The value of the input int numberProcessed = 0; operation corresponds to double sum = 0; true only if a successful double value; extraction was made while ( cin >> value ) { sum += value; What if list is empty? ++numberProcessed; } double average = sum / numberProcessed ; cout << "Average: " << average << endl; Even Better Way of Averaging int numberProcessed = 0; double sum = 0; double value; while ( cin >> value ) { sum += value; ++numberProcessed; } if ( numberProcessed > 0 ) { double average = sum / numberProcessed ; cout << "Average: " << average << endl; } else { cout << "No list to average" << endl; } The For Statement Syntax for (ForInit ; ForExpression; PostExpression) Action Example for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } Evaluated once at the beginning of the for statements's execution If ForExpr is true, Action is executed After the Action has completed, the PostExpression is evaluated ForInit ForExpr true Action PostExpr After evaluating the PostExpression, the next iteration of the loop starts The ForExpr is evaluated at the start of each iteration of the loop false If ForExpr is false, program execution continues with next statement Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; 0 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; 0 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 0 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 0 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 1 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; 1 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 1 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 1 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 2 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 2 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 i is 2 2 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 i is 2 2 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 i is 2 3 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 i is 2 3 Execution Trace i for (int i = 0; i < 3; ++i) { cout << "i is " << i << endl; } cout << "all done" << endl; i is 0 i is 1 i is 2 all done 3 Table Revisiting const int TableSize = 20; long Entry = 1; cout << "i" << "\t\t" << "2**i" << endl; for (int i = 0; i <= TableSize; ++i) { cout << i << "\t\t" << Entry << endl; Entry *= 2; } Table Revisiting const int TableSize = 20; long Entry = 1; cout << "i" << "\t\t" << "2**i" << endl; for (int i = 0; i < TableSize; ++i) { cout << i << "\t\t" << Entry << endl; Entry = 2 * Entry; } cout << "i is" << i << endl; // illegal The scope of i is limited to the loop! Displaying a Diagonal SimpleWindow W("One diagonal", 5.5, 2.25); W.Open(); for (int j = 1; j <= 3; ++j) { float x = j * 0.75 + 0.25; float y = j * 0.75 - 0.25; float Side = 0.4; RectangleShape S(W, x, y, Blue, Side, Side); S.Draw(); } Sample Display Displaying Three Diagonals SimpleWindow W("Three diagonals", 6.5, 2.25); W.Open(); for (int i = 1; i <= 3; ++i) { for (int j = 1; j <= 3; ++j) { float x = i - 1 + j * 0.75 + 0.25; float y = j * 0.75 - 0.25; float Side = 0.4; RectangleShape S(W, x, y, Blue, Side, Side); S.Draw(); } } The scope of i includes the inner loop. The scope of j is just the inner loop. Sample Display int int int int int Counter1 Counter2 Counter3 Counter4 Counter5 = = = = = 0; 0; 0; 0; 0; ++Counter1; for (int i = 1; i <= 10; ++i) { ++Counter2; for (int j = 1; j <= 20; ++j) { ++Counter3; } ++Counter4; } ++Counter5; cout << Counter1 << " " << Counter2 << " " << Counter3 << " " << Counter4 << " " << Counter5 << endl; For Into While Observation The for statement is equivalent to { ForInit; while (ForExpression) { Action; PostExpression; } } Counting Characters int NumberOfNonBlanks = 0; int NumberOfUpperCase = 0; Only extracts char c; nonblank characters while (cin >> c) { ++NumberOfNonBlanks; if ((c >= 'A') && (c <= 'Z')) { ++NumberOfUpperCase; } } cout << "Nonblank characters: " << NumberOfNonBlanks << endl << "Uppercase characters: " << NumberOfUpperCase << endl; Counting All Characters char c; int NumberOfCharacters = 0; int NumberOfLines = 0; Extracts all while ( cin.get(c) ) { characters ++NumberOfCharacters; if (c == '\n') { ++NumberOfLines } } cout << "Characters: " << NumberOfCharacters << endl << "Lines: " << NumberOfLines << endl; File Processing #include <iostream> #include <fstream> using namespace std; int main() { ifstream fin("mydata.txt"); int ValuesProcessed = 0; float ValueSum = 0; float Value; while ( fin >> Value ) { ValueSum += Value; ++ValuesProcessed; } if (ValuesProcessed > 0) { ofstream fout("average.txt"); float Average = ValueSum / ValuesProcessed; fout << "Average: " << Average << endl; return 0; } else { cerr << "No list to average" << endl; return 1; } } Iteration Do’s Key Points Make sure there is a statement that will eventually terminate the iteration criterion The loop must stop! Make sure that initialization of loop counters or iterators is properly performed Have a clear purpose for the loop Document the purpose of the loop Document how the body of the loop advances the purpose of the loop The Do-While Statement Syntax do Action while (Expression) Semantics Execute Action If Expression is true then execute Action again Repeat this process until Expression evaluates to false Action is either a single statement or a group of statements within braces Action true Expression false Waiting for a Proper Reply char Reply; do { cout << "Decision (y, n): "; if (cin >> Reply) Reply = tolower(Reply); else Reply = 'n'; } while ((Reply != 'y') && (Reply != 'n')); Libraries Computational assistants JPC and JWD © 2002 McGraw-Hill, Inc. Functions Previous examples Programmer-defined functions main() ApiMain() Library-defined functions cin.get() string member functions size() RectangleShape member function Draw() SimpleWindow member function Open() Advice Don’t reinvent the wheel! There are lots of libraries out there Terminology A function is invoked by a function call / function invocation y = f(a); Terminology A function call specifies The function name The name indicates what function is to be called y = f(a); The actual parameters to be used in the invocation The values are the information that the called function requires from the invoking function to do its task y = f(a); Terminology A function call produces a return value The return value is the value of the function call y = f(a); Invocation Process Flow of control is temporarily transferred to the invoked function Correspondence established between actual parameters of the invocation with the formal parameters of the definition cout << "Enter number: "; double a; double f(double x) { cin >> a; y = f(a); double result = cout << y; x*x + 2*x + 5; Value of a is given to x return result; } Invocation Process Flow of control is temporarily transferred to the invoked function Local objects are also maintained in the invocation’s activation record. Even main() has a record cout << "Enter number: "; double a; cin >> a; double f(double x) { y = f(a); double result = cout << y; Activation record is large x*x + 2*x + 5; enough to store values return result; associated with each object that is defined by the function } Invocation Process Flow of control is temporarily transferred to the invoked function Other information may also be maintained in the invocation’s activation record cout << "Enter number: "; double a; cin >> a; double f(double x) { y = f(a); double result = cout << y; Possibly a pointer to the x*x + 2*x + 5; current statement being return result; executed and a pointer to the invoking statement } Invocation Process Flow of control is temporarily transferred to the invoked function Next statement executed is the first one in the invoked function cout << "Enter number: "; double a; double f(double x) { cin >> a; y = f(a); double result = cout << y; x*x + 2*x + 5; return result; } Invocation Process Flow of control is temporarily transferred to the invoked function After function completes its action, flow of control is returned to the invoking function and the return value is used as value of invocation cout << "Enter number: "; double a; double f(double x) { cin >> a; y = f(a); double result = cout << y; x*x + 2*x + 5; return result; } Execution Process Function body of invoked function is executed Flow of control then returns to the invocation statement The return value of the invoked function is used as the value of the invocation expression Function Prototypes Before a function can appear in an invocation its interface must be specified Prototype or complete definition Type of value that the function returns A description of the form the parameters (if any) are to take Identifier name of function FunctionType FunctionName ( ParameterList ) int Max(int a, int b) Function Prototypes Before a function can appear in an invocation its interface must be specified Prototypes are normally kept in library header files Type of value that the function returns A description of the form the parameters (if any) are to take Identifier name of function FunctionType FunctionName ( ParameterList ) int Max(int a, int b) Libraries Library Collection of functions, classes, and objects grouped by commonality of purpose Include statement provides access to the names and descriptions of the library components Linker connects program to actual library definitions Previous examples String: STL’s string class Graphics: EzWindows Basic Translation Process Source program Process preprocessor directives to produce a translation unit Check translation unit for legal syntax and compile it into an object file Link object file with standard object files and other object files to produce an executable unit Executable Unit Some Standard Libraries fstream File stream processing assert C-based library for assertion processing iomanip Formatted input/output (I/O) requests ctype C-based library for character manipulations math C-based library for trigonometric and logarithmic functions Note C++ has many other libraries Library Header Files Describes library components Typically contains Function prototypes Interface description Class definitions Sometimes contains Object definitions Example: cout and cin in iostream Library Header Files Typically do not contain function definitions Definitions are in source files Access to compiled versions of source files provided by a linker #include <iostream> Library header files #include <cmath> using namespace std; int main() { cout << "Enter Quadratic coefficients: "; double a, b, c; cin >> a >> b >> c; Invocation if ( (a != 0) && (b*b - 4*a*c > 0) ) { double radical = sqrt(b*b - 4*a*c); double root1 = (-b + radical) / (2*a); double root2 = (-b - radical) / (2*a); cout << "Roots: " << root1 << " " << root2; } else { cout << "Does not have two real roots"; } return 0; } #include <iostream> #include <fstream> // file stream library using namespace std; int main() { ifstream fin("mydata.txt"); int ValuesProcessed = 0; float ValueSum = 0; float Value; while (fin >> Value) { ValueSum += Value; ++ValuesProcessed; } if (ValuesProcessed > 0) { ofstream fout("average.txt"); float Average = ValueSum / ValuesProcessed; fout << "Average: " << Average << endl; return 0; } else { cerr << "No list to average" << endl; return 1; } } ifstream sin("in1.txt"); // extract from in1.txt ofstream sout("out1.txt"); // insert to out1.txt string s; while (sin >> s) { sout << s << endl; } sin.close(); sout.close(); // done with in1.txt // done with out1.txt sin.open("in2.txt"); // now extract from in2.txt sout.open("out.txt", // now append to out2.txt (ios_base::out | ios_base::app)); while (sin >> s) { sout << s << endl; } sin.close(); sout.close(); // done with in2.txt // done with out2.txt Programmer-defined Functions Development of simple functions using value and reference parameters JPC and JWD © 2002 McGraw-Hill, Inc. Function Definition Includes description of the interface and the function body Interface Similar to a function prototype, but parameters’ names are required Body Statement list with curly braces that comprises its actions Return statement to indicate value of invocation Function Definition Return type Local object definition Function name Formal parameter float CircleArea (float r) { const float Pi = 3.1415; return Pi * r * r; } Return statement Function body Function Invocation Actual parameter cout << CircleArea(MyRadius) << endl; To process the invocation, the function that contains the insertion statement is suspended and CircleArea() does its job. The insertion statement is then completed using the value supplied by CircleArea(). Simple Programs Single file Include statements Using statements Function prototypes Function definitions Functions use value parameter passing Also known as pass by value or call by value The actual parameter is evaluated and a copy is given to the invoked function #include <iostream> using namespace std; float CircleArea(float r); // main(): manage circle computation int main() { cout << "Enter radius: "; float MyRadius; cin >> MyRadius; float Area = CircleArea(MyRadius); cout << "Circle has area " << Area; return 0; } // CircleArea(): compute area of radius r circle float CircleArea(float r) { const float Pi = 3.1415; return Pi * r * r; } Value Parameter Rules Formal parameter is created on function invocation and it is initialized with the value of the actual parameter Changes to formal parameter do not affect actual parameter Reference to a formal parameter produces the value for it in the current activation record New activation record for every function invocation Formal parameter name is only known within its function Formal parameter ceases to exist when the function completes Activation record memory is automatically released at function completion Information to function can come from parameters or an input stream Parameters Input stream data Function Output stream data Return value Information from function can come through a return value or an output stream PromptAndRead() // PromptAndRead(): prompt and extract next // integer int PromptAndRead() { cout << "Enter number (integer): "; int Response; cin >> Response; return Response; } Sum() // Sum(): compute sum of integers in a ... b int Sum(int a, int b) { int Total = 0; for (int i = a; i <= b; ++i) { Total += i; } return Total; } Problem Definition Input two numbers that represent a range of integers and display the sum of the integers that lie in that range Design Prompt user and read the first number Prompt user and read the second number Calculate the sum of integers in the range smaller...larger by adding in turn each integer in that range Display the sum Range.cpp #include <iostream> using namespace std; int PromptAndRead(); int Sum(int a, int b); int main() { int FirstNumber = PromptAndRead(); int SecondNumber = PromptAndRead(); int RangeSum = Sum(FirstNumber , SecondNumber); cout << "The sum from " << FirstNumber << " to " << SecondNumber << " is " << RangeSum << endl; return 0; } Range.cpp // PromptAndRead(): prompt & extract next integer int PromptAndRead() { cout << "Enter number (integer): "; int Response; cin >> Response; return Response; } // Sum(): compute sum of integers in a ... b int Sum(int a, int b) { int Total = 0; for (int i = a; i <= b; ++i) { Total += i; } return Total; } Blocks and Local Scope A block is a list of statements within curly braces Blocks can be put anywhere a statement can be put Blocks within blocks are nested blocks An object name is known only within the block in which it is defined and in nested blocks of that block A parameter can be considered to be defined at the beginning of the block corresponding to the function body Local Object Manipulation void f() { int i = 1; cout << i << endl; { int j = 10; cout << i << j << endl; i = 2; cout << i << j << endl } cout << i << endl; cout << j << endl; } // insert 1 // insert 1 10 // insert 2 10 // insert 2 // illegal Name Reuse If a nested block defines an object with the same name as enclosing block, the new definition is in effect in the nested block However, Don’t Do This At Home void f() { { int i = 1; cout << i << endl; { cout << i << endl; char i = 'a'; cout << i << endl; } cout << i << endl; } cout << i << endl; } // insert 1 // insert 1 // insert a // insert 1 // illegal insert Global Scope Objects not defined within a block are global objects A global object can be used by any function in the file that is defined after the global object It is best to avoid programmer-defined global objects Exceptions tend to be important constants Global objects with appropriate declarations can even be used in other program files cout, cin, and cerr are global objects that are defined in by the iostream library Local objects can reuse a global object's name Unary scope operator :: can provide access to global object even if name reuse has occurred Don’t Do This At Home Either int i = 1; int main() { cout << i << endl; { char i = 'a'; cout << i << endl; ::i = 2; cout << i << endl; cout << ::i << endl; } cout << i << endl; return 0; } // insert 1 // insert a // insert a // insert 2 Consider int main() { int Number1 = PromptAndRead(); int Number2 = PromptAndRead(); if (Number1 > Number2) { Swap(Number1, Number2); } cout << "The numbers in sorted order:" << Number1 << ", " << Number2 << endl; return 0; } Using void Swap(int a, int b) { int Temp = a; a = b; b = Temp; return; } Doesn’t do what we want! Consider A parameter passing style where Changes to the formal parameter change the actual parameter That would work! Reference Parameters If the formal argument declaration is a reference parameter then Formal parameter becomes an alias for the actual parameter Changes to the formal parameter change the actual parameter Function definition determines whether a parameter’s passing style is by value or by reference Reference parameter form ptypei &pnamei void Swap(int &a, int &b) Reconsider int main() { int Number1 = PromptAndRead(); int Number2 = PromptAndRead(); if (Number1 > Number2) { Swap(Number1, Number2); } cout << "The numbers in sorted order: " << Number1 << ", " << Number2 << endl; return 0; } Using void Swap(int &a, int &b) { int Temp = a; a = b; b = Temp; return; Passed by reference -- in an invocation the actual } parameter is given rather than a copy Return statement not necessary for void functions Consider int i = int j = Swap(i, int a = int b = Swap(b, 5; 6; j); 7; 8; a); void Swap(int &a, int &b) { int Temp = a; a = b; b = Temp; return; } Extraction Function to extract a value from a given stream void GetNumber(int &MyNumber, istream &sin) { sin >> MyNumber; return; } Why is MyNumber a reference parameter? Why is the stream a reference parameter? Getnum.cpp int main() { ifstream fin("mydata.txt"); int Number1; int Number2; cout << "Enter number: "; GetNumber(Number1, cin); // not needed: cout << "Enter number: "; GetNumber(Number2, fin); if (Number1 > Number2) { Swap(Number1, Number2); } cout << "The numbers in sorted order: " << Number1 << ", " << Number2 << endl; return 0; } Constant Parameters The const modifier can be applied to formal parameter declarations const indicates that the function may not modify the parameter void PromptAndGet(int &n, const string &s) { cout << s ; cin >> n ; // s = "Got it"; // illegal assignment } // caught by compiler Sample invocation int x; PromptAndGet(x, "Enter number (n): "); Constant Parameters Usefulness When we want to pass an object by reference, but we do not want to let the called function modify the object Question Why not just pass the object by value? Answer For ? large objects, making a copy of the object can be very inefficient Passing Constant Rectangles void DrawBoxes(const RectangleShape &R1, const RectangleShape &R2) { R1.Draw(); R2.Draw(); } int ApiMain() { SimpleWindow Demo("Demo Program"); Demo.Open(); RectangleShape Rect1(Demo, 3, 2, Blue); RectangleShape Rect2(Demo, 6, 5, Yellow); DrawBoxes(Rect1, Rect2); return 0; } Default Parameters Observations Our functions up to this point required that we explicitly pass a value for each of the function parameters It would be convenient to define functions that accept a varying number of parameters Default parameters Allows programmer to define a default behavior A value for a parameter can be implicitly passed Reduces need for similar functions that differ only in the number of parameters accepted Default Parameters If the formal argument declaration is of the form ptypei pnamei = dvaluei then th argument in the function invocation, If there is no i pnamei is initialized to dvaluei The parameter pnamei is an optional value parameter Optional reference parameters are also permitted Consider void PrintChar(char c = '=', int n = 80) { for (int i = 0; i < n; ++i) cout << c; } What happens in the following invocations? PrintChar('*', 20); PrintChar('-'); PrintChar(); Default Parameters Default parameters must appear after any mandatory parameters Bad example void Trouble(int x = 5, double z, double y) { ... } Cannot come before mandatory parameters Default Parameters Consider bool GetNumber(int &n, istream &sin = cin) { return sin >> n ; } Some possible invocations int x, y, z; ifstream fin("Data.txt"); GetNumber(x, cin); GetNumber(y); GetNumber(z, fin); Design your functions for ease and reuse! Function Overloading A function name can be overloaded Two functions with the same name but with different interfaces Typically this means different formal parameter lists Difference in number of parameters Min(a, b, c) Min(a, b) Difference in types of parameters Min(10, 20) Min(4.4, 9.2) Function Overloading int Min(int a, int b) { cout << "Using int min()" << endl; if (a > b) return b; else return a; } double Min(double a, double b) { cout << "Using double min()" << endl; if (a > b) return b; else return a; } Function Overloading int main() { int a = 10; int b = 20; double x = 4.4; double y = 9.2; int c = Min(a, b); cout << "c is " << c << endl; int z = Min(x, y); cout << "z is " << z << endl; return 0; } Function Overloading Compiler uses function overload resolution to call the most appropriate function First looks for a function definition where the formal and actual parameters exactly match If there is no exact match, the compiler will attempt to cast the actual parameters to ones used by an appropriate function The rules for function definition overloading are very complicated Advice Be very careful when using this feature Random Numbers Generating a sequence of random numbers is often useful In a game, it ensures that a player does not see the same behavior each time In a simulation of a complex system, random numbers can be used to help generate random events Car crash in a simulation of a highway system Likelihood of a gene in cell mutation Weather simulation Uniform Random Numbers Uniform random number sequence A sequence of random numbers where Each value in the sequence is drawn from the same range of numbers In each position of the sequence, any value in the number range is equally likely to occur Random Numbers Examples Generate a uniform random number sequence in the range 1 to 6 Use a fair six-sided die Each roll represents a new random number Generate a uniform random number sequence in the range 1 to 2 Use a fair coin Heads: 1, Tails: 2 Random Numbers We can write an algorithm for generating what looks like random numbers 30 21 9 28 29 ... Because it’s an algorithm, we know the rules for generating the next number The generated numbers are not really random They are properly called pseudorandom numbers Stdlib Library Provides in part functions for generating pseudorandom numbers rand() Returns a uniform pseudorandom unsigned int from the inclusive interval 0 to RAND_MAX #include <iostream> #include <string> #include <cstdlib> using namespace std; int main() { for (int i = 1; i <= 5; ++i) cout << rand() << endl; return 0; } Different Sequences To produce a different sequence, invoke void srand(unsigned int); Consider seed.cpp int main() { cout << "Enter a seed: "; unsigned int Seed; cin >> Seed; srand(Seed); for (int i = 1; i <= 5; ++i) cout << rand() << endl; return 0; } Different Sequences To automatically get a different sequence each time Need a method of setting the seed to a random value The standard method is to use the computer's clock as the value of the seed The function invocation time() can be used Returns an integral value of type time_t Invocation time(0) returns a suitable value for generating a random sequence Randseed.cpp #include <iostream> #include <string> #include <cstdlib> #include <ctime> using namespace std; int main() { srand((unsigned int) time(0)); for (int i = 1; i <= 5; ++i) cout << rand() << endl; return 0; } Class Construct Defining objects with attributes and behavior JPC and JWD © 2002 McGraw-Hill, Inc. Class Types Class construct Allows programmers to define new data types for representing information Class type objects can have both attribute components and behavior components Provides the object-oriented programming in C++ Example we shall consider is RectangleShape Terminology Client Program using a class Object behaviors Realized in C++ via member functions (methods) RectangleShapes can be drawn or resized Object attributes Are known as data members in C++ RectangleShapes have width, height, position, color Member Functions Provide a controlled interface to data members and object access and manipulation Create objects of the class Inspect, mutate, and manipulate object of the class Can be used to keep data members in a correct state SetSize() SetColor() Draw() Member Functions Constructors Member functions that initialize an object during its definition RectangleShape R(W, x, y, c, w, h); Factoid Constructors do not have a type Considered superfluous Member Functions Inspectors Member functions that act as a messenger that returns the value of an attribute Example RectangleShapes have an inspector GetColor() color CurrColor = R.GetColor(); Member Functions Mutators Changes the value of an attribute Example RectangleShapes have a mutator SetColor() R.SetColor(Black); Member Functions Facilitators Causes an object to perform some action or service Example RectangleShapes have a facilitator Draw() R.Draw(); A Simple RectangleShape Class Consider a simpler version of the RectangleShape than what is defined in rect.h Giving the class definition not the implementation The definition in rect.h uses inheritance and member functions with default parameters If you are wondering what is missing Default constructor parameters Member function Erase() Inherited member functions HasBorder(), SetBorder(), and ClearBorder() Simple RectangleShape Header File #ifndef RECT_SHAPE_H Preprocessor directives #define RECT_SHAPE_H #include "ezwin.h" Passed by reference, do not want class RectangleShape { a copy of the window public: // constructor Access RectangleShape(SimpleWindow &Window, right float XCoord, float YCoord, const color &c, indicates float Width, float Height); no // facilitator limitations void Draw(); on who ezwin.h get us definitions of can use these members SimpleWindow and color Simple RectangleShape // inspectors Indicates the member color GetColor() const; functions won’t float GetWidth() const; change the object float GetHeight() const; void GetSize(float &Width, float &Height) const; void GetPosition(float &XCoord, float &YCoord) const; SimpleWindow& GetWindow() const; Reference return, brings actual window (not a copy) Simple RectangleShape Lack of const indicate the member function might change the object // mutators void SetColor(const color &c); void SetPosition(float XCoord, float YCoord); void SetSize(float Width, float Height); Simple RectangleShape Access right private: // data members SimpleWindow &Window; float thisXCenter; float thisYCenter; color thisColor; float thisWidth; float thisHeight; A client cannot directly access either private or protected data members }; #endif Close of #ifndef directive Access Tests Consider SimpleWindow W("Testing", 20, 10); RectangleShape R(W, 2, 2, Blue, 4, 3); const RectangleShape S(W, 15, 10, Red, 5, 6); Can we do the following? color c = R.GetColor(); color d = S.GetColor(); color d = R.thisColor; R.DetColor(Yellow); S.SetColor(Black); The RectangleShape Class Public access All clients and class members have access to the public members Access denied Private access Only class members have access Access from to the outside of class private members Private data members and member functions Public data members and member functions C: RectangleShape DM: Window, Color, XCenter, YCenter, Width, Height MF: Draw(), GetColor(), GetSize(), GetWidth(), GetHeight(), GetPosition(), GetWindow(), SetColor(), SetPosition(),SetSize() Instantiations O: R1 DM: Window: &W, Color: Cyan, XCenter: 1, YCenter: 4 Width: 3, Height: 3 O: R2 DM: Window: &W, Color: Red, XCenter: 6, YCenter: 4 Width: 1, Height: 2 #include "rect.h” SimpleWindow ColorWindow("Color Palette", 8.0, 8.0); int ApiMain() { const int SideSize = 1; float XPosition = 1.5; const float YPosition = 4; ColorWindow.Open(); RectangleShape ColorPatch(ColorWindow, XPosition, YPosition, White, SideSize, SideSize); for (int c = Red; c <= Magenta; c = color(c + 1)) { ColorPatch.SetColor(color(c)); ColorPatch.SetPosition(XPosition, YPosition); ColorPatch.Draw(); XPosition += SideSize; } return 0; } Abstract Data Types Development and Implementation JPC and JWD © 2002 McGraw-Hill, Inc. Our Goal Well-defined representations that allow objects to be created and used in an intuitive manner User should not have to bother with unnecessary details Example programming a microwave to make popcorn should not require a physics course Golden Rule Use information hiding and encapsulation to support integrity of data Put implementation details in a separate module Implementation details complicate the class declarations Data members are private so that use of the interface is required Makes clients generally immune to implementation changes Another Golden Rule Keep it simple – class minimality rule Implement a behavior as a nonmember function when possible Only add a behavior if it is necessary Abstract Data Type Well-defined and complete data abstraction using the information-hiding principle Rational Number Review Rational number Ratio of two integers: a/b Numerator over the denominator Standard operations Addition a c ad + bc + = b d bd Subtraction a c ad - bc = b d bd Multiplication a c ac * = b d bd Division a c ad / = b d bc Abstract Data Type Consider Rational a(1,2); // a = Rational b(2,3); // b = cout << a << " + " << b << Rational s; // s = Rational t; // t = cin >> s >> t; cout << s << " * " << t << 1/2 2/3 " = " << a + b; 0/1 0/1 " = " << s * t; Observation Natural look that is analogous to fundamental-type arithmetic objects Rational Attributes A numerator and denominator Implies in part a class representation with two private int data members NumeratorValue and DenominatorValue Rational Public Behaviors Rational arithmetic Addition, subtraction, multiplication, and division Rational relational Equality and less than comparisons Practice rule of class minimality Rational Public Behaviors Construction Default construction Design decision 0/1 Specific construction Allow client to specify numerator and denominator Copy construction Provided automatically Assignment Provided automatically Insertion and extraction Non-Public Behaviors Inspection and mutation of data members Clients deal with a Rational object! Auxiliary Behaviors Operations (necessarily public) Arithmetic, relational, insertion, and extraction operations Provides the natural form we expect Class definition provides a functional form that auxiliary operators use Provides commutativity consistency For C++ reasons 1 + r and r + 1 would not be treated the same if addition was a member operation Class Rational Public interface: Add(), Subtract(), Multiply(),Divide(), Equal(), LessThan(), Insert(),Extract() Data members: NumeratorValue, DenominatorValue Other members: GetNumerator(), GetDenominator(), SetNumerator(), SetDenominator(), Instantiation Rational a(1,2); Object a Attributes: NumeratorValue(1) DenominatorValue(2) Instantiation Rational b(2,3); Object b Attributes: NumeratorValue(2) DenominatorValue(3) Library Components Rational.h Class definitions and library function prototypes Rational.cpp Implementation source code – member and auxiliary function definitions Auxiliary functions are assisting global functions that provide expected but non-member capabilities Rational.obj Translated version of Rational.cpp (linkable) Rational.lib Library version of Rational.obj that is more readily linkable MyProgram.cpp Making use of the Rational class. The header file provides access to the class definition and to auxiliary function prototypes. The header file does not provide member and auxiliary definitions #include <iostream> using namespace std; #include "rational.h" int main() { Rational r; Rational s; cout << "Enter two rationals(a/b): "; cin >> r >> s; Rational Sum = r + s; cout << r << " + " << s << " = " << Sum; return 0; } Producing MyProgram.exe Preprocessor combines the definitions and prototypes in iostream and rational headers along with MyProgram.cpp to produce a compilation unit Compiler must be told where to look for Rational.h Compiler translates the unit and produces MyProgram.obj Compiler recognizes that MyProgram.obj does not contain actual definitions of Rational constructor, +, >>, and << Linker is used to combine definitions from the Rational library file with MyProgram.obj to produce MyProgram.exe Compiler must be told where to find the Rational library file Producing MyProgram.exe MyProgram.cpp Process preprocessor directives to produce a translation unit Check translation unit for legal syntax and compile it into object file MyProgram.obj Link object file with standard library files and rational library file to produce executable unit MyProgram.exe Rational Header File Overview File layout Class definition and library prototypes nested within preprocessor statements Ensures one inclusion per translation unit Class definition precedes library prototypes #ifndef RATIONAL_H #define RATIONAL_H class Rational { // } ; … // library prototypes #endif … Class Rational Overview class Rational { // from rational.h public: // for everybody including clients protected: // for Rational member functions and for // member functions from classes derived // from rational private: // for Rational member functions } ; Rational Public Section public: // default constructor Rational(); // specific constructor Rational(int numer, int denom = 1); // arithmetic facilitators Rational Add(const Rational &r) const; Rational Multiply(const Rational &r) const; // stream facilitators void Insert(ostream &sout) const; void Extract(istream &sin); Rational Protected Section protected: // inspectors int GetNumerator() const; int GetDenominator() const; // mutators void SetNumerator(int numer); void SetDenominator(int denom); Rational Private Section private: // data members int NumeratorValue; int DenominatorValue; Auxiliary Operator Prototypes // after the class definition in rational.h Rational operator+( const Rational &r, const Rational &s); Rational operator*( const Rational &r, const Rational &s); ostream& operator<<( ostream &sout, const Rational &s); istream& operator>>(istream &sin, Rational &r); Auxiliary Operator Importance Rational r; Rational s; r.Extract(cin); s.Extract(cin); Rational t = r.Add(s); t.Insert(cout); Rational r; Rational s; cin >> r; cin >> s; Rational t = r + s; cout << t; Natural look Should << be a member? Consider r << cout; Const Power const Rational OneHalf(1,2); cout << OneHalf; cin >> OneHalf; // legal // illegal Rational Implementation #include <iostream> #include <string> using namespace std; #include "rational.h" // Start of rational.cpp Is this necessary? // default constructor Rational::Rational() { SetNumerator(0); SetDenominator(1); } Example Rational r; Which objects are being referenced? // r = 0/1 Remember Every class object Has its own data members Has its own member functions When a member function accesses a data member By default the function accesses the data member of the object to which it belongs! No special notation needed Remember Auxiliary functions Are not class members To access a public member of an object, an auxiliary function must use the dot operator on the desired object object.member Specific Constructor // (numer, denom) constructor Rational::Rational(int numer, int denom) { SetNumerator(numer); SetDenominator(denom); } Example Rational t(2,3); Rational u(2); // t = 2/3 // u = 2/1 (why?) Inspectors int Rational::GetNumerator() const { Which object is return NumeratorValue; being referenced? } int Rational::GetDenominator() const { return DenominatorValue; Why the const? } Where are the following legal? int a = GetNumerator(); int b = t.GetNumerator(); Numerator Mutator void Rational::SetNumerator(int numer) { NumeratorValue = numer; } Why no const? Where are the following legal? SetNumerator(1); t.SetNumerator(2); Denominator Mutator void Rational::SetDenominator(int denom) { if (denom != 0) { DenominatorValue = denom; } else { cerr << "Illegal denominator: " << denom << "using 1" << endl; DenominatorValue = 1; } } Example SetDenominator(5); Addition Facilitator Rational Rational::Add(const Rational &r) const { int a = GetNumerator(); int b = GetDenominator(); int c = r.GetNumerator(); int d = r.GetDenominator(); return Rational(a*d + b*c, b*d); } Example cout << t.Add(u); Multiplication Facilitator Rational Rational::Multiply(const Rational &r) const { int a = GetNumerator(); int b = GetDenominator(); int c = r.GetNumerator(); int d = r.GetDenominator(); return Rational(a*c, b*d); } Example t.Multiply(u); Insertion Facilitator void Rational::Insert(ostream &sout) const { sout << GetNumerator() << '/' << GetDenominator(); return; } Example t.Insert(cout); Why is sout a reference parameter? Basic Extraction Facilitator void Rational::Extract(istream &sin) { int numer; int denom; char slash; sin >> numer >> slash >> denom; assert(slash == '/'); SetNumerator(numer); SetDenominator(denom); return; } Example t.Extract(cin); Auxiliary Arithmetic Operators Rational operator+( const Rational &r, const Rational &s) { return r.Add(s); } Rational operator*( const Rational &r, const Rational &s) { return r.Multiply(s); } Example cout << (t + t) * t; Auxiliary Insertion Operator ostream& operator<<( ostream &sout, const Rational &r) { r.Insert(sout); return sout; } Why a reference return? Note we can do either t.Insert(cout); cout << endl; cout << t << endl; // unnatural // natural Auxiliary Extraction Operator // extracting a Rational istream& operator>>(istream &sin, Rational &r) { r.Extract(sin); return sin; } Why a reference return? We can do either t.Extract(cin); cin >> t; // unnatural // natural What’s Happening Here? Suppose the following definitions are in effect Rational a(2,3); Rational b(3,4); Rational c(1,2); Why do the following statements work Rational s(a); Rational t = b; c = a C++ has automatically provided us a copy constructor and an assignment operator Copy Construction Default copy construction Copy of one object to another in a bit-wise manner The representation of the source is copied to the target in a bit-by-bit manner This type of copy is called shallow copying Class developers are free to implement their own copy constructor Rational does need a special one, but we will define one for the experience A Rational Copy Constructor Rational::Rational(const Rational &r) { int a = r.GetNumerator(); int b = r.GetDenomiator(); SetNumerator(a); SetDenominator(b); } Rational s(a); Rational t = b; Gang Of Three If it is appropriate to define a copy constructor then Consider also defining Assignment operator Copy source to target and return target A = B = C Destructor Clean up the object when it goes out of scope We give the name Gang of three to the Copy constructor, assignment operator, and the destructor A Rational Assignment Operator Rational& Rational::operator =(const Rational &r) { int a = r.GetNumerator(); int b = r.GetDenomiator(); SetNumerator(a); SetDenominator(b); return *this; } a = b; a = b = c; *this is C++ syntax for the object whose member function was invoked Rational Destructor Rational::~Rational() { // nothing to do } Arrays A Mechanism for representing lists JPC and JWD © 2002 McGraw-Hill, Inc. Lists Problem solving often requires information be viewed as a list List may be one-dimensional or multidimensional C++ provides two list mechanisms Arrays Traditional and important because of legacy libraries Restrictions on its use Container classes First-class list representation Common containers provided by STL Vector, queue, stack, map, … Preferred long-term programming practice Lists Analogies Egg carton Apartments Cassette carrier Array Terminology List is composed of elements Elements in a list have a common name The list as a whole is referenced through the common name List elements are of the same type — the base type Elements of a list are referenced by subscripting or indexing the common name C++ Restrictions Subscripts are denoted as expressions within brackets: [ ] Base type can be any fundamental, library-defined, or programmer-defined type The index type is integer and the index range must be 0 ... n-1 where n is a programmer-defined constant expression. Parameter passing style Always call by reference (no indication necessary) Basic Array Definition BaseType Id [ SizeExp ] ; Type of values in list Name of list Bracketed constant expression indicating number of elements in list double X [ 100 ] ; // Subscripts are 0 through 99 Example Definitions Suppose const const const const int int int int N = 20; M = 40; MaxStringSize = 80; MaxListSize = 1000; Then the following are all correct array definitions int A[10]; // array of char B[MaxStringSize]; // array of double C[M*N]; // array of int Values[MaxListSize]; // array of Rational D[N-15]; // array of 10 ints 80 chars 800 floats 1000 ints 5 Rationals Subscripting Suppose int A[10]; // array of 10 ints A[0], … A[9] To access individual element must apply a subscript to list name A A subscript is a bracketed expression also known as the index First element of list has index 0 A[0] Second element of list has index 1, and so on A[1] Last element has an index one less than the size of the list A[9] Incorrect indexing is a common error A[10] // does not exist Array Elements Suppose int A[10]; A // array of 10 uninitialized ints ----------A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] To access an individual element we must apply a subscript to list name A Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A ----------A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A 1 ---------A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A 1 ------5 --A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A 1 -8 ----5 --A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A 1 -8 6 ---5 --A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A 1 -8 6 ---5 12 -A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Array Element Manipulation Consider int i = 7, j = 2, k = 4; A[0] = 1; A[i] = 5; A[j] = A[i] + 3; A[j+1] = A[i] + A[0]; A[A[j]] = 12; cin >> A[k]; // where next input value is 3 A 1 -8 6 3 --5 12 -A[0] A[1] A[2] A[3] A[4] A[5] A[6] A[7] A[8] A[9] Extracting Values For A List int A[MaxListSize]; int n = 0; int CurrentInput; while((n < MaxListSize) && (cin >> CurrentInput)){ A[n] = CurrentInput; ++n; } Displaying A List // List A of n elements has already been set for (int i = 0; i < n; ++i) { cout << A[i] << " "; } cout << endl; Smallest Value Problem Find the smallest value in a list of integers Input A list of integers and a value indicating the number of integers Output Smallest value in the list Note List remains unchanged after finding the smallest value! Preliminary Design Realizations When looking for value with distinguishing characteristics, need a way of remembering best candidate found so far Make it a function -- likely to be used often Design Search array looking for smallest value Use a loop to consider each element in turn If current element is smallest so far, then update smallest value so far candidate When done examining all of the elements, the smallest value seen so far is the smallest value Necessary Information Information to be maintained Array with values to be inspected for smallest value Number of values in array Index of current element being considered Smallest value so far A More Detailed Design Solution Function that takes array of values and array size as its two in parameters; returns smallest value seen as its value Initialize smallest value so far to first element For each of the other elements in the array in turn If it is smaller than the smallest value so far, update the value of the smallest value so far to be the current element Return smallest value seen as value of function Passing An Array Notice brackets are empty int ListMinimum(const int A[], int asize) { assert(asize >= 1); Could we just int SmallestValueSoFar = A[0]; assign a 0 for (int i = 1; i < asize; ++i) { and have it if (A[i] < SmallestValueSoFar ) { work? SmallestValueSoFar = A[i]; } } return SmallestValueSoFar ; } Using ListMinimum() What happens with the following? int Number[6]; Number[0] = 3; Number[1] = 88; Number[2] = -7; Number[3] = 9; Number[4] = 1; Number[5] = 24; cout << ListMinimum(Number, 6) << endl; int List[3]; List[0] = 9; Notice no brackets List[1] = 12; List[2] = 45; cout << ListMinimum(List, 3) << endl; Remember Arrays are always passed by reference Artifact of C Can use const if array elements are not to be modified Do not need to include the array size when defining an array parameter Some Useful Functions void DisplayList(const int A[], int n) { for (int i = 0; i < n; ++i) { cout << A[i] << " "; } cout << endl; } void GetList(int A[], int &n, int MaxN = 100) { for (n = 0; (n < MaxN) && (cin >> A[n]); ++n) { continue; } } Useful Functions Being Used const int MaxNumberValues = 25; int Values[MaxNumberValues]; int NumberValues; GetList(Values, NumberValues, MaxNumberValues); DisplayList(Values, NumberValues); Searching Problem Determine whether a value key is one of the element values Does it matter if Element values are not necessarily numbers Element values are not necessarily unique Elements may have key values and other fields Sequential List Searching int Search(const int List[], int m, int Key) { for (int i = 0; i < m; ++i) { if (List[i] == Key) { return i; } } return m; } Run time is proportional to number of elements Example Invocation cin >> val; int spot = Search(Values, NumberValues, val); if (spot != NumberValues) { // its there, so display it cout << Values[spot] << endl; } else { // its not there, so add it Values[NumberValues] = val; ++NumberValues; } Sorting Problem Arranging elements so that they are ordered according to some desired scheme Standard is non-decreasing order Why don't we say increasing order? Major tasks Comparisons of elements Updates or element movement Common Sorting Techniques Selection sort On ith iteration place the ith smallest element in the ith list location Bubble sort Iteratively pass through the list and examining adjacent pairs of elements and if necessary swap them to put them in order. Repeat the process until no swaps are necessary Common Sorting Techniques Insertion sort On ith iteration place the ith element with respect to the i-1 previous elements In text Quick sort Divide the list into sublists such that every element in the left sublist <= to every element in the right sublist. Repeat the Quick sort process on the sublists In text SelectionSort void SelectionSort(int A[], int n) { for (int i = 0; i < n-1; ++i) { int k = i; for (int j = i + 1; j < n; ++j) { if (A[j] < A[k]) k = j; } if (i != k) swap(A[k], A[i]); } } Complexity SelectionSort() Question How long does the function take to run Proportional to n*n time units, where n is the number of elements in the list General question How fast can we sort using the perfect comparison-based method The best possible worst case time is proportional to n log n time units Vectors First-class mechanism for representing lists JPC and JWD © 2002 McGraw-Hill, Inc. Standard Template Library What is it? Collection of container types and algorithms supporting basic data structures What is a container? A generic list representation allowing programmers to specify which types of elements their particular lists hold Uses the C++ template mechanism Have we seen this library before? String class is part of the STL STL Container Classes Sequences deque, list, and vector Vector supports efficient random-access to elements Associative map, set Adapters priority_queue, queue, and stack Vector Class Properties Provides list representation comparable in efficiency to arrays First-class type Efficient subscripting is possible Indices are in the range 0 … size of list - 1 List size is dynamic Can add items as we need them Index checking is possible Through a member function Iterators Efficient sequential access Example #include <vector> #include <iostream> using namespace std; int main() { vector<int> A(4, 0); // A: 0 0 0 0 A.resize(8, 2); // A: 0 0 0 0 2 2 2 2 vector<int> B(3, 1); // B: 1 1 1 for (int i = 0; i < B.size(); ++i) { A[i] = B[i] + 2; } // A: 3 3 3 0 2 2 2 2 A = B; // A: 1 1 1 return 0; } Some Vector Constructors vector() The default constructor creates a vector of zero length vector(size_type n, const T &val = T()) Explicit constructor creates a vector of length n with each element initialized to val vector(const T &V) The copy constructor creates a vector that is a duplicate of vector V. Shallow copy! Construction Container name Basic construction vector<T> List; Base element type Example vector<int> A; vector<float> B; vector<Rational> C; // 0 ints // 0 floats // 0 Rationals Construction Basic construction Container name vector<T> List(SizeExpression); Base element type Example vector<int> A(10); // vector<float> B(20); // vector<Rational> C(5); // int n = PromptAndRead(); vector<int> D(n); // Number of elements to be default constructed 10 ints 20 floats 5 Rationals n ints Construction Basic construction Container name Initial value vector<T> List(SizeExpression, Value); Number of elements to be Base element type default constructed Example vector<int> A(10, 3); // 10 3s vector<float> B(20, 0.2); // 20 0.2s Rational r(2/3); vector<Rational> C(5, r); // 5 2/3s Vector Interface size_type size() const Returns the number of elements in the vector cout << A.size(); // display 3 bool empty() const Returns true if there are no elements in the vector; otherwise, it returns false if (A.empty()) { // ... Vector Interface vector<T>& operator = (const vector<T> &V) The member assignment operator makes its vector representation an exact duplicate of vector V. Shallow copy The modified vector is returned vector<int> A(4, 0); // A: 0 0 0 0 vector<int> B(3, 1); // B: 1 1 1 A = B; // A: 1 1 1 Vector Interface reference operator [](size_type i) Returns a reference to element i of the vector Lvalue const_reference operator [](size_type i) const Returns a constant reference to element i of the vector Rvalue Example vector<int> A(4, 0); const vector<int> B(4, 0); // A: 0 0 0 0 // B: 0 0 0 0 for (int i = 0; i < A.size(); ++i) { A[i] = 3; } // A: 3 3 3 3 for (int i = 0; i < A.size(); ++i) { cout << A[i] << endl; // lvalue cout << B[i] << endl; // rvalue } Vector Interface reference at(size_type i) If i is in bounds, returns a reference to element i of the vector; otherwise, throws an exception const_reference at(size_type i) const If i is in bounds, returns a constant reference to element i of the vector; otherwise, throws an exception Example vector<int> A(4, 0); // A: 0 0 0 0 for (int i = 0; i <= A.size(); ++i) { A[i] = 3; } // A: 3 3 3 3 ?? for (int i = 0; i <= A.size(); ++i) { A.at(i) = 3; } // program terminates // when i is 4 Vector Interface void resize(size_type s, T val = T()) The number of elements in the vector is now s. To achieve this size, elements are deleted or added as necessary Deletions if any are performed at the end Additions if any are performed at the end New elements have value val vector<int> A(4, 0); // A: 0 0 0 0 A.resize(8, 2); // A: 0 0 0 0 2 2 2 2 A.resize(3,1); // A: 0 0 0 Function Examples void GetList(vector<int> &A) { int n = 0; while ((n < A.size()) && (cin >> A[n])) { ++n; } A.resize(n); } vector<int> MyList(3); cout << "Enter numbers: "; GetList(MyList); Examples void PutList(const vector<int> &A) { for (int i = 0; i < A.size(); ++i) { cout << A[i] << endl; } } cout << "Your numbers: "; PutList(MyList) Vector Interface pop_back() Removes the last element of the vector push_back(const T &val) Inserts a copy of val after the last element of the vector Example void GetValues(vector<int> &A) { A.resize(0); int Val; while (cin >> Val) { A.push_back(Val); } } vector<int> List; cout << "Enter numbers: "; GetValues(List); Overloading >> istream& operator>>(istream& sin, vector<int> &A) { A.resize(0); int Val; while (sin >> Val) { A.push_back(Val); } return sin; } vector<int> B; cout << "Enter numbers: "; cin >> B; Vector Interface reference front() Returns a reference to the first element of the vector const_reference front() const Returns a constant reference to the first element of the vector vector<int> B(4,1); // B: 1 1 1 1 int& val = B.front(); val = 7; // B: 7 1 1 1 Vector Interface reference back() Returns a reference to the last element of the vector const_reference back() const Returns a constant reference to the last element of the vector vector<int> C(4,1); // C: 1 1 1 1 int& val = C.back(); val = 5; // C: 1 1 1 5 Iterators Iterator is a pointer to an element Really pointer abstraction Mechanism for sequentially accessing the elements in the list Alternative to subscripting There is an iterator type for each kind of vector list Notes Algorithm component of STL uses iterators Code using iterators rather than subscripting can often be reused by other objects using different container representations Vector Interface iterator begin() Returns an iterator that points to the first element of the vector iterator end() Returns an iterator that points to immediately beyond the last element of the vector vector<int> C(4); // C: 0 0 0 0 C[0] = 0; C[1] = 1; C[2] = 2; C[3] = 3; vector<int>::iterator p = C.begin(); vector<int>::iterator q = C.end(); Iterators To avoid unwieldy syntax programmers typically use typedef statements to create simple iterator type names typedef vector<int>::iterator iterator; typedef vector<int>::reverse_iterator reverse_iterator; typedef vector<int>::const_reference const_reference; vector<int> C(4); // C: 0 0 0 0 iterator p = C.begin(); iterator q = C.end(); Iterator Operators * dereferencing operator Produces a reference to the object to which the iterator p points *p ++ point to next element in list Iterator p now points to the element that followed the previous element to which p points ++p -- point to previous element in list Iterator p now points to the element that preceded the previous element to which p points --p typedef vector<int>::iterator iterator; typedef vector<int>::reverse_iterator reverse_iterator; vector<int> List(3); List[0] = 100; List[1] = 101; List[0] = 102; iterator p = List.begin(); cout << *p; ++p; cout << *p; --p; cout << *p; reverse_iterator q = List.rbegin(); cout << *q; ++q; cout << *q; --q; cout << *q; // 100 // 101 // 100 // 102 // 101 // 102 Vector Interface insert(iterator pos, const T &val = T()) Inserts a copy of val at position pos of the vector and returns the position of the copy into the vector erase(iterator pos) Removes the element of the vector at position pos SelectionSort Revisited void SelectionSort(vector<int> &A) { int n = A.size(); for (int i = 0; i < n); ++i) { int k = i; for (int j = i + 1; j < n; ++j) { if (A[j] < A[k]) k = j; } if (i != k) swap(A[k], A[i]); } } QuickSort QuickSort Divide the list into sublists such that every element in the left sublist <= to every element in the right sublist Repeat the QuickSort process on the sublists void QuickSort(vector<char> &A, int left, int right) { if (left < right) { Pivot(A, left, right); int k = Partition(A, left, right); QuickSort(A, left, k-1); QuickSort(A, k+1, right); } } Picking The Pivot Element void Pivot(vector<char> &A, int left, int right) { if (A[left] > A[right]) { Swap(A[left], A[right]); } } Decomposing Into Sublists int Partition(vector<char> &A, int left, int right) { char pivot = A[left]; int i = left; int j = right+1; do { do ++i; while (A[i] < pivot); do --j; while (A[j] > pivot); if (i < j) { Swap(A[i], A[j]); } } while (i < j); Swap(A[j], A[left]); return j; } Sorting Q W E R T Y U I O P QWERTYUIOP IOEPTYURWQ EOIPTYURWQ EOIPTYURWQ EIOPTYURWQ EIOPTYURWQ EIOPTYURWQ EIOPQYURWT EIOPQYURWT EIOPQRTUWY EIOPQRTUWY EIOPQRTUWY EIOPQRTUWY EIOPQRTUWY EIOPQRTUWY 9…9 8…9 7…9 5…9 4…9 7…6 5…5 4…3 0…9 2…2 1…2 0…2 1…0 0 … -1 8…7 InsertionSort void InsertionSort(vector<int> &A) { for (int i = 1; i < A.size(); ++i) { int key = A[i] int j = i - 1; while ((j > 0) && (A[j] > key)) { A[j+1] = A[j] j = j - 1 } A[j+1] = key } Searching Revisited Problem Determine whether a value key is one of the element values in a sorted list Solution Binary search Repeatedly limit the section of the list that could contain the key value BSearch(const vector<int> &A, int a, int b, int key){ if (a > b){ return b+1; } int m = (a + b)/2 if (A[m] == key) { Run time is proportional to return m; the log of the number } of elements else if (a == b) { return –1; } else if (A[m] < key) { return BSearch(A, m+1, b, key); } else // A[m] > key return BSearch(A, a, m-1, key); } String Class Revisited void GetWords(vector<string> &List) { List.resize(0); string s; while (cin >> s) { List.push_back(s); } } Using GetWords() Suppose standard input contains A list of words to be read. vector<string> A; GetWords(A); Would set A A[0]: A[1]: A[2]: A[3]: A[4]: A[5]: A[6]: in the following manner: "A" "list" "of" "words" "to" "be" "read." String Class As Container Class A string can be viewed as a container because it holds a sequence of characters Subscript operator is overloaded for string objects Suppose t is a string object representing "purple" Traditional t view t: "purple" Alternative view t[0]: 'p' t[1]: 'u' t[2]: 'r' t[3]: 'p' t[4]: 'l' t[5]: 'e' Example #include <cctype> using namespace std; ... string t = "purple"; t[0] = 'e'; t[1] = 'o'; cout << t << endl; // t: people for (int i = 0; i < t.size(); ++i) { t[i] = toupper(t[i]); } cout << t << endl; // t: PEOPLE Reconsider A Where vector<string> A; Is set in the A[0]: A[1]: A[2]: A[3]: A[4]: A[5]: A[6]: following manner "A" "list" "of" "words" "to" "be" "read." Counting o’s The following counts number of o’s within A Size of A count = 0; for (int i = 0; i < A.size(); ++i) { Size of A[i] for (int j = 0; A[i].size(); ++j) { if (A[i][j] == 'o') { ++count; } } } To reference jth character of A[i] we need double subscripts Explicit Two-Dimensional List Consider definition vector< vector<int> > A; Then A is a vector< vector<int> > It is a vector of vectors A[i] is a vector<int> i can vary from 0 to A.size() - 1 A[i][j] is a int j can vary from 0 to A[i].size() - 1 Multi-Dimensional Arrays Syntax btype mdarray[size_1][size_2] ... [size_k] Where k - dimensional array mdarray: array identifier size_i: a positive constant expression btype: standard type or a previously defined user type and is the base type of the array elements Semantics mdarray is an object whose elements are indexed by a sequence of k subscripts the i-th subscript is in the range 0 ... size_i - 1 Memory Layout Multidimensional arrays are laid out in row-major order Consider int M[2][4]; M is two-dimensional array that consists of 2 subarrays each with 4 elements. 2 rows of 4 elements The array is assigned to a contiguous section of memory The first row occupies the first portion The second row occupies the second portion ... ... ----M[0][3] M[1][0] M[1][3] M[0][0] Identity Matrix Initialization const int MaxSize = 25; float A[MaxSize][MaxSize]; int nr = PromptAndRead(); int nc = PromptAndRead(); assert((nr <= MaxSize) && (nc <= MaxSize)); for (int r = 0; r < nr; ++r) { for (int c = 0; c < nc; ++c) { A[r][c] = 0; } A[r][r] = 1; } Matrix Addition Solution Notice only first brackets are empty void MatrixAdd(const float A[][MaxCols], const float B[][MaxCols], float C[][MaxCols], int m, int n) { for (int r = 0; r < m; ++r { for (int c = 0; c < n; ++c) { C[r][c] = A[r][c] + B[r][c]; } } } EzWindows API A Graphical Application Programmer Interface JPC and JWD © 2002 McGraw-Hill, Inc. Event-based Programming Messages are sent to your program by the operating system Mouse down Mouse up User start C: S i m p l e W i n d o w Key down Mouse click Key up Timer tick Refresh C: U s e r User end Quit Timer Handle messages by registering a call back Program EzWindows Coordinate System Use centimeters Metric Simpler to understand than pixels Device independent Helps introduce notion of information hiding or encapsulation X coordinate: dis tance from left edge of s creen (4 cm ) Y coordinate: dis tance from top of s creen (4 cm ) H eight of w indow (5 cm ) Length of w indow (10 cm ) Class Position For earlier objects, the position was specified by given both an x-coordinate and a y-coordinate We can now introduce a new object called Position and use it Position class Position { public: Position(float x = 0.0, float y = 0.0); float GetXDistance() const; float GetYDistance() const; Position Add(const Position &p) const; protected: void SetXDistance(float x); void SetYDistance(float y); private: float XDistance; float YDistance; }; Position operator+(const Position &x, const Position &y); EzWindows Auxiliary Functions long int GetMilliseconds() Returns the value of a timer that is ticking continuously. The resolution of the timer is milliseconds. void Terminate() Sends a terminate message to the EzWindows window manager. Class SimpleWindow Writing text in a window void SimpleWindow::RenderText(const Position &UpperLeft, const Position &LowerRight, const string &Msg = "Message", const color &TextColor = Black, const color &BackGroundColor = White) First coordinat e of t he bounding box Message Second coordinat e of t he bounding box Hello EzWindows #include <assert.h> #include "ezwin.h" // Create a 10 x 4 window SimpleWindow HelloWindow("Hello EzWindows", 10.0, 4.0, Position(5.0, 6.0)); // ApiMain(): create a window and display greeting int ApiMain() { HelloWindow.Open(); assert(HelloWindow.GetStatus() == WindowOpen); // Get Center of Window Position Center = HelloWindow.GetCenter(); Hello EzWindows // Create bounding box for text Position UpperLeft = Center + Position(-1.0, -1.0); Position LowerRight = Center + Position(1.0, 1.0); // Display the text HelloWindow.RenderText(UpperLeft, LowerRight, "Hello EzWindows", Black, White); return 0; } Hello EzWindows // ApiEnd(): shutdown the window int ApiEnd() { HelloWindow.Close(); return 0; } Class SimpleWindow Simple Window constructor SimpleWindow::SimpleWindow( const string &t = "Untitled“ float w = 8, float h = 8, const Position &p = Position(0,0) ) Bitmaps Class BitMap Uses BitMapStatus enum BitMapStatus { NoBitMap, BitMapOkay, NoWindow }; Class BitMap Class BitMap can display .bmp files in a SimpleWindow window BitMap’s constructor is BitMap::BitMap(SimpleWindow &w) Additional key member functions are BitMapStatus BitMap::Load(string Filename) BitMapStatus BitMap::GetStatus() const void BitMap::SetPosition(const Position &p) int BitMap::Draw() int BitMap::Erase() int BitMap::IsInside(const Position &p) const Fun with Pictures // Display a bit map image of the authors in the // center of a window #include <assert.h> #include "bitmap.h" // Open a window to display photograph SimpleWindow PhotoWindow("The Authors", 10.0, 7.0, Position(5.0, 3.0)); // ApiMain(): display a bitmap photo int ApiMain() { PhotoWindow.Open(); assert(PhotoWindow.GetStatus() == WindowOpen); const Position WindowCenter = PhotoWindow.GetCenter(); Fun with Pictures // Create a bitmap BitMap Photo(PhotoWindow); // Load the image Photo.Load("photo.bmp"); assert(Photo.GetStatus() == BitMapOkay); // Compute position of logo so it is centered Position PhotoPosition = WindowCenter + Position(-.5 * Photo.GetWidth(), -.5 * Photo.GetHeight()); Photo.SetPosition(PhotoPosition); // Draw bitmap and we’re done Photo.Draw(); return 0; } Fun with Pictures Mouse Events Before we can react to a mouse event in a SimpleWindow Must tell window what function to call when an event occurs Registering a callback To register a callback use the SimpleWindow member function SetMouseClickCallback. W1.SetMouseClickCallback(f); Says if the mouse is clicked in window W1, call function f() f() is passed a Position that is the coordinate of the location of the mouse when the button was clicked Mouse Events int ApiMain() { // Open the window W1.Open(); assert(W1.GetStatus() == WindowOpen); // Load the image B.Load("wizards.bmp"); assert(B.GetStatus() == BitMapOkay); // Display the bit maps at a starting position B.SetPosition(Position(1.0, 1.0)); B.Draw(); // Register the callbacks for each window W1.SetMouseClickCallback(ReceiveMouseClick); return 0; } Mouse Events #include <assert.h> #include "bitmap.h" SimpleWindow W1("Window One", 10.0, 7.0, Position(1.0, 1.0)); BitMap B(W1); // Define a bitmap // Mouse callback function int ReceiveMouseClick(const Position &p) { // Erase the bitmap B.Erase(); // Set its new position and display it B.SetPosition(p); B.Draw(); return 1; } Timer Events The SimpleWindow class supports a timer mechanism You can set a timer to go off periodically When the timer goes off, a call back is made to the function specified by the user Timer Functions void SimpleWindow::SetTimerCallback( TimerTickCallbackFunction f) Registers a callback for a timer tick Function f() will be called when a timer tick occurs. The function f() must be declared to take no parameters, and it should return an int The return value of f() indicates whether the event was handled successfully A value of 1 is to indicate success A value of 0 is to indicate an error occurred Timer Functions int SimpleWindow::StartTimer(int Interval) Starts timer running Parameter Interval is the number of milliseconds between timer events The return value indicates whether the timer was successfully started A return value of 1 indicates success A return value of 0 indicates the timer could not be set up void SimpleWindow::StopTimer() Turns timer off #include <assert.h> #include "bitmap.h“ Example SimpleWindow W1("Fun", 15.0, 9.0, Position(1.0, 1.0)); BitMap B(W1); // Define a bitmap // W1TimerEvent(): move bitmap to a new location int W1TimerEvent() { // Erase the bitmap B.Erase(); // Compute a new position and display it // Make sure the bitmap is completely in the window int XCoord = Uniform(1, W1.GetWidth()); if (XCoord + B.GetWidth() > W1.GetWidth()) XCoord = XCoord - B.GetWidth(); int YCoord = Uniform(1, W1.GetHeight()); if (YCoord + B.GetHeight() > W1.GetHeight()) YCoord = YCoord - B.GetHeight(); B.SetPosition(Position(XCoord, YCoord)); B.Draw(); } Example int ApiMain() { W1.Open(); // Open the window assert(W1.GetStatus() == WindowOpen); B.Load("davidson.bmp"); // Load the image assert(B.GetStatus() == BitMapOkay); // Display the bit maps at a starting position B.SetPosition(Position(1.0, 1.0)); B.Draw(); // Register the callbacks for each window // and start the timers to go off every 500 ms W1.SetTimerCallback(W1TimerEvent); W1.StartTimer(500); return 0; } Example int ApiEnd() { // Stop the timers and close the windows W1.StopTimer(); W1.Close(); return 0; } Pointers and Dynamic Objects Mechanisms for developing flexible list representations JPC and JWD © 2002 McGraw-Hill, Inc. Usefulness Mechanism in C++ to pass command-line parameters to a program This feature is less important now with the use of graphical interfaces Necessary for dynamic objects Objects whose memory is acquired during program execution as the result of a specific program request Dynamic objects can survive the execution of the function in which they are acquired Dynamic objects enable variable-sized lists Categorizing Expressions Lvalue expressions Represent objects that Rvalue expressions Represent objects that Consider int a; vector<int> b(3); int c[3]; a = 1; c[0] = 2*a + b[0]; can be evaluated and modified can only be evaluated // a: lvalue // c[0], a, b[0]: lvalues Observation Not all lvalues are the names of objects Basics Pointer Object whose value represents the location of another object In C++ there are pointer types for each type of object Pointers to int objects Pointers to char objects Pointers to RectangleShape objects Even pointers to pointers Pointers to pointers to int objects Syntax Examples of uninitialized pointers int *iPtr; char *s; Rational *rPtr; Examples of initialized int i = 1; char c = 'y'; int *ptr = &i; char *t = &c; // // // // Indicates pointer object iPtr is a pointer to an int s is a pointer to a char rPtr is a pointer to a Rational pointers Indicates to take the address of the object // ptr is a pointer to int i // t is a pointer to a char c Memory Depiction int i = 1; char c = 'y'; int *ptr = &i; char *t = &c Indirection Operator An asterisk has two uses with regard to pointers In a definition, it indicates that the object is a pointer char *s; // s is of type pointer to char In expressions, when applied to a pointer it evaluates to the object to which the pointer points int i = 1; int *ptr = &i; *ptr = 2; cout << i << endl; // ptr points to i // display a 2 * indicates indirection or dereferencing *ptr is an lvalue Address Operator & use is not limited to definition initialization int i = 1; int j = 2; int *ptr; ptr = &i; // *ptr = 3; // ptr = &j; // *ptr = 4; // cout << i << " " ptr points to contents of i ptr points to contents of j << j << endl; location of i are updated location of j are updated Null Address 0 is a pointer constant that represents the empty or null address Its value indicates that pointer is not pointing to a valid object Cannot dereference a pointer whose value is null int *ptr = 0; cout << *ptr << endl; // invalid, ptr // does not point to // a valid int Member Indirection Consider Rational r(4,3); Rational rPtr = &r; To select a member of r using rPtr and member selection, operator precedence requires Invokes member Insert() of the object to which rPtr points (r) (*rPtr).Insert(cout); This syntax is clumsy, so C++ provides the indirect member selector operator -> rPtr->Insert(cout); Invokes member Insert() of the object to which rPtr points (r) Traditional Pointer Usage void IndirectSwap(char *Ptr1, char *Ptr2) { char c = *Ptr1; *Ptr1 = *Ptr2; *Ptr2 = c; } In C, there are no reference parameters. Pointers are used to int main() { simulate them. char a = 'y'; char b = 'n'; IndirectSwap(&a, &b); cout << a << b << endl; return 0; } Constants and Pointers A constant pointer is a pointer such that we cannot change the location to which the pointer points char c = 'c'; const char d = 'd'; char * const ptr1 = &c; ptr1 = &d; // illegal A pointer to a constant value is a pointer object such that the value at the location to which the pointer points is considered constant const char *ptr2 = &d; *ptr2 = 'e'; // illegal: cannot change d // through indirection with ptr2 Differences Local objects and parameters Object memory is acquired automatically Object memory is returned automatically when object goes out of scope Dynamic object objects Object memory is acquired by program with an allocation request new operation Dynamic objects can exist beyond the function in which they were allocated Object memory is returned by a deallocation request delete operation General New Operation Behavior Memory for dynamic objects Requested from the free store Free store is memory controlled by operating system Operation specifies The type and number of objects If there is sufficient memory to satisfy the request A pointer to sufficient memory is returned by the operation If there is insufficient memory to satisfy the request An exception is generated An exception is an error state/condition which if not handled (corrected) causes the program to terminate The Basic New Form Syntax Ptr = new SomeType ; Where Ptr is a pointer of type SomeType Beware The newly acquired memory is uninitialized unless there is a default SomeType constructor Examples int *iptr = new int; Rational *rptr = new Rational; Uninitialized int object iptr rptr — 0/1 Rational object with default initialization Another Basic New Form Syntax SomeType *Ptr = new SomeType(ParameterList); Where Ptr is a pointer of type SomeType Initialization The newly acquired memory is initialized using a SomeType constructor ParameterList provides the parameters to the constructor Examples int *iptr = new int(10); Rational *rptr = new Rational(1,2); i pt r rptr 10 1/2 The Primary New Form Syntax P = new SomeType [Expression] ; Where P is a pointer of type SomeType Expression is the number of contiguous objects of type SomeType to be constructed -- we are making a list Note The newly acquired list is initialized if there is a default SomeType constructor Because of flexible pointer syntax P can be considered to be an array Examples int *A = new int [3]; Rational *R = new Rational[2]; A[1] = 5; Rational r(2/3); R[0] = r; A R — 5 2/3 — 0/1 Right Array For The Job cout << "Enter list size: "; int n; cin >> n; int *A = new int[n]; GetList(A, n); SelectionSort(A, n); DisplayList(A, n); Note Use of the container classes of the STL is preferred from a software engineering viewpoint Example vector class Delete Operators Forms of request delete P; // used if storage came from new delete [] P; // used if storage came from new[] Storage pointed to by P is returned to free store P is now undefined Cleaning Up int n; cout << "Enter list size: "; cin >> n; int *A = new int[n]; GetList(A, n); SelectionSort(A, n); DisplayList(A, n); delete [] A; Dangling Pointer Pitfall int *A = new int[5]; for (int i = 0; i < 5; ++i) A[i] = i; int *B = A; A 0 1 2 3 4 B delete [] A; Locations do not belong to program A — ? B Memory Leak Pitfall int *A = new int [5]; for (int i = 0; i < 5; ++i) A[i] = i; A 0 1 2 3 4 A = new int [5]; These locations cannot be accessed by program A 0 1 2 3 4 — — — — — A Simple Dynamic List Type What we want An integer list data type IntList with the basic features of the vector data type from the Standard Template Library Features and abilities True object Can be passed by value and reference Can be assigned and copied Inspect and mutate individual elements Inspect list size Resize list Insert and extract a list Sample IntList Usage IntList A(5, 1); IntList B(10, 2); IntList C(5, 4); for (int i = 0, i < A.size(); ++i) { A[i] = C[i]; } cout << A << endl; // [ 4 4 4 4 4 ] A = B; A[1] = 5; cout << A << endl; // [ 5 2 2 2 2 2 2 2 2 2 ] IntList Definition class IntList { public: // constructors IntList(int n = 10, int val = 0); IntList(const int A[], int n); IntList(const IntList &A); // destructor ~IntList(); // inspector for size of the list int size() const; // assignment operator IntList & operator=(const IntList &A); IntList Definition (continued) public: // inspector for element of constant list const int& operator[](int i) const; // inspector/mutator for element of // nonconstant list int& operator[](int i); // resize list void resize(int n = 0, int val = 0); // convenience for adding new last element void push_back(int val); IntList Definition (continued) private: // data members int *Values; // pointer to elements int NumberValues; // size of list }; // IntList auxiliary operators -- nonmembers ostream& operator<<(ostream &sout, const IntList &A); istream& operator>>(istream &sin, IntList &A); Default Constructor IntList::IntList(int n, int val) { assert(n > 0); NumberValues = n; Values = new int [n]; assert(Values); for (int i = 0; i < n; ++i) { Values[i] = val; } } Gang of Three Rule If a class has a data member that points to dynamic memory then that class normally needs a class-defined Copy constructor Constructor that builds an object out of an object of the same type Member assignment operator Resets an object using another object of the same type as a basis Destructor Anti-constructor that typically uses delete the operator on the data members that point to dynamic memory Why A Tailored Copy Constructor Suppose we use the default copy constructor IntList A(3, 1); 3 IntList B(A); A And then B 3 A[2] = 2; Then B[2] is changed! Not what a client would expect Implication Must use tailored copy constructor 1 2 1 Tailored Copy Constructor IntList::IntList(const IntList &A) { NumberValues = A.size(); Values = new int [size()]; assert(Values); for (int i = 0; i < size(); ++i) Values[i] = A[i]; } What kind of subscripting is being performed? Gang Of Three What happens when an IntList goes out of scope? If there is nothing planned, then we would have a memory leak Need to have the dynamic memory automatically deleted Define a destructor A class object going out of scope automatically has its destructor invoked Notice the tilde IntList::~IntList() { delete [] Values; } First Assignment Attempt Algorithm Return existing dynamic memory Acquire sufficient new dynamic memory Copy the size and the elements of the source object to the target element Initial Implementation (Wrong) IntList& operator=(const IntList &A) { NumberValues = A.size(); delete [] Values; Values = new int [NumberValues ]; assert(Values); for (int i = 0; i < A.size(); ++i) Values[i] = A[i]; return A; } Consider what happens with the code segment IntList C(5,1); C = C; This Pointer Consider this Inside a member function or member operator this is a pointer to the invoking object IntList::size() { return NumberValues; } or equivalently IntList::size() { return this->NumberValues; } Member Assignment Operator IntList& IntList::operator=(const IntList &A) { if (this != &A) { delete [] Values; NumberValues = A.size(); Values = new int [A.size()]; assert(Values); for (int i = 0; i < A.size(); ++i) { Values[i] = A[i]; } } return *this; Notice the different uses of } the subscript operator Why the asterisk? Accessing List Elements // Compute an rvalue (access constant element) const int& IntList::operator[](int i) const { assert((i >= 0) && (i < size())); return Values[i]; } // Compute an lvalue int& IntList::operator[](int i) { assert((i >= 0) && (i < size())); return Values[i]; } Stream Operators Should they be members? class IntList { // ... ostream& operator<<(ostream &sout); // ... }; Answer is based on the form we want the operation to take IntList A(5,1); A << cout; // member form (unnatural) cout << A; // nonmember form (natural) Beware of Friends If a class needs to Can provide complete access rights to a nonmember function, operator, or even another class Called a friend Declaration example class IntList { // ... friend ostream& operator<< ( ostream &sout, const IntList &A); // ... }; Implementing Friend << ostream& operator<<(ostream &sout, const IntList &A){ sout << "[ "; for (int i = 0; i < A.NumberValues; ++i) { sout << A.Values[i] << " "; } sout << "]"; Is there any need for return sout; this friendship? } Proper << Implementation ostream& operator<<(ostream &sout, const IntList &A){ sout << "[ "; for (int i = 0; i < A.size(); ++i) { sout << A[i] << " "; } sout << "]"; return sout; } Inheritance Mechanism for deriving new classes from existing classes JPC and JWD © 2002 McGraw-Hill, Inc. Think of a Bicycle Think of a Tandem Bike Think of a Racing Bike Think of a Mountain Bike Thinking About Bicycles A tandem bicycle is a kind of bicycle Bicycle with two seats A mountain bicycle is a kind of bicycle Bicycle with shocks A racing bicycle is a kind of bicycle Lightweight aerodynamic construction Tandem, mountain, and racing bicycles are specialized bicycles Wouldn’t It Be Nice Be able to create specialized program objects without starting from scratch Blinking rectangles Moving bitmaps Arbitrary precision numbers Inheritance is the object-oriented programming mechanism for specialization Inheritance Ability to define new classes of objects using existing classes as a basis The new class inherits the attributes and behaviors of the parent classes New class is a specialized version of the parent class Bicycle is-a relationships Mountain Bikes Racing Bikes Tandem Bikes Inheritance A natural way to reuse code Programming by extension rather than reinvention Object-oriented paradigm is well-suited for this style of programming Terminology Base class (superclass) Bicycle Derived class (subclass) is-a relationships Mountain Bikes Racing Bikes Tandem Bikes Before Inheritance class RectangleShape { public: RectangleShape(SimpleWindow &W, float XCoord, float YCoord, const color &Color, float Width, float Height); void Draw(); color GetColor() const; void GetSize(float &Width, float &Height) const; void GetPosition(float &x, float &y) const; float GetWidth() const; float GetHeight() const; SimpleWindow& GetWindow() const; void SetColor(const color &Color); void SetPosition(float x, float y); void SetSize(float Width, float Height); private: SimpleWindow &Window; float XCenter; float YCenter; color Color; float Width; float Height; }; Before Inheritance class CircleShape { public: CircleShape(SimpleWindow &W, float x, float y, const color &Color, float Diameter); void Draw(); color GetColor() const; float GetSize() const; void GetPosition(float &x, float &y) const; SimpleWindow& GetWindow() const; void SetColor(const color &Color); void SetPosition(float x, float y); void SetSize(float Diameter); private: SimpleWindow &Window; float XCenter; float YCenter; color Color; float Diameter; }; Shapes Hierarchy C: WindowObject DM: Location, Window MF: GetPosition(), GetWindow(), SetPosition() C: Shape DM: Color MF: GetColor(), SetColor() C: EllipseShape DM: Width, Height MF: Draw(), GetWidth(), GetHeight(), SetSize() C: RectangleShape DM: Width, Height MF: Draw(), GetWidth(), GetHeight(), SetSize() C: Label C: TriangleShape DM: SideLength MF: Draw(), GetSideLength(), SetSize() Class WindowObject class WindowObject { public: WindowObject(SimpleWindow &w, const Position &p); Position GetPosition() const; SimpleWindow& GetWindow() const; void SetPosition(const Position &p); private: SimpleWindow &Window; Position Location; }; WindowObject Constructor WindowObject::WindowObject(SimpleWindow &w, const Position &p) : Window(w), Location(p) { // No body needed } Members are initialized in class definition order WindowObject Inspectors Position WindowObject::GetPosition() const { return Location; } SimpleWindow& WindowObject::GetWindow() const { return Window; } WindowObject Mutator void WindowObject::SetPosition(const Position &p) { Location = p; } Defining a Derived Class Access specifier (usually public) Derived class name Class name of base class class DerivedClass : public BaseClass { public: // public section ... private: // private section ... }; Declaring a Derived Class Read this as Shape is a kind of WindowObject class Shape : public WindowObject { public: Shape(SimpleWindow &w, Shape inherits WindowObject const Position &p, members Window, Location, const color &c = Red); GetPosition(), GetWindow(), color GetColor() const; and SetPosition() void SetColor(const color &c); private: color Color; }; Implementing A Derived Class Constructor Derived class name Derived class constructor parameter list Base class name Base class constructor parameter list (sublist of PList) DClass::DClass(PList) : BClass(BList), DMbrList { // Body of derived class constructor ... }; Derived cass data member initialization list (sublist of PList) Implementing a Derived Class Shape::Shape(SimpleWindow &w, const Position &p, const color &c) : WindowObject(w, p), Color(c) { // No body needed } color Shape::GetColor() const { return Color; } void Shape::SetColor(const color &c) { assert(c >= 0 && c < MaxColors); Color = c; } Basic Shapes EllipseShape RectangleShape Width WIdth Height TriangleShape SideLength Height TriangleShape #include "shape.h" class TriangleShape : public Shape { public: TriangleShape(SimpleWindow &w, const Position &p, const color &c = Red, float slen = 1); float GetSideLength() const; void SetSize(float slen); void Draw(); private: float SideLength; }; EllipseShape #include "shape.h" class EllipseShape : public Shape { public: EllipseShape(SimpleWindow &w, const Position &Center, const color &c = Red, float Width = 1, float Height = 2); float GetWidth() const; float GetHeight() const; void Draw(); void SetSize(float Width, float Height); private: float Width; float Height; }; RectangleShape #include "shape.h" class RectangleShape : public Shape { public: RectangleShape(SimpleWindow &w, const Position &Center, const color &c = Red, float Width = 1, float Width = 2); float GetWidth() const; float GetHeight() const; void Draw(); void SetSize(float Width, float Height); private: float Width; float Height; }; TriangleShape::Draw() void TriangleShape::Draw() { const float Pi = 3.1415; const Position Center = GetPosition(); const float SLength = GetSideLength(); // Compute c, distance from center of triangle // to the top vertex, and a, the distance from // the center to the base of the triangle float c = SLength / (2.0 * cos(30 * Pi / 180.0)); float a = tan(30 * Pi / 180.0) * .5 * SLength; TriangleShape::Draw() // Create an array containing the positions of // the vertices of the triangle vector Position TrianglePoints[3]; TrianglePoints[0] = Center + Position(0, -c), TrianglePoints[1] = Center + Position(-.5 * SLength, a); TrianglePoints[2] = Center + Position(.5 * SLength, a); // Draw the triangle GetWindow().RenderPolygon(TrianglePoints, 3, GetColor(), HasBorder()); } #include "rect.h" #include "ellipse.h" #include "triangle.h" SimpleWindow Window("TestShapes", 17.0, 7.0, Position(4.0, 4.0)); int ApiMain() { Window.Open(); TriangleShape T(Window, Position(3.5, 3.5), Red, 3.0); T.Draw(); RectangleShape R(Window, Position(8.5, 3.5), Yellow, 3.0, 2.0); R.Draw(); EllipseShape E(Window, Position(13.5, 3.5), Green, 3.0, 2.0); E.Draw(); return 0; } Using Shapes Fun with Shapes Cleaning Up int ApiEnd() TWindow.Close(); return 0; } Inheritance and Member Access class SomeClass { public: void MemberFunction(); int MyPublicData; protected: int MyProtectedData; private: int MyPrivateData; }; void SomeClass::MemberFunction() { MyPublicData = 1; // access allowed MyProtectedData = 2; // access allowed MyPrivateData = 3; // access allowed } Inheritance and Member Access void NonMemberFunction() { SomeClass C; C.MyPublicData = 1; // access allowed C.MyProtectedData = 2; // illegal C.MyPrivateData = 3; // illegal } Inheritance and Member Access class BaseClass { public: int MyPublicData; protected: int MyProtectedData; private: int MyPrivateData; }; class DerivedClass : public BaseClass { public: void DerivedClassFunction(); // ... }; void DerivedClass::DerivedClassFunction() { MyPublicData = 1; // access allowed MyProtectedData = 2; // access allowed MyPrivateData = 3; // illegal } Controlling Inheritance Inheritance Type public protected private Base class member access Derived class member access public public protected protected private inaccessible public protected protected protected private inaccessible public private protected private private inaccessible Templates and Polymorphism Generic functions and classes JPC and JWD © 2002 McGraw-Hill, Inc. Polymorphic Functions What are they? Generic functions that can act upon objects of different types The action taken depends upon the types of the objects Where have we seen them before? before Function overloading Define functions or operators with the same name Rational addition operator + Function Min() for the various numeric types Primitive polymorphism Polymorphic Functions Templates Generate a function or class at compile time Where have we seen them before? Standard Template Library Vector and other container classes True polymorphism Choice of which function to execute is made during run time C++ uses virtual functions Function Templates Current scenario We rewrite functions Min(), Max(), and InsertionSort() for many different types There has to be a better way Function template Describes a function format that when instantiated with particulars generates a function definition Write once, use multiple times An Example Function Template Indicates a template is being defined Indicates T is our formal template parameter template <class T> T Min(const T &a, const T &b) { if (a < b) Instantiated functions return a; will return a value Instantiated functions else whose type is the require two actual return b; actual template parameters of the } parameter same type. Their type will be the actual value for T Min Template Code segment int Input1 = PromptAndRead(); int Input2 = PromptAndRead(); cout << Min(Input1, Input2) << endl; Causes the following function to be generated from our template int Min(const int &a, const int &b) { if (a < b) return a; else return b; } Min Template Code segment double Value1 = 4.30; double Value2 = 19.54; cout << Min(Value1, Value2) << endl; Causes the following function to be generated from our template double Min(const double &a, const double &b) { if (a < b) return a; else return b; } Min Template Code segment Rational r(6,21); Rational s(11,29); cout << Min(r, s) << endl; Causes the following function to be generated from our template Rational Min(const Rational &a, const Rational &b){ if (a < b) return a; Operator < needs to be defined for else for the actual template parameter type. If < is not defined, then a return b; compile-time error occurs } Function Templates Facts Location in program files In current compilers Template definitions are part of header files Possible template instantiation failure scenario cout << min(7, 3.14); // different parameter // types Generic Sorting template <class T> void InsertionSort(T A[], int n) { for (int i = 1; i < n; ++i) { if (A[i] < A[i-1]) { T val = A[i]; int j = i; do { A[j] = A[j-1]; --j; } while ((j > 0) && (val < A[j-1])); A[j] = val; } } } STL’s Template Functions STL provides template definitions for many programming tasks Use them! Do not reinvent the wheel! Searching and sorting find(), find_if(), count(), count_if(), min(), max(), binary_search(), lower_bound(), upper_bound(), sort() Comparing equal() Rearranging and copying unique(), replace(), copy(), remove(), reverse(), random_shuffle(), merge() Iterating for_each() Class Templates Rules Type template parameters Value template parameters Place holder for a value Described using a known type and an identifier name Template parameters must be used in class definition described by template Implementation of member functions in header file Compilers require it for now A Generic Array Representation We will develop a class Array Template version of IntList Provides additional insight into container classes of STL Homegrown Generic Arrays Array<int> A(5, 0); // A is five 0's const Array<int> B(6, 1); // B is six 1's Array<Rational> C; // C is ten 0/1's A = B; A[5] = 3; A[B[1]] = 2; cout << "A = " << A << endl; // [ 1 2 1 1 1 3 ] cout << "B = " << B << endl; // [ 1 1 1 1 1 1 ] cout << "C = " << D << endl; // [ 0/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 0/1 ] template <class T> Optional value is default constructed class Array { public: Array(int n = 10, const T &val = T()); Array(const T A[], int n); Array(const Array<T> &A); ~Array(); Inlined function int size() const { return NumberValues; } Array<T> & operator=(const Array<T> &A); const T& operator[](int i) const; T& operator[](int i); private: int NumberValues; T *Values; }; Auxiliary Operators template <class T> ostream& operator<< (ostream &sout, const Array<T> &A); template <class T> istream& operator>> (istream &sin, Array<T> &A); Default Constructor template <class T> Array<T>::Array(int n, const T &val) { assert(n > 0); NumberValues = n; Values = new T [n]; assert(Values); for (int i = 0; i < n’ ++ i) { Values[i] = A[i]; } } Copy Constructor template <class T> Array<T>::Array(const Array<T> &A) { NumberValues = A.size(); Values = new T [A.size()]; assert(Values); for (int i = 0; i < A.size(); ++i) { Values[i] = A[i]; } } Destructor template <class T> Array<T>::~Array() { delete [] Values; } Member Assignment template <class T> Array<T>& Array<T>::operator=(const Array<T> &A) { if ( this != &A ) { if (size() != A.size()) { delete [] Values; NumberValues = A.size(); Values = new T [A.size()]; assert(Values); } for (int i = 0; i < A.size(); ++i) { Values[i] = A[i]; } } return *this; } Inspector for Constant Arrays template <class T> const T& Array<T>::operator[](int i) const { assert((i >= 0) && (i < size())); return Values[i]; } Nonconstant Inspector/Mutator template <class T> T& Array<T>::operator[](int i) { assert((i >= 0) && (i < size())); return Values[i]; } Generic Array Insertion Operator template <class T> ostream& operator<<(ostream &sout, const Array<T> &A){ sout << "[ "; for (int i = 0; i < A.size(); ++i) { sout << A[i] << " "; } sout << "]"; return sout; } Can be instantiated for whatever type of Array we need Specific Array Insertion Operator Suppose we want a different Array insertion operator for Array<char> objects ostream& operator<<(ostream &sout, const Array<char> &A){ for (int i = 0; i < A.size(); ++i) { sout << A[i]; } return sout; } Scenario Manipulate list of heterogeneous objects with common base class Example: a list of graphical shapes to be drawn // what we would like for (int i = 0; i < n; ++i) { A[i].Draw(); } Need Draw() to be a virtual function Placeholder in the Shape class with specialized definitions in the derived class In C++ we can come close Virtual Functions For virtual functions It is the type of object to which the pointer refers that determines which function is invoked TriangleShape T(W, P, Red, 1); RectangleShape R(W,P, Yellow, 3, 2); CircleShape C(W, P, Yellow, 4); Shape *A[3] = {&T, &R, &C}; for (int i = 0; i < 3; ++i) { A[i]->Draw(); When i is 0, a TriangleShape’s } Draw() is used Virtual Functions For virtual functions It is the type of object to which the pointer refers that determines which function is invoked TriangleShape T(W, P, Red, 1); RectangleShape R(W,P, Yellow, 3, 2); CircleShape C(W, P, Yellow, 4); Shape *A[3] = {&T, &R, &C}; for (int i = 0; i < 3; ++i) { A[i]->Draw(); When i is 1, a RectangleShape’s } Draw() is used Virtual Functions For virtual functions It is the type of object to which the pointer refers that determines which function is invoked TriangleShape T(W, P, Red, 1); RectangleShape R(W,P, Yellow, 3, 2); CircleShape C(W, P, Yellow, 4); Shape *A[3] = {&T, &R, &C}; for (int i = 0; i < 3; ++i) { A[i]->Draw(); When i is 2, a CircleShape’s } Draw() is used A Shape Class with a Virtual Draw class Shape : public WindowObject { public: Shape(SimpleWindow &w, const Position &p, const color c = Red); color GetColor() const; void SetColor(const color c); virtual void Draw(); // virtual function! private: color Color; }; Virtual Functions Can be invoked via either a dereferenced pointer or a reference object Actual function to be invoked is determined from the type of object that is stored at the memory location being accessed Definition of the derived function overrides the definition of the base class version Determination of which virtual function to use cannot always be made at compile time Decision is deferred by the compiler to run time Introduces overhead Pure Virtual Function Has no implementation A pure virtual function is specified in C++ by assigning the function the null address within its class definition A class with a pure virtual function is an abstract base class Convenient for defining interfaces Base class cannot be directly instantiated A Shape Abstract Base Class class Shape : public WindowObject { public: Shape(SimpleWindow &w, const Position &p, const color &c = Red); color GetColor() const; void SetColor(const color &c); virtual void Draw() = 0; // pure virtual // function! private: color Color; };