Object Oriented Programming Book
Object Oriented Programming Book
Programming Using
C++
PGDIT semester-2
Syllabus
Module-1 Overview of C++
What is Object Oriented Programming, Characteristics of OOP, Basics:- A Simple C++
Program, Compiling a Simple C++ Program How C++ Compilation Works, Variables,
Simple Input/Output, Comments, Memory, Integer Numbers, Real Numbers, Characters,
Strings, Names
Module- 5 Templates
Function Template Definition, Function Template Instantiation, Class Template
Definition, Class Template Instantiation, Nontype Parameters, Class Template
Specialization, Class Template Members, Class Template Friends, Derived Class
Templates
Contents
Module-1
Chapter-1
Introduction to Object Oriented Programming
Characteristics of OOPs
A Simple C++ Program
Compiling a Simple C++ Program
How C++ Compilation Works
Variables
Simple Input/Output
Comments
Memory
Integer Numbers
Real Numbers
Characters
String
Names
Exercises
Module-2
Chapter-2 Expressions
Arithmetic Operators
Relational Operators
Logical Operators
Bitwise Operators
Increment/Decrement Operators
Assignment Operator
Conditional Operator
Comma Operator
The sizeof Operator
Operator Precedence
Simple Type Conversion
Exercises
Chapter-3 Statements
Simple and Compound Statements
The if Statement
The switch Statement
The while Statement
The do Statement
The for Statement
The continue Statement
The break Statement
The goto Statement
The return Statement
Exercises
Chapter-4 Functions
A Simple Function
Parameters and Arguments
Global and Local Scope
Scope Operator
Auto Variables
Register Variables
Static Variables and Functions
Extern Variables and Functions
Symbolic Constants
Enumerations
Runtime Stack
Inline Functions
Recursion
Default Arguments
Variable Number of Arguments
Command Line Arguments
Exercises
Module-3
Chapter-5 Arrays, Pointers, and References
Arrays
Multidimensional Arrays
Pointers
Dynamic Memory
Pointer Arithmetic
Function Pointers
References
Typedefs
Exercises
Chapter 6. Classes
A Simple Class
Inline Member Functions
Example: A Set Class
Constructors
Destructors
Friends
Default Arguments
Implicit Member Argument
Scope Operator
Member Initialization List
Constant Members
Static Members
Member Pointers
References Members
Class Object Members
Object Arrays
Class Scope
Structures and Unions
Bit Fields
Exercises
Module-4
Chapter-7 Overloading
Function Overloading
Operator Overloading
Example: Set Operators
Type Conversion
Example: Binary Number Class
Memberwise Initialization
Memberwise Assignment
Exercises
Module-5
Chapter-9 Templates
Function Template Definition
Function Template Instantiation
Class Template Definition
Class Template Instantiation
Nontype Parameters
Class Template Specialization
Class Template Members
Class Template Friends
Derived Class Templates
Exercises
Module-6
Chapter-10 Exception Handling
Flow Control
The Throw Clause
The Try Block and Catch Clauses
Function Throw Lists
Exercises
Preface
C++ is one of the most widely used programming languages for solving
problems. The objective of this course is to provide object oriented
programming fundamentals using C++. Topics to be covered include
fundamentals of syntax & semantics of C++, Loops & decisions, functions,
classes and structures and features of classes such as overloading and
inheritance, files, streams, pointers etc.
Since its introduction less than a decade ago, C++ has experienced growing
acceptance as a practical object-oriented programming language suitable for
teaching, research, and commercial software development. The language has
also rapidly evolved during this period and acquired a number of new features
(e.g., templates and exception handling) which have added to its richness.
This book serves as an introduction to the C++ language. It teaches how
to program in C++ and how to properly use its features. It does not attempt to
teach object-oriented design to any depth.
Module -1
Overview of C++
1.
Preliminaries
This chapter introduces the basic elements of a C++ program. We will use
simple examples to show the structure of C++ programs and the way they are
compiled. Elementary concepts such as constants, variables, and their storage
in memory will also be discussed.
The following is a cursory description of the concept of programming for
the benefit of those who are new to the subject.
Programming
A digital computer is a useful tool for solving a great variety of problems. A
solution to a problem is called an algorithm; it describes the sequence of
steps to be performed for the problem to be solved. A simple example of a
problem and an algorithm for it would be:
Problem:
Algorithm:
#include <iostream.h>
int main (void)
{
cout << "Hello World\n";
}
Annotation
This line defines a function called main. A function may have zero or
more parameters; these always appear after the function name, between
a pair of brackets. The word void appearing between the brackets
indicates that main has no parameters. A function may also have a return
type; this always appears before the function name. The return type for
main is int (i.e., an integer number). All C++ programs must have
exactly one main function. Program execution always begins from main.
$ CC hello.cc
$ a.out
Hello World
$
Annotation
The return of the system prompt indicates that the program has completed
its execution.
$ CC hello.cc -o hello
$ hello
Hello World
$
C++
Program
C++
TRANSLATOR
C
Code
C
COMPILER
C++
Object
NATIVE
Code
COMPILER
ExecutLINKER
able
Variables
A variable is a symbolic name for a memory location in which data can be
stored and subsequently recalled. Variables are used for holding data values
so that they can be utilized in various computations in a program. All
variables have two important attributes:
A type which is established when the variable is defined (e.g., integer,
real, character). Once defined, the type of a C++ variable cannot be
changed.
A value which can be changed by assigning a new value to the variable.
The kind of values a variable can assume depends on its type. For
example, an integer variable can only take integer values (e.g., 2, 100, 12).
Listing 1.2 illustrates the uses of some simple variable.
Listing 1.2
1
2
3
4
5
6
7
8
9
10
11
12
13
#include <iostream.h>
int main (void)
{
int
workDays;
float
workHours, payRate, weeklyPay;
workDays = 5;
workHours = 7.5;
payRate = 38.55;
weeklyPay = workDays * workHours * payRate;
cout << "Weekly Pay = ";
cout << weeklyPay;
cout << '\n';
}
Annotation
This line defines an int (integer) variable called workDays, which will
represent the number of working days in a week. As a general rule, a
variable is defined by specifying its type first, followed by the variable
name, followed by a semicolon.
10-12
#include <iostream.h>
int main (void)
{
int
workDays = 5;
float
workHours = 7.5;
float
payRate = 38.55;
float
weeklyPay = workDays * workHours * payRate;
cout << "Weekly Pay = ";
cout << weeklyPay;
cout << '\n';
}
Simple Input/Output
The most common way in which a program communicates with the outside
world is through simple, character-oriented Input/Output (IO) operations. C++
provides two useful operators for this purpose: >> for input and << for output.
We have already seen examples of output using <<. Listing 1.4 also illustrates
the use of >> for input.
Listing 1.4
1
2
3
4
5
6
#include <iostream.h>
int main (void)
{
int
workDays = 5;
float
workHours = 7.5;
float
payRate, weeklyPay;
7
8
9
10
11
12
13
Annotation
This line outputs the prompt What is the hourly pay rate? to seek
user input.
This line reads the input value typed by the user and copies it to payRate.
The input operator >> takes an input stream as its left operand (cin is
the standard C++ input stream which corresponds to data entered via the
keyboard) and a variable (to which the input data is copied) as its right
operand.
9-13
When run, the program will produce the following output (user input appears
in bold):
What is the hourly pay rate? 33.55
Weekly Pay = 1258.125
Both << and >> return their left operand as their result, enabling multiple
input or multiple output operations to be combined into one statement. This is
illustrated by Listing 1.5 which now allows the input of both the daily work
hours and the hourly pay rate.
Listing 1.5
1
2
3
4
5
#include <iostream.h>
int main (void)
{
int
workDays = 5;
float
workHours, payRate, weeklyPay;
6
7
8
9
10
cout << "What are the work hours and the hourly pay rate? ";
cin >> workHours >> payRate;
weeklyPay = workDays * workHours * payRate;
cout << "Weekly Pay = " << weeklyPay << '\n';
}
Annotation
This line reads two input values typed by the user and copies them to
workHours and payRate, respectively. The two values should be
separated by white space (i.e., one or more space or tab characters). This
statement is equivalent to:
(cin >> workHours) >> payRate;
Because the result of >> is its left operand, (cin >> workHours)
evaluates to cin which is then used as the left operand of the next >>
operator.
9
This line is the result of combining lines 10-12 from Listing 1.4. It
outputs "Weekly Pay = ", followed by the value of weeklyPay, followed
by a newline character. This statement is equivalent to:
((cout << "Weekly Pay = ") << weeklyPay) << '\n';
Because the result of << is its left operand, (cout << "Weekly Pay = ")
evaluates to cout which is then used as the left operand of the next <<
operator, etc.
When run, the program will produce the following output:
What are the work hours and the hourly pay rate? 7.5 33.55
Weekly Pay = 1258.125
Comments
A comment is a piece of descriptive text which explains some aspect of a
program. Program comments are totally ignored by the compiler and are only
intended for human readers. C++ provides two types of comment delimiters:
Anything after // (until the end of the line on which it appears) is
considered a comment.
Anything enclosed by the pair /* and */ is considered a comment.
Listing 1.6 illustrates the use of both forms.
Listing 1.6
1
2
3
4
5
6
7
8
9
10
11
12
13
#include <iostream.h>
/* This program calculates the weekly gross pay for a worker,
based on the total number of hours worked and the hourly pay
rate. */
int main (void)
{
int
workDays = 5;
float
workHours = 7.5;
float
payRate = 33.50;
float
weeklyPay;
//
//
//
//
Memory
A computer provides a Random Access Memory (RAM) for storing
executable program code as well as the data the program manipulates. This
memory can be thought of as a contiguous sequence of bits, each of which is
capable of storing a binary digit (0 or 1). Typically, the memory is also
divided into groups of 8 consecutive bits (called bytes). The bytes are
sequentially addressed. Therefore each byte can be uniquely identified by its
address (see Figure 1.2).
Figure 1.2 Bits and bytes in memory.
By te Address
...
1211
1212
1213
By te
By te
By te
1214
By te
1215
By te
1216
By te
1217
By te
... Memory
1 1 0 1 0 0 0 1
Bit
The C++ compiler generates executable code which maps data entities to
memory locations. For example, the variable definition
int salary = 65000;
causes the compiler to allocate a few bytes to represent salary. The exact
number of bytes allocated and the method used for the binary representation
of the integer depends on the specific C++ implementation, but let us say two
bytes encoded as a 2s complement integer. The compiler uses the address of
the first byte at which salary is allocated to refer to it. The above assignment
causes the value 65000 to be stored as a 2s complement integer in the two
bytes allocated (see Figure 1.3).
Figure 1.3 Representation of an integer in memory.
...
1211
1212
1213
By te
By te
By te
1214
1215
10110011 10110011
1216
By te
1217
By te
... Memory
salary
(a two-by te integer whose address is 1214)
Integer Numbers
An integer variable may be defined to be of type short, int, or long. The
only difference is that an int uses more or at least the same number of bytes
as a short, and a long uses more or at least the same number of bytes as an
int. For example, on the authors PC, a short uses 2 bytes, an int also 2
bytes, and a long 4 bytes.
short
int
long
age = 20;
salary = 65000;
price = 4500000;
age = 20;
salary = 65000;
price = 4500000;
1984l
1984U
1984u
1984LU
1984ul
// decimal
// equivalent octal
// equivalent hexadecimal
Octal numbers use the base 8, and can therefore only use the digits 0-7.
Hexadecimal numbers use the base 16, and therefore use the letter A-F (or af) to represent, respectively, 10-15. Octal and hexadecimal numbers are
calculated as follows:
0134 = 1 82 + 3 81 + 4 80 = 64 + 24 + 4 = 92
0x5C = 5 161 + 12 160 = 80 + 12 = 92
Real Numbers
A real variable may be defined to be of type float or double. The latter uses
more bytes and therefore offers a greater range and accuracy for representing
real numbers. For example, on the authors PC, a float uses 4 and a double
uses 8 bytes.
float
double
interestRate = 0.06;
pi = 3.141592654;
0.06f
3.141592654L
3.141592654l
In addition to the decimal notation used so far, literal reals may also be
expressed in scientific notation. For example, 0.002164 may be written in the
scientific notation as:
2.164E-3
or
2.164e-3
The letter E (or e) stands for exponent. The scientific notation is interpreted
as follows:
2.164E-3 = 2.164 10-3
Characters
A character variable is defined to be of type char. A character variable
occupies a single byte which contains the code for the character. This code is
a numeric value and depends on the character coding system being used (i.e.,
is machine-dependent). The most common system is ASCII (American
Standard Code for Information Interchange). For example, the character A has
the ASCII code 65, and the character a has the ASCII code 97.
char
ch = 'A';
offset = -88;
row = 2, column = 26;
//
//
//
//
//
//
new line
carriage return
horizontal tab
vertical tab
backspace
formfeed
Single and double quotes and the backslash character can also use the escape
notation:
'\''
'\"'
'\\'
Literal characters may also be specified using their numeric code value.
The general escape sequence \ooo (i.e., a backslash followed by up to three
octal digits) is used for this purpose. For example (assuming ASCII):
'\12'
'\11'
'\101'
'\0'
//
//
//
//
Strings
A string is a consecutive sequence (i.e., array) of characters which are
terminated by a null character. A string variable is defined to be of type
char* (i.e., a pointer to character). A pointer is simply the address of a
memory location. (Pointers will be discussed in Chapter 5). A string variable,
therefore, simply contains the address of where the first character of a string
appears. For example, consider the definition:
char
*str = "HELLO";
Figure 1.4 illustrates how the string variable str and the string "HELLO"
might appear in memory.
Figure 1.4 A string and a string variable in memory.
1207
...
1208
1209
1212
str
1210
1211
1212
1213
1214
1215
1216
1217
'H'
'E'
'L'
'L'
'O'
'\0'
1218
...
// tab-separated words
// 'A' specified as '101'
A long string may extend beyond a single line, in which case each of the
preceding lines should be terminated by a backslash. For example:
"Example to show \
the use of backslash for \
writing a long string"
The backslash in this context means that the rest of the string is continued on
the next line. The above string is equivalent to the single line string:
"Example to show the use of backslash for writing a long string"
Names
Programming languages use names to refer to the various entities that make
up a program. We have already seen examples of an important category of
such names (i.e., variable names). Other categories include: function names,
type names, and macro names, which will be described later in this book.
Names are a programming convenience, which allow the programmer to
organize what would otherwise be quantities of plain data into a meaningful
and human-readable collection. As a result, no trace of a name is left in the
final executable code generated by a compiler. For example, a temperature
variable eventually becomes a few bytes of memory which is referred to by
the executable code by its address, not its name.
C++ imposes the following rules for creating valid names (also called
identifiers). A name should consist of one or more characters, each of which
may be a letter (i.e., 'A'-'Z' and 'a'-'z'), a digit (i.e., '0'-'9'), or an underscore
character ('_'), except that the first character may not be a digit. Upper and
lower case letters are distinct. For example:
salary
salary2
2salary
_salary
Salary
//
//
//
//
//
valid identifier
valid identifier
invalid identifier (begins with a digit)
valid identifier
valid but distinct from salary
C++ keywords.
asm
continue
float
new
signed
try
auto
default
for
operator
sizeof
typedef
break
delete
friend
private
static
union
case
do
goto
protected
struct
unsigned
catch
double
if
public
switch
virtual
char
else
inline
register
template
void
class
enum
int
return
this
volatile
const
extern
long
short
throw
while
Exercises
1.1
1.2
1.3
1.4
Module -2
Expressions, Functions,
Loops & Decisions
2.
Expressions
This chapter introduces the built-in C++ operators for composing expressions.
An expression is any computation which yields a value.
When discussing expressions, we often use the term evaluation. For
example, we say that an expression evaluates to a certain value. Usually the
final value is the only reason for evaluating the expression. However, in some
cases, the expression may also produce side-effects. These are permanent
changes in the program state. In this sense, C++ expressions are different
from mathematical expressions.
C++ provides operators for composing arithmetic, relational, logical,
bitwise, and conditional expressions. It also provides operators which produce
useful side-effects, such as assignment, increment, and decrement. We will
look at each category of operators in turn. We will also discuss the precedence
rules which govern the order of operator evaluation in a multi-operator
expression.
Arithmetic Operators
C++ provides five basic arithmetic operators. These are summarized in Table
2.2.
Table 2.2
Arithmetic operators.
Operator
+
*
/
%
Name
Addition
Subtraction
Multiplication
Division
Remainder
Example
12 + 4.9
3.98 - 4
2 * 3.4
9 / 2.0
13 % 3
//
//
//
//
//
gives
gives
gives
gives
gives
16.9
-0.02
6.8
4.5
1
Except for remainder (%) all other arithmetic operators can accept a mix
of integer and real operands. Generally, if both operands are integers then the
result will be an integer. However, if one or both of the operands are reals
then the result will be a real (or double to be exact).
When both operands of the division operator (/) are integers then the
division is performed as an integer division and not the normal division we
are used to. Integer division always results in an integer outcome (i.e., the
result is always rounded down). For example:
9 / 2
-9 / 2
cost = 100;
volume = 80;
unitPrice = cost / (double) volume;
// gives 1.25
The remainder operator (%) expects integers for both of its operands. It
returns the remainder of integer-dividing the operands. For example 13%3 is
calculated by integer dividing 13 by 3 to give an outcome of 4 and a
remainder of 1; the result is therefore 1.
It is possible for the outcome of an arithmetic operation to be too large
for storing in a designated variable. This situation is called an overflow. The
outcome of an overflow is machine-dependent and therefore undefined. For
example:
unsigned char
k = 10 * 92;
It is illegal to divide a number by zero. This results in a run-time divisionby-zero failure which typically causes the program to terminate.
Relational Operators
C++ provides six relational operators for comparing numeric quantities.
These are summarized in Table 2.3. Relational operators evaluate to 1
(representing the true outcome) or 0 (representing the false outcome).
Table 2.3
Relational operators.
Operator
==
!=
<
<=
>
>=
Name
Equality
Inequality
Less Than
Less Than or Equal
Greater Than
Greater Than or Equal
Example
5 == 5
5 != 5
5 < 5.5
5 <= 5
5 > 5.5
6.3 >= 5
//
//
//
//
//
//
gives
gives
gives
gives
gives
gives
1
0
1
1
0
1
Note that the <= and >= operators are only supported in the form shown.
In particular, =< and => are both invalid and do not mean anything.
The operands of a relational operator must evaluate to a number.
Characters are valid operands since they are represented by numeric values.
For example (assuming ASCII coding):
'A' < 'F'
Logical Operators
C++ provides three logical operators for combining logical expression. These
are summarized in Table 2.4. Like the relational operators, logical operators
evaluate to 1 or 0.
Table 2.4
Logical operators.
Operator
!
&&
||
Name
Logical Negation
Logical And
Logical Or
Example
!(5 == 5)
5 < 6 && 6 < 6
5 < 6 || 6 < 5
// gives 0
// gives 1
// gives 1
//
//
//
//
gives
gives
gives
gives
0
1
1
0
C++ does not have a built-in boolean type. It is customary to use the type
int for this purpose instead. For example:
int sorted = 0;
int balanced = 1;
// false
// true
Bitwise Operators
C++ provides six bitwise operators for manipulating the individual bits in an
integer quantity. These are summarized in Table 2.5.
Table 2.5
Bitwise operators.
Operator
~
&
|
^
<<
>>
Name
Bitwise Negation
Bitwise And
Bitwise Or
Bitwise Exclusive Or
Bitwise Left Shift
Bitwise Right Shift
Example
~'\011'
'\011' & '\027'
'\011' | '\027'
'\011' ^ '\027'
'\011' << 2
'\011' >> 2
//
//
//
//
//
//
gives
gives
gives
gives
gives
gives
'\366'
'\001'
'\037'
'\036'
'\044'
'\002'
Octal Value
x
y
~x
x & y
x | y
x ^ y
x << 2
x >> 2
011
027
366
001
037
036
044
002
Bit Sequence
0
0
1
0
0
0
0
0
0
0
1
0
0
0
0
0
0
0
1
0
0
0
1
0
0
1
1
0
1
1
0
0
1
0
0
0
1
1
0
0
0
1
1
0
1
1
1
0
0
1
1
0
1
1
0
1
1
1
0
1
1
0
0
0
Increment/Decrement Operators
The auto increment (++) and auto decrement (--) operators provide a
convenient way of, respectively, adding and subtracting 1 from a numeric
variable. These are summarized in Table 2.7. The examples assume the
following variable definition:
int k = 5;
Table 2.7
++
++
---
Name
Auto Increment (prefix)
Auto Increment (postfix)
Auto Decrement (prefix)
Auto Decrement (postfix)
Example
++k
k++
--k
k--
+
+
+
+
10
10
10
10
//
//
//
//
gives
gives
gives
gives
16
15
14
15
Both operators can be used in prefix and postfix form. The difference is
significant. When used in prefix form, the operator is first applied and the
outcome is then used in the expression. When used in the postfix form, the
expression is evaluated first and then the operator applied.
Both operators may be applied to integer as well as real variables,
although in practice real variables are rarely useful in this form.
Assignment Operator
The assignment operator is used for storing a value at some memory location
(typically denoted by a variable). Its left operand should be an lvalue, and its
right operand may be an arbitrary expression. The latter is evaluated and the
outcome is stored in the location denoted by the lvalue.
An lvalue (standing for left value) is anything that denotes a memory
location in which a value may be stored. The only kind of lvalue we have seen
so far in this book is a variable. Other kinds of lvalues (based on pointers and
references) will be described later in this book.
The assignment operator has a number of variants, obtained by
combining it with the arithmetic and bitwise operators. These are summarized
in Table 2.8. The examples assume that n is an integer variable.
Table 2.8
Assignment operators.
Operator
=
+=
-=
*=
/=
%=
&=
|=
^=
<<=
>>=
Example
Equivalent To
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
n
= 25
+= 25
-= 25
*= 25
/= 25
%= 25
&= 0xF2F2
|= 0xF2F2
^= 0xF2F2
<<= 4
>>= 4
=
=
=
=
=
=
=
=
=
=
n
n
n
n
n
n
n
n
n
n
+ 25
- 25
* 25
/ 25
% 25
& 0xF2F2
| 0xF2F2
^ 0xF2F2
<< 4
>> 4
// means: n = (m = (p = 100));
// means: m = (n = (p = 100)) + 2;
// means: m = m + (n = p = 10);
Conditional Operator
The conditional operator takes three operands. It has the general form:
operand1 ? operand2 : operand3
First operand1 is evaluated, which is treated as a logical condition. If the
result is nonzero then operand2 is evaluated and its value is the final result.
Otherwise, operand3 is evaluated and its value is the final result. For
example:
int m = 1, n = 2;
int min = (m < n ? m : n);
// min receives 1
Note that of the second and the third operands of the conditional operator
only one is evaluated. This may be significant when one or both contain sideeffects (i.e., their evaluation causes a change to the value of a variable). For
example, in
int min = (m < n ? m++ : n++);
Comma Operator
Multiple expressions can be combined into one expression using the comma
operator. The comma operator takes two operands. It first evaluates the left
operand and then the right operand, and returns the value of the latter as the
final outcome. For example:
int m, n, min;
int mCount = 0, nCount = 0;
//...
min = (m < n ? mCount++, m : nCount++, n);
Here when m is less than n, mCount++ is evaluated and the value of m is stored
in min. Otherwise, nCount++ is evaluated and the value of n is stored in min.
#include <iostream.h>
int main
{
cout
cout
cout
cout
cout
cout
cout
(void)
<<
<<
<<
<<
<<
<<
<<
"char
"char*
"short
"int
"long
"float
"double
size
size
size
size
size
size
size
=
=
=
=
=
=
=
"
"
"
"
"
"
"
<<
<<
<<
<<
<<
<<
<<
When run, the program will produce the following output (on the
authors PC):
char
char*
short
int
long
float
double
1.55
1.55L
HELLO
size
size
size
size
size
size
size
size
size
size
=
=
=
=
=
=
=
=
=
=
1 bytes
2 bytes
2 bytes
2 bytes
4 bytes
4 bytes
8 bytes
8 bytes
10 bytes
6 bytes
Operator Precedence
The order in which operators are evaluated in an expression is significant and
is determined by precedence rules. These rules divide the C++ operators into
a number of precedence levels (see Table 2.9). Operators in higher levels take
precedence over operators in lower levels.
Table 2.9
Lowest
Operator
::
()
+
->*
*
+
<<
<
==
&
^
|
&&
||
? :
=
[]
++
-.*
/
>>
<=
!=
->
!
~
.
*
&
>
>=
+=
-=
*=
/=
^=
%=
Kind
Unary
Binary
Order
Both
Left to Right
new sizeof
Unary
delete ()
Right to Left
&=
|=
<<=
>>=
Binary
Binary
Binary
Binary
Binary
Binary
Binary
Binary
Binary
Binary
Binary
Ternary
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Left to Right
Binary
Right to Left
Binary
Left to Right
For example, in
a == b + c * d
c * d is evaluated first because * has a higher precedence than + and ==. The
result is then added to b because + has a higher precedence than ==, and then
== is evaluated. Precedence rules can be overridden using brackets. For
// d receives 1.0
// i receives 10
// means: i = int(double(i) + d)
Exercises
2.5
2.6
Add extra brackets to the following expressions to explicitly show the order
in which the operators are evaluated:
(n <= p + q && n >= p - q || n == 0)
(++n * q-- / ++p - q)
(n | p & q ^ p << 2 + q)
(p < q ? n < p ? q * n - 2 : q / n + 1 : q - n)
2.7
What will be the value of each of the following variables after its
initialization:
double
long
char
char
d
k
c
c
=
=
=
=
2 * int(3.14);
3.14 - 3;
'a' + 2;
'p' + 'A' - 'a';
2.8
Write a program which inputs a positive integer n and outputs 2 raised to the
power of n.
2.9
Write a program which inputs three numbers and outputs the message Sorted
if the numbers are in ascending order, and outputs Not sorted otherwise.
3.
Statements
This chapter introduces the various forms of C++ statements for composing
programs. Statements represent the lowest-level building blocks of a program.
Roughly speaking, each statement represents a computational step which has
a certain side-effect. (A side-effect can be thought of as a change in the
program state, such as the value of a variable changing because of an
assignment.) Statements are useful because of the side-effects they cause, the
combination of which enables the program to serve a specific purpose (e.g.,
sort a list of names).
A running program spends all of its time executing statements. The order
in which statements are executed is called flow control (or control flow).
This term reflect the fact that the currently executing statement has the control
of the CPU, which when completed will be handed over (flow) to another
statement. Flow control in a program is typically sequential, from one
statement to the next, but may be diverted to other paths by branch
statements. Flow control is an important consideration because it determines
what is executed during a run and what is not, therefore affecting the overall
outcome of the program.
Like many other procedural languages, C++ provides different forms of
statements for different purposes. Declaration statements are used for defining
variables. Assignment-like statements are used for simple, algebraic
computations. Branching statements are used for specifying alternate paths of
execution, depending on the outcome of a logical condition. Loop statements
are used for specifying computations which need to be repeated until a certain
logical condition is satisfied. Flow control statements are used to divert the
execution path to another part of the program. We will discuss these in turn.
//
//
//
//
declaration statement
this has a side-effect
declaration statement
useless statement!
// null statement
Although the null statement has no side-effect, as we will see later in the
chapter, it has some genuine uses.
Multiple statements can be combined into a compound statement by
enclosing them within braces. For example:
{ int min, i = 10, j = 20;
min = (i < j ? i : j);
cout << min << '\n';
}
Compound statements are useful in two ways: (i) they allow us to put multiple
statements in places where otherwise only single statements are allowed, and
(ii) they allow us to introduce a new scope in the program. A scope is a part
of the program text within which a variable remains defined. For example, the
scope of min, i, and j in the above example is from where they are defined
till the closing brace of the compound statement. Outside the compound
statement, these variables are not defined.
Because a compound statement may contain variable definitions and
defines a scope for them, it is also called a block. The scope of a C++
variable is limited to the block immediately enclosing it. Blocks and scope
rules will be described in more detail when we discuss functions in the next
chapter.
The if Statement
It is sometimes desirable to make the execution of a statement dependent
upon a condition being satisfied. The if statement provides a way of
expressing this, the general form of which is:
if (expression)
statement;
Given the similarity between the two alternative parts, the whole statement
can be simplified to:
if (balance > 0)
interest = balance * creditRate;
else
interest = balance * debitRate;
balance += interest;
Or just:
balance += balance * (balance > 0 ? creditRate : debitRate);
First expression (called the switch tag) is evaluated, and the outcome is
compared to each of the numeric constants (called case labels), in the order
they appear, until a match is found. The statements following the matching
case are then executed. Note the plural: each case may be followed by zero or
more statements (not just one statement). Execution continues until either a
break statement is encountered or all intervening statements until the end of
the switch statement are executed. The final default case is optional and is
exercised if none of the earlier cases provide a match.
For example, suppose we have parsed a binary arithmetic operation into
its three components and stored these in variables operator, operand1, and
operand2. The following switch statement performs the operation and stored
the result in result.
switch (operator) {
case '+':
result = operand1 + operand2;
break;
case '-':
result = operand1 - operand2;
break;
case '*':
result = operand1 * operand2;
break;
case '/':
result = operand1 / operand2;
break;
default:cout << "unknown operator: " << ch << '\n';
break;
}
Because case 'x' has no break statement (in fact no statement at all!), when
this case is satisfied, execution proceeds to the statements of the next case and
the multiplication is performed.
It should be obvious that any switch statement can also be written as
multiple if-else statements. The above statement, for example, may be written
as:
if (operator == '+')
result = operand1 + operand2;
else if (operator == '-')
result = operand1 - operand2;
else if (operator == 'x' || operator == '*')
result = operand1 * operand2;
else if (operator == '/')
result = operand1 / operand2;
else
cout << "unknown operator: " << ch << '\n';
For n set to 5, Table 3.10 provides a trace of the loop by listing the values
of the variables involved and the loop condition.
Table 3.10
i
1
2
3
4
5
6
n
5
5
5
5
5
5
i <= n
1
1
1
1
1
0
sum += i++
1
3
6
10
15
It is not unusual for a while loop to have an empty body (i.e., a null
statement). The following loop, for example, sets n to its greatest odd factor.
while (n % 2 == 0 && n /= 2)
;
Here the loop condition provides all the necessary computation, so there is no
real need for a body. The loop condition not only tests that n is even, it also
divides n by two and ensures that the loop will terminate should n be zero.
The do Statement
The do statement (also called do loop) is similar to the while statement,
except that its body is executed first and then the loop condition is examined.
The general form of the do statement is:
do
statement;
while (expression);
Unlike the while loop, the do loop is never used in situations where it
would have a null body. Although a do loop with a null body would be
equivalent to a similar while loop, the latter is always preferred for its
superior readability.
The most common use of for loops is for situations where a variable is
incremented or decremented with every iteration of the loop. The following
for loop, for example, calculates the sum of all integers from 1 to n.
sum = 0;
for (i = 1; i <= n; ++i)
sum += i;
Contrary to what may appear, the scope for i is not the body of the loop, but
the loop itself. Scope-wise, the above is equivalent to:
int i;
for (i = 1; i <= n; ++i)
sum += i;
Any of the three expressions in a for loop may be empty. For example,
removing the first and the third expression gives us something identical to a
while loop:
for (; i != 0;)
something;
// infinite loop
For loops with multiple loop variables are not unusual. In such cases, the
comma operator is used to separate their expressions:
for (i = 0, j = 0; i + j < n; ++i, ++j)
something;
Because loops are statements, they can appear inside other loops. In other
words, loops can be nested. For example,
for (int i = 1; i <= 3; ++i)
for (int j = 1; j <= 3; ++j)
cout << '(' << i << ',' << j << ")\n";
produces the product of the set {1,2,3} with itself, giving the output:
(1,1)
(1,2)
(1,3)
(2,1)
(2,2)
(2,3)
(3,1)
(3,2)
(3,3)
When the continue statement appears inside nested loops, it applies to the
loop immediately enclosing it, and not to the outer loops. For example, in the
following set of nested loops, the continue applies to the for loop, and not the
while loop:
while (more) {
for (i = 0; i < n; ++i) {
cin >> num;
if (num < 0) continue;
// process num here...
}
//etc...
}
{
password: ";
check password for correctness
drop out of the loop
Here we have assumed that there is a function called Verify which checks a
password and returns true if it is correct, and false otherwise.
Rewriting the loop without a break statement is always possible by using
an additional logical variable (verified) and adding it to the loop condition:
verified = 0;
for (i = 0; i < attempts && !verified; ++i) {
cout << "Please enter your password: ";
cin >> password;
verified = Verify(password));
if (!verified)
cout << "Incorrect!\n";
}
where label is an identifier which marks the jump destination of goto. The
label should be followed by a colon and appear before a statement within the
same function as the goto statement itself.
For example, the role of the break statement in the for loop in the
previous section can be emulated by a goto:
for (i = 0; i < attempts; ++i)
cout << "Please enter your
cin >> password;
if (Verify(password))
//
goto out;
//
cout << "Incorrect!\n";
}
out:
//etc...
{
password: ";
check password for correctness
drop out of the loop
where expression denotes the value returned by the function. The type of this
value should match the return type of the function. For a function whose
return type is void, expression should be empty:
return;
The only function we have discussed so far is main, whose return type is
always int. The return value of main is what the program returns to the
operating system when it completes its execution. Under UNIX, for example,
it its conventional to return 0 from main when the program executes without
errors. Otherwise, a non-zero error code is returned. For example:
int main (void)
{
cout << "Hello World\n";
return 0;
}
When a function has a non-void return value (as in the above example),
failing to return a value will result in a compiler warning. The actual return
value will be undefined in this case (i.e., it will be whatever value which
happens to be in its corresponding memory location at the time).
Exercises
3.10
Write a program which inputs a persons height (in centimeters) and weight
(in kilograms) and outputs one of the messages: underweight, normal, or
overweight, using the criteria:
Underweight:
Normal:
Overweight:
3.11
Assuming that n is 20, what will the following code fragment output when
executed?
if (n >= 0)
if (n < 10)
cout << "n is small\n";
else
cout << "n is negative\n";
3.12
Write a program which inputs a date in the format dd/mm/yy and outputs it in
the format month dd, year. For example, 25/12/61 becomes:
December 25, 1961
3.13
Write a program which inputs an integer value, checks that it is positive, and
outputs its factorial, using the formulas:
factorial(0) = 1
factorial(n) = n factorial(n-1)
3.14
Write a program which inputs an octal number and outputs its decimal
equivalent. The following example illustrates the expected behavior of the
program:
Input an octal number: 214
Octal(214) = Decimal(532)
3.15
4.
Functions
A Simple Function
Listing 4.8 shows the definition of a simple function which raises an integer
to the power of another, positive integer.
Listing 4.8
1
2
3
4
5
6
7 }
Annotation
This line defines the function interface. It starts with the return type of the
function (int in this case). The function name appears next followed by
its parameter list. Power has two parameters (base and exponent) which
are of types int and unsigned int, respectively Note that the syntax for
parameters is similar to the syntax for defining variables: type identifier
followed by the parameter name. However, it is not possible to follow a
type identifier with multiple comma-separated parameters:
int Power (int base, exponent)
// Wrong!
4-5 This for-loop raises base to the power of exponent and stores the
outcome in result.
6
Listing 4.9 illustrates how this function is called. The effect of this call is
that first the argument values 2 and 8 are, respectively, assigned to the
parameters base and exponent, and then the function body is evaluated.
Listing 4.9
1
2
3
4
5
#include <iostream.h>
main (void)
{
cout << "2 ^ 8 = " << Power(2,8) << '\n';
}
3
4
5
6
main (void)
{
cout << "2 ^ 8 = " << Power(2,8) << '\n';
}
7
8
9
10
11
12
13
// global variable
// global function
// global function
// xyz is global
// xyz is local to the body of Foo
// xyz is local to this block
Scope Operator
Because a local scope overrides the global scope, having a local variable with
the same name as a global variable makes the latter inaccessible to the local
scope. For example, in
int error;
void Error (int error)
{
//...
}
Auto Variables
Because the lifetime of a local variable is limited and is determined
automatically, these variables are also called automatic. The storage class
specifier auto may be used to explicitly specify a local variable to be
automatic. For example:
void Foo (void)
{
auto int xyz;
//...
}
This is rarely used because all local variables are by default automatic.
Register Variables
As mentioned earlier, variables generally denote memory locations where
variable values are stored. When the program code refers to a variable (e.g., in
an expression), the compiler generates machine code which accesses the
memory location denoted by the variable. For frequently-used variables (e.g.,
loop variables), efficiency gains can be obtained by keeping the variable in a
register instead thereby avoiding memory access for that variable.
The storage class specifier register may be used to indicate to the
compiler that the variable should be stored in a register if possible. For
example:
for (register int i = 0; i < n; ++i)
sum += i;
Here, each time round the loop, i is used three times: once when it is
compared to n, once when it is added to sum, and once when it is incremented.
Therefore it makes sense to keep i in a register for the duration of the loop.
Note that register is only a hint to the compiler, and in some cases the
compiler may choose not to use a register when it is asked to do so. One
reason for this is that any machine has a limited number of registers and it
may be the case that they are all in use.
Even when the programmer does not use register declarations, many
optimizing compilers try to make an intelligent guess and use registers where
they are likely to improve the performance of the program.
Use of register declarations can be left as an after thought; they can
always be added later by reviewing the code and inserting it in appropriate
places.
The same argument may be applied to the global variables in this file that
are for the private use of the functions in the file. For example, a global
variable which records the length of the shortest route so far is best defined as
static:
static int shortestRoute;
// variable declaration
informs the compiler that size is actually defined somewhere (may be later in
this file or in another file). This is called a variable declaration (not
definition) because it does not lead to any storage being allocated for size.
It is a poor programming practice to include an initializer for an extern
variable, since this causes it to become a variable definition and have storage
allocated for it:
extern int size = 10;
// no longer a declaration!
// defined elsewhere
// defined elsewhere
The best place for extern declarations is usually in header files so that
they can be easily included and shared by source files.
Symbolic Constants
Preceding a variable definition by the keyword const makes that variable
read-only (i.e., a symbolic constant). A constant must be initialized to some
value when it is defined. For example:
const int
maxSize = 128;
const double pi = 3.141592654;
// illegal!
With pointers, two aspects need to be considered: the pointer itself, and
the object pointed to, either of which or both can be constant:
const char *str1 = "pointer to constant";
char *const str2 = "constant pointer";
const char *const str3 = "constant pointer to constant";
str1[0] = 'P';
// illegal!
str1 = "ptr to const";
// ok
str2 = "const ptr";
// illegal!
str2[0] = 'P';
// ok
str3 = "const to const ptr";
// illegal!
str3[0] = 'C';
// illegal!
The usual place for constant definition is within header files so that they
can be shared by source files.
Enumerations
An enumeration of symbolic constants is introduced by an enum declaration.
This is useful for declaring a set of closely-related constants. For example,
enum {north, south, east, west};
introduces four enumerators which have integral values starting from 0 (i.e.,
north is 0, south is 1, etc.) Unlike symbolic constants, however, which are
read-only variables, enumerators have no allocated memory.
The default numbering of enumerators can be overruled by explicit
initialization:
enum {north = 10, south, east = 0, west};
//...
//...
//...
//...
Runtime Stack
Like many other modern programming languages, C++ function call
execution is based on a runtime stack. When a function is called, memory
space is allocated on this stack for the function parameters, return value, and
local variables, as well as a local stack area for expression evaluation. The
allocated space is called a stack frame. When a function returns, the
allocated stack frame is released so that it can be reused.
For example, consider a situation where main calls a function called
Solve which in turn calls another function called Normalize:
int Normalize (void)
{
//...
}
int Solve (void)
{
//...
Normalize();
//...
}
int main (void)
{
//...
Solve();
//...
}
Figure 4.5 illustrates the stack frame when Normalize is being executed.
Figure 4.5
Solv e
Normalize
Inline Functions
Suppose that a program frequently requires to find the absolute value of an
integer quantity. For a value denoted by n, this may be expressed as:
(n > 0 ? n : -n)
The effect of this is that when Abs is called, the compiler, instead of
generating code to call Abs, expands and substitutes the body of Abs in place
of the call. While essentially the same computation is performed, no function
call is involved and hence no stack frame is allocated.
Because calls to an inline function are expanded, no trace of the function
itself will be left in the compiled code. Therefore, if a function is defined
inline in one file, it may not be available to other files. Consequently, inline
functions are commonly placed in header files so that they can be shared.
Like the register keyword, inline is a hint which the compiler is not
obliged to observe. Generally, the use of inline should be restricted to simple,
frequently used functions. A function which contains anything more than a
couple of statements is unlikely to be a good candidate. Use of inline for
excessively long and complex functions is almost certainly ignored by the
compiler.
Recursion
A function which calls itself is said to be recursive. Recursion is a general
programming technique applicable to problems which can be defined in terms
of themselves. Take the factorial problem, for instance, which is defined as:
Factorial of 0 is 1.
Factorial of a positive number n is n times the factorial of n-1.
The second line clearly indicates that factorial is defined in terms of itself and
hence can be expressed as a recursive function:
int Factorial (unsigned int n)
{
return n == 0 ? 1 : n * Factorial(n-1);
}
For n set to 3, Table 4.11 provides a trace of the calls to Factorial. The
stack frames for these calls appear sequentially on the runtime stack, one after
the other.
Table 4.11
n * Factorial(n-1)
3 * Factorial(2)
2 * Factorial(1)
1 * Factorial(0)
Returns
6
2
1
1
Default Arguments
Default argument is a programming convenience which removes the burden
of having to specify argument values for all of a functions parameters. For
example, consider a function for reporting errors:
void Error (char *message, int severity = 0);
Here, severity has a default argument of 0; both the following calls are
therefore valid:
Error("Division by zero", 3);
Error("Round off error");
// severity set to 3
// severity set to 0
// Illegal!
va_start(args, option1);
// initialize args
9
10
11
do {
cout << ++count << ". " << option << '\n';
} while ((option = va_arg(args, char*)) != 0);
12
13
14
15
16
va_end(args);
// clean up args
cout << "option? ";
cin >> choice;
return (choice > 0 && choice <= count) ? choice : 0;
}
Annotation
12 Finally, va_end is called to restore the runtime stack (which may have
been modified by the earlier calls).
The sample call
int n = Menu(
"Open file",
"Close file",
"Revert to saved file",
"Delete file",
"Quit application",
0);
Command line arguments are made available to a C++ program via the
main function. There are two ways in which main can be defined:
int main (void);
int main (int argc, const char* argv[]);
The latter is used when the program is intended to accept command line
arguments. The first parameter, argc, denotes the number of arguments
passed to the program (including the name of the program itself). The second
parameter, argv, is an array of the string constants which represent the
arguments. For example, given the command line in Dialog 4.3, we have:
argc
is
3
argv[0]
is
"sum"
argv[1]
is
"10.4"
argv[2]
is
"12.5"
Listing 4.12 illustrates a simple implementation for sum. Strings are converted
to real numbers using atof, which is defined in stdlib.h.
Listing 4.12
1 #include <iostream.h>
2 #include <stdlib.h>
3
4
5
6
7
8
9
10
Exercises
4.16
4.17
4.18
4.19
Write a function which outputs all the prime numbers between 2 and a given
positive integer n:
void Primes (unsigned int n);
Define an inline function called IsAlpha which returns nonzero when its
argument is a letter, and zero otherwise.
4.21
4.22
Module -3
Arrays, Class
Pointer & References
5.
This chapter introduces the array, pointer, and reference data types and
illustrates their use for defining variables.
An array consists of a set of objects (called its elements), all of which
are of the same type and are arranged contiguously in memory. In general,
only the array itself has a symbolic name, not its elements. Each element is
identified by an index which denotes the position of the element in the array.
The number of elements in an array is called its dimension. The dimension of
an array is fixed and predetermined; it cannot be changed during program
execution.
Arrays are suitable for representing composite data which consist of
many similar, individual items. Examples include: a list of names, a table of
world cities and their current temperatures, or the monthly transactions for a
bank account.
A pointer is simply the address of an object in memory. Generally,
objects can be accessed in two ways: directly by their symbolic name, or
indirectly through a pointer. The act of getting to an object via a pointer to it,
is called dereferencing the pointer. Pointer variables are defined to point to
objects of a specific type so that when the pointer is dereferenced, a typed
object is obtained.
Pointers are useful for creating dynamic objects during program
execution. Unlike normal (global and local) objects which are allocated
storage on the runtime stack, a dynamic object is allocated memory from a
different storage area called the heap. Dynamic objects do not obey the
normal scope rules. Their scope is explicitly controlled by the programmer.
A reference provides an alternative symbolic name (alias) for an object.
Accessing an object through a reference is exactly the same as accessing it
through its original name. References offer the power of pointers and the
convenience of direct access to objects. They are used to support the call-byreference style of function parameters, especially when large objects are being
passed to functions.
Arrays
An array variable is defined by specifying its dimension and the type of its
elements. For example, an array representing 10 height measurements (each
being an integer quantity) may be defined as:
int heights[10];
The individual elements of the array are accessed by indexing the array. The
first array element always has the index 0. Therefore, heights[0] and
heights[9] denote, respectively, the first and last element of heights. Each
of heights elements can be treated as an integer variable. So, for example, to
set the third element to 177, we may write:
heights[2] = 177;
Like other variables, an array may have an initializer. Braces are used to
specify a list of comma-separated initial values for array elements. For
example,
int nums[3] = {5, 10, 15};
initializes the three elements of nums to 5, 10, and 15, respectively. When the
number of values in the initializer is less than the number of elements, the
remaining elements are initialized to zero:
int nums[3] = {5, 10};
// nums[2] initializes to 0
// no dimension needed
str[] = "HELLO";
defines str to be an array of six characters: five letters and a null character.
The terminating null character is inserted by the compiler. By contrast,
char
Multidimensional Arrays
An array may have more than one dimension (i.e., two, three, or higher). The
organization of the array in memory is still the same (a contiguous sequence
of elements), but the programmers perceived organization of the elements is
different. For example, suppose we wish to represent the average seasonal
temperature for three major Australian capital cities (see Table 5.12).
Table 5.12
Sydney
Melbourne
Brisbane
Summer
34
32
38
Autumn
22
19
25
Winter
17
13
20
26
34
22
First row
17
24
32
19
Second row
13
28
38
25
20
...
Third row
We can also omit the first dimension (but not subsequent dimensions) and let
it be derived from the initializer:
int seasonTemp[][4] = {
{26, 34, 22, 17},
{24, 32, 19, 13},
{28, 38, 25, 20}
};
= 3;
= 4;
int seasonTemp[rows][columns] = {
{26, 34, 22, 17},
{24, 32, 19, 13},
{28, 38, 25, 20}
};
int HighestTemp (int temp[rows][columns])
{
int highest = 0;
for (register i = 0; i < rows; ++i)
for (register j = 0; j < columns; ++j)
if (temp[i][j] > highest)
highest = temp[i][j];
return highest;
}
Pointers
A pointer is simply the address of a memory location and provides an indirect
way of accessing data in memory. A pointer variable is defined to point to
data of a specific type. For example:
int
char
*ptr1;
*ptr2;
// pointer to an int
// pointer to a char
num;
we can write:
ptr1 = #
The symbol & is the address operator; it takes a variable as argument and
returns the memory address of that variable. The effect of the above
assignment is that the address of num is assigned to ptr1. Therefore, we say
that ptr1 points to num. Figure 5.7 illustrates this diagrammatically.
Figure 5.7
Dynamic Memory
In addition to the program stack (which is used for storing global variables
and stack frames for function calls), another memory area, called the heap, is
provided. The heap is used for dynamically allocating memory blocks during
program execution. As a result, it is also called dynamic memory. Similarly,
the program stack is also called static memory.
Two operators are used for allocating and deallocating memory blocks on
the heap. The new operator takes a type as argument and allocated a memory
block for an object of that type. It returns a pointer to the allocated block. For
example,
int *ptr = new int;
char *str = new char[10];
allocate, respectively, a block for storing a single integer and a block large
enough for storing an array of 10 characters.
Memory allocated from the heap does not obey the same scope rules as
normal variables. For example, in
void Foo (void)
{
char *str = new char[10];
//...
}
when Foo returns, the local variable str is destroyed, but the memory block
pointed to by str is not. The latter remains allocated until explicitly released
by the programmer.
The delete operator is used for releasing memory blocks allocated by
new. It takes a pointer as argument and releases the memory block to which it
points. For example:
delete ptr;
delete [] str;
// delete an object
// delete an array of objects
Listing 5.16
1 #include <string.h>
2
3
4
5
6
7
Annotation
Pointer Arithmetic
In C++ one can add an integer quantity to or subtract an integer quantity from
a pointer. This is frequently used by programmers and is called pointer
arithmetic. Pointer arithmetic is not the same as integer arithmetic, because
the outcome depends on the size of the object pointed to. For example,
suppose that an int is represented by 4 bytes. Now, given
char *str = "HELLO";
int nums[] = {10, 20, 30, 40};
int *ptr = &nums[0];
// pointer to first element
str++ advances str by one char (i.e., one byte) so that it points to the second
character of "HELLO", whereas ptr++ advances ptr by one int (i.e., four
bytes) so that it points to the second element of nums. Figure 5.8 illustrates
this diagrammatically.
Figure 5.8
Pointer arithmetic.
H E L L O \0
str
10
20
30
40
ptr
str++
ptr++
// n becomes 2
Annotation
The condition of this loop assigns the contents of src to the contents of
dest and then increments both pointers. This condition becomes 0 when
the final null character of src is copied to dest.
In turns out that an array variable (such as nums) is itself the address of
the first element of the array it represents. Hence the elements of nums can
also be referred to using pointer arithmetic on nums, that is, nums[i] is
equivalent to *(nums + i). The difference between nums and ptr is that nums
is a constant, so it cannot be made to point to anything else, whereas ptr is a
variable and can be made to point to any other integer.
Listing 5.18 shows how the HighestTemp function (shown earlier in
Listing 5.15) can be improved using pointer arithmetic.
Listing 5.18
1 int HighestTemp (const int *temp, const int rows, const int columns)
2 {
3
int highest = 0;
4
5
6
7
8
9
Annotation
HighestTemp can be simplified even further by treating temp as a onedimensional array of row * column integers. This is shown in Listing 5.19.
Listing 5.19
1 int HighestTemp (const int *temp, const int rows, const int columns)
2 {
3
int highest = 0;
4
5
6
7
8
Function Pointers
It is possible to take the address of a function and store it in a function
pointer. The pointer can then be used to indirectly call the function. For
example,
int (*Compare)(const char*, const char*);
defines a function pointer named Compare which can hold the address of any
function that takes two constant character pointers as arguments and returns
an integer. The string comparison library function strcmp, for example, is
such. Therefore:
Compare = &strcmp;
// direct call
// indirect call
// indirect call (abbreviated)
Listing 5.20
1 int BinSearch (char *item, char *table[], int n,
2
int (*Compare)(const char*, const char*))
3 {
4
int bot = 0;
5
int top = n - 1;
6
int mid, cmp;
7
8
9
10
11
12
13
14
15
16
17
Annotation
Compare is the function pointer to be used for comparing item against the
array elements.
7
Each time round this loop, the search span is reduced by half. This is
repeated until the two ends of the search span (denoted by bot and top)
collide, or until a match is found.
References
A reference introduces an alias for an object. The notation for defining
references is similar to that of pointers, except that & is used instead of *. For
example,
double num1 = 3.14;
double &num2 = num1;
defines num2 as a reference to num1. After this definition num1 and num2 both
refer to the same object, as if they were the same variable. It should be
emphasized that a reference does not create a copy of an object, but merely a
symbolic alias for it. Hence, after
num1 = 0.16;
You can also initialize a reference to a constant. In this case a copy of the
constant is made (after any necessary type conversion) and the reference is set
to refer to the copy.
int &n = 1;
// n refers to a copy of 1
The 1 in the first and the 1 in the third line are likely to be the same object
(most compilers do constant optimization and allocate both 1s in the same
memory location). So although we expect y to be 3, it could turn out to be 4.
However, by forcing x to be a copy of 1, the compiler guarantees that the
object denoted by x will be different from both 1s.
The most common use of references is for function parameters.
Reference parameters facilitates the pass-by-reference style of arguments, as
opposed to the pass-by-value style which we have used so far. To observe the
differences, consider the three swap functions in Listing 5.21.
Listing 5.21
1 void Swap1 (int x, int y)
2 {
3
int temp = x;
4
x = y;
5
y = temp;
6 }
7
8
9
10
11
12
// pass-by-value (objects)
// pass-by-value (pointers)
// pass-by-reference
20;
cout << i << ", " << j << '\n';
cout << i << ", " << j << '\n';
cout << i << ", " << j << '\n';
Typedefs
Typedef is a syntactic facility for introducing symbolic names for data types.
Just as a reference defines an alias for an object, a typedef defines an alias for
a type. Its main use is to simplify otherwise complicated type declarations as
an aid to improved readability. Here are a few examples:
typedef char *String;
Typedef char Name[12];
typedef unsigned int uint;
The effect of these definitions is that String becomes an alias for char*,
Name becomes an alias for an array of 12 chars, and uint becomes an alias
for unsigned int. Therefore:
String
Name
uint
str;
name;
n;
The typedef introduces Compare as a new type name for any function with the
given prototype. This makes BinSearchs signature arguably simpler.
Exercises
5.23
Define two functions which, respectively, input values for the elements of an
array of reals and output the array elements:
void ReadArray (double nums[], const int size);
void WriteArray (double nums[], const int size);
5.24
5.25
The following table specifies the major contents of four brands of breakfast
cereals. Define a two-dimensional array to capture this data:
Top Flake
Cornabix
Oatabix
Ultrabran
Fiber
12g
22g
28g
32g
Sugar
25g
4g
5g
7g
Fat
16g
8g
9g
2g
Salt
0.4g
0.3g
0.5g
0.2g
Define a function to input a list of names and store them as dynamicallyallocated strings in an array, and a function to output them:
void ReadNames (char *names[], const int size);
void WriteNames (char *names[], const int size);
Write another function which sorts the list using bubble sort:
void BubbleSort (char *names[], const int size);
Bubble sort involves repeated scans of the list, where during each scan
adjacent items are compared and swapped if out of order. A scan which
involves no swapping indicates that the list is sorted.
5.27
5.28
5.29
6.
Classes
This chapter introduces the class construct of C++ for defining new data
types. A data type consists of two things:
A concrete representation of the objects of the type.
A set of operations for manipulating the objects.
Added to these is the restriction that, other than the designated
operations, no other operation should be able to manipulate the objects. For
this reason, we often say that the operations characterize the type, that is, they
decide what can and what cannot happen to the objects. For the same reason,
proper data types as such are often called abstract data types abstract
because the internal representation of the objects is hidden from operations
that do not belong to the type.
A class definition consists of two parts: header and body. The class
header specifies the class name and its base classes. (The latter relates to
derived classes and is discussed in Chapter 8.) The class body defines the
class members. Two types of members are supported:
Data members have the syntax of variable definitions and specify the
representation of class objects.
Member functions have the syntax of function prototypes and specify
the class operations, also called the class interface.
Class members fall under one of three different access permission
categories:
Public members are accessible by all class users.
Private members are only accessible by the class members.
Protected members are only accessible by the class members and the
members of a derived class.
The data type defined by a class is used in exactly the same way as a
built-in type.
A Simple Class
Listing 6.22 shows the definition of a simple class for representing points in
two dimensions.
Listing 6.22
1 class Point {
2
int xVal, yVal;
3 public:
4
void SetPt (int, int);
5
void OffsetPt (int, int);
6 };
Annotation
This line contains the class header and names the class as Point. A class
definition always begins with the keyword class, followed by the class
name. An open brace marks the beginning of the class body.
This line defines two data members, xVal and yVal, both of type int.
The default access permission for a class member is private. Both xVal
and yVal are therefore private.
This keyword specifies that from this point onward the class members are
public.
4-5 These two are public member functions. Both have two integer
parameters and a void return type.
6
The order in which the data and member functions of a class are
presented is largely irrelevant. The above class, for example, may be
equivalently written as:
class Point {
public:
void SetPt (int, int);
void OffsetPt (int, int);
private:
int xVal, yVal;
};
The actual definition of the member functions is usually not part of the
class and appears separately. Listing 6.23 shows the separate definition of
SetPt and OffsetPt.
Listing 6.23
1 void Point::SetPt (int x, int y)
2 {
3
xVal = x;
4
yVal = y;
5 }
6
7
8
9
10
Annotation
3-4 Note how SetPt (being a member of Point) is free to refer to xVal and
yVal. Non-member functions do not have this privilege.
Once a class is defined in this way, its name denotes a new data type,
allowing us to define variables of that type. For example:
Point pt;
pt.SetPt(10,20);
pt.OffsetPt(2,2);
// illegal
defines three objects (pt1, pt2, and pt3) all of the same class (Point).
Furthermore, operations of a class are applied to objects of that class, but
never the class itself. A class is therefore a concept that has no concrete
existence other than that reflected by its objects.
const
maxCard = 100;
enumBool {false, true};
class Set {
public:
void
EmptySet
(void)
{ card = 0; }
Bool
Member
(const int);
void
AddElem
(const int);
void
RmvElem
(const int);
void
Copy
(Set&);
Bool
Equal
(Set&);
void
Intersect
(Set&, Set&);
void
Union
(Set&, Set&);
void
Print
(void);
private:
int
elems[maxCard];
// set elements
int
card;
// set cardinality
};
Annotation
EmptySet clears the contents of the set by setting its cardinality to zero.
AddElem adds a new element to the set. If the element is already in the set
RmvElem removes an existing element from the set, provided that element
12 Intersect compares two sets to produce a third set (denoted by its last
parameter) whose elements are in both sets. For example, the intersection
of {2,5,3} and {7,5,2} is {2,5}.
13 Union compares two sets to produce a third set (denoted by its last
parameter) whose elements are in either or both sets. For example, the
union of {2,5,3} and {7,5,2} is {2,5,3,7}.
14 Print prints a set using the conventional mathematical notation. For
example, a set containing the numbers 5, 2, and 10 is printed as {5,2,10}.
16 The elements of the set are represented by the elems array.
17 The cardinality of the set is denoted by card. Only the first card entries
in elems are considered to be valid elements.
The separate definition of the member functions of a class is sometimes
referred to as the implementation of the class. The implementation of the Set
class is as follows.
Bool Set::Member (const int elem)
{
for (register i = 0; i < card; ++i)
if (elems[i] == elem)
return true;
return false;
}
void Set::AddElem (const int elem)
{
if (Member(elem))
return;
if (card < maxCard)
elems[card++] = elem;
else
cout << "Set overflow\n";
}
void Set::RmvElem (const int elem)
{
for (register i = 0; i < card; ++i)
if (elems[i] == elem) {
for (; i < card-1; ++i) // shift elements left
elems[i] = elems[i+1];
--card;
}
}
void Set::Copy (Set &set)
{
for (register i = 0; i < card; ++i)
set.elems[i] = elems[i];
set.card = card;
}
Bool Set::Equal (Set &set)
{
if (card != set.card)
return false;
for (register i = 0; i < card; ++i)
if (!set.Member(elems[i]))
return false;
return true;
}
void Set::Intersect (Set &set, Set &res)
{
res.card = 0;
for (register i = 0; i < card; ++i)
if (set.Member(elems[i]))
res.elems[res.card++] = elems[i];
}
void Set::Union (Set &set, Set &res)
{
set.Copy(res);
for (register i = 0; i < card; ++i)
res.AddElem(elems[i]);
}
void Set::Print (void)
{
cout << "{";
for (int i = 0; i < card-1; ++i)
cout << elems[i] << ",";
if (card > 0)
// no comma after the last element
cout << elems[card-1];
cout << "}\n";
}
The following main function creates three Set objects and exercises some
of its member functions.
int main (void)
{
Set
s1, s2, s3;
s1.EmptySet(); s2.EmptySet(); s3.EmptySet();
s1.AddElem(10); s1.AddElem(20); s1.AddElem(30); s1.AddElem(40);
s2.AddElem(30); s2.AddElem(50); s2.AddElem(10); s2.AddElem(60);
cout << "s1 = ";
cout << "s2 = ";
s1.Print();
s2.Print();
s2.RmvElem(50);
cout << "s2 - {50} = ";
if (s1.Member(20)) cout << "20 is in s1\n";
s2.Print();
s3.Print();
s3.Print();
= {10,20,30,40}
= {30,50,10,60}
- {50} = {30,10,60}
is in s1
intsec s2 = {10,30}
union s2 = {30,10,60,20,40}
/= s2
Constructors
It is possible to define and at the same time initialize objects of a class. This is
supported by special member functions called constructors. A constructor
always has the same name as the class itself. It never has an explicit return
type. For example,
class Point {
int xVal, yVal;
public:
Point (int x,int y) {xVal = x; yVal = y;} // constructor
void OffsetPt (int,int);
};
is an alternative definition of the Point class, where SetPt has been replaced
by a constructor, which in turn is defined to be inline.
Now we can define objects of type Point and initialize them at once.
This is in fact compulsory for classes that contain constructors that require
arguments:
Point pt1 = Point(10,20);
Point pt2;
// illegal!
{ xVal = x; yVal = y; }
// polar coordinates
{ xVal = yVal = 0; } // origin
// polar coordinates
// cartesian coordinates
// polar coordinates
// origin
{ card = 0; }
This has the distinct advantage that the programmer need no longer remember
to call EmptySet. The constructor ensures that every set is initially empty.
The Set class can be further improved by giving the user control over the
maximum size of a set. To do this, we define elems as an integer pointer
rather than an integer array. The constructor can then be given an argument
which specifies the desired size. This means that maxCard will no longer be
the same for all Set objects and therfore needs to become a data member
itself:
class Set {
public:
Set (const int size);
//...
private:
int
int
int
};
*elems;
maxCard;
card;
// set elements
// maximum cardinality
// set cardinality
The constructor simply allocates a dynamic array of the desired size and
initializes maxCard and card accordingly:
Set::Set (const int size)
{
elems = new int[size];
maxCard = size;
card = 0;
}
Destructors
Just as a constructor is used to initialize an object when it is created, a
destructor is used to clean up the object just before it is destroyed. A
destructor always has the same name as the class itself, but is preceded with a
~ symbol. Unlike constructors, a class may have at most one destructor. A
destructor never takes any arguments and has no explicit return type.
Destructors are generally useful for classes which have pointer data
members which point to memory blocks allocated by the class itself. In such
cases it is important to release member-allocated memory before the object is
destroyed. A destructor can do just that.
For example, our revised version of Set uses a dynamically-allocated
array for the elems member. This memory should be released by a destructor:
class Set {
public:
Set
~Set
//...
private:
int
int
int
};
*elems;
maxCard;
card;
// set elements
// maximum cardinality
// set cardinality
Friends
Occasionally we may need to grant a function access to the nonpublic
members of a class. Such an access is obtained by declaring the function a
friend of the class. There are two possible reasons for requiring this access:
It may be the only correct way of defining the function.
It may be necessary if the function is to be implemented efficiently.
Examples of the first case will be provided in Chapter 7, when we discuss
overloaded input/output operators. An example of the second case is
discussed below.
Suppose that we have defined two variants of the Set class, one for sets
of integers and one for sets of reals:
class IntSet {
public:
//...
private:
int elems[maxCard];
int card;
};
class RealSet {
public:
//...
private:
float elems[maxCard];
int
card;
};
Although this works, the overhead of calling AddElem for every member of
the set may be unacceptable. The implementation can be improved if we
could gain access to the private members of both IntSet and RealSet. This
can be arranged by declaring SetToReal as a friend of RealSet.
class RealSet {
//...
friend void IntSet::SetToReal (RealSet&);
};
// abbreviated form
Although a friend declaration appears inside a class, that does not make
the function a member of that class. In general, the position of a friend
declaration in a class is irrelevant: whether it appears in the private, protected,
or the public section, it has the same meaning.
Default Arguments
As with global functions, a member function of a class may have default
arguments. The same rules apply: all default arguments should be trailing
arguments, and the argument should be an expression consisting of objects
defined within the scope in which the class appears.
For example, a constructor for the Point class may use default arguments
to provide more variations of the way a Point object may be defined:
class Point {
int xVal, yVal;
public:
Point (int x = 0, int y = 0);
//...
};
p1;
p2(10);
p3(10, 20);
// polar coordinates
// ambiguous!
Scope Operator
When calling a member function, we usually use an abbreviated syntax. For
example:
pt.OffsetPt(2,2);
// abbreviated form
// full form
The full form uses the binary scope operator :: to indicate that OffsetPt is a
member of Point.
In some situations, using the scope operator is essential. For example, the
case where the name of a class member is hidden by a local variable (e.g.,
member function parameter) can be overcome using the scope operator:
class Point {
public:
Point (int x, int y)
//...
private:
int x, y;
}
{ Point::x = x; Point::y = y; }
Here x and y in the constructor (inner scope) hide x and y in the class (outer
scope). The latter are referred to explicitly as Point::x and Point::y.
Constant Members
A class data member may defined as constant. For example:
class Image {
const int
const int
//...
};
width;
height;
However, data member constants cannot be initialized using the same syntax
as for other constants:
class Image {
const int
const int
//...
};
width = 256;
height = 168;
// illegal initializer!
// illegal initializer!
width;
height;
(void) : maxCard(10)
maxCard;
elems[maxCard];
card;
// illegal!
{ card = 0; }
the array elems will be rejected by the compiler for not having a constant
dimension. The reason for this being that maxCard is not bound to a value
during compilation, but when the program is run and the constructor is
invoked.
Member functions may also be defined as constant. This is used to
specify which member functions of a class may be invoked for a constant
object. For example,
class Set {
public:
Bool
void
//...
Set
Member
AddElem
(void)
(const int) const;
(const int);
{ card = 0; }
};
Bool Set::Member (const int elem) const
{
//...
}
Static Members
A data member of a class can be defined to be static. This ensures that there
will be exactly one copy of the member, shared by all objects of the class. For
example, consider a Window class which represents windows on a bitmap
display:
class Window {
static Window
Window
//...
};
*first;
*next;
Here, no matter how many objects of type Window are defined, there will be
only one instance of first. Like other static variables, a static data member is
by default initialized to 0. It can be initialized to an arbitrary value in the same
scope where the member function definitions appear:
Window *Window::first = &myWindow;
The alternative is to make such variables global, but this is exactly what static
members are intended to avoid; by including the variable in a class, we can
ensure that it will be inaccessible to anything outside the class.
Member functions can also be defined to be static. Semantically, a static
member function is like a global function which is a friend of the class, but
inaccessible outside the class. It does not receive an implicit argument and
hence cannot refer to this. Static member functions are useful for defining
call-back routines whose parameter lists are predetermined and outside the
control of the programmer.
For example, the Window class might use a call-back function for
repainting exposed areas of the window:
class Window {
//...
static void PaintProc (Event *event);
};
// call-back
Because static members are shared and do not rely on the this pointer,
they are best referred to using the class::member syntax. For example, first
and PaintProc would be referred to as Window::first and
Window::PaintProc. Public static members can be referred to using this
syntax by nonmember functions (e.g., global functions).
Member Pointers
Recall how a function pointer was used in Chapter 5 to pass the address of a
comparison function to a search function. It is possible to obtain and
manipulate the address of a member function of a class in a similar fashion.
As before, the idea is to make a function more flexible by making it
independent of another function.
The syntax for defining a pointer to a member function is slightly more
complicated, since the class name must also be included in the function
pointer type. For example,
typedef int (Table::*Compare)(const char*, const char*);
defines a member function pointer type called Compare for a class called
Table. This type will match the address of any member function of Table
which takes two constant character pointers and returns an int. Compare may
be used for passing a pointer to a Search member of Table:
class Table {
public:
Table
int
Search
int
int
private:
int
char
};
Note that comp can only be invoked via a Table object (the this pointer
is used in this case). None of the following attempts, though seemingly
reasonable, will work:
(*comp)(item, entries[mid]);
// illegal: no class object!
(Table::*comp)(item, entries[mid]); // illegal: no class object!
this->*comp(item, entries[mid]);
// illegal: need brackets!
// unintended precedence!
Search can be called and passed either of the two comparison member
functions of Table. For example:
tab.Search("Sydney", Table::NormalizedComp);
The address of a data member can be obtained using the same syntax as
for a member function. For example,
int Table::*n = &Table::slots;
int m = this->*n;
int p = tab.*n;
The above class member pointer syntax applies to all members except for
static. Static members are essentially global entities whose scope has been
limited to a class. Pointers to static members use the conventional syntax of
global entities.
In general, the same protection rules apply as before: to take the address
of a class member (data or function) one should have access to it. For
example, a function which does not have access to the private members of a
class cannot take the address of any of those members.
References Members
A class data member may defined as reference. For example:
class Image {
int width;
int height;
int &widthRef;
//...
};
// illegal!
The constructor for Rectangle should also initialize the two object members
of the class. Assuming that Point has a constructor, this is done by including
topLeft and botRight in the member initialization list of the constructor for
Rectangle:
Rectangle::Rectangle (int left, int top, int right, int bottom)
: topLeft(left,top), botRight(right,bottom)
{
}
Object Arrays
An array of a user-defined type is defined and used much in the same way as
an array of a built-in type. For example, a pentagon can be defined as an array
of 5 points:
Point pentagon[5];
initializes the first four elements of pentagon to explicit points, and the last
element is initialized to (0,0).
When the constructor can be invoked with a single argument, it is
sufficient to just specify the argument. For example,
Set sets[4] = {10, 20, 20, 30};
Unless the [] is included, delete will have no way of knowing that pentagon
denotes an array of points and not just a single point. The destructor (if any) is
applied to the elements of the array in reverse order before the array is
deleted. Omitting the [] will cause the destructor to be applied to just the first
element of the array:
delete pentagon;
// the vertices
// the number of vertices
Class Scope
A class introduces a class scope much in the same way a function (or block)
introduces a local scope. All the class members belong to the class scope and
thus hide entities with identical names in the enclosing scope. For example, in
int fork (void);
// system fork
class Process {
int fork (void);
//...
};
the member function fork hides the global system function fork. The former
can refer to the latter using the unary scope operator:
int Process::fork (void)
{
int pid = ::fork();
//...
}
A nested class may still be accessed outside its enclosing class by fully
qualifying the class name. The following, for example, would be valid at any
scope (assuming that Point is made public within Rectangle):
Rectangle::Point pt(1,1);
{ /* ... */ }
{ /* ... */ }
ColorTable colors;
//...
}
// undefined!
(int, int);
(int, int);
is equivalent to:
class Point {
public:
Point
void OffsetPt
int x, y;
};
(int, int);
(int, int);
The initializer consists of values which are assigned to the data members of
the structure (or class) in the order they appear. This style of initialization is
largely superseded by constructors. Furthermore, it cannot be used with a
class that has a constructor.
A union is a class all of whose data members are mapped to the same
address within its object (rather than sequentially as is the case in a class).
The size of an object of a union is, therefore, the size of its largest data
member.
The main use of unions is for situations where an object may assume
values of different types, but only one at a time. For example, consider an
interpreter for a simple programming language, called P, which supports a
number of data types such as: integers, reals, strings, and lists. A value in this
language may be defined to be of the type:
union Value
long
double
char
Pair
//...
};
{
integer;
real;
*string;
list;
where type provides a way of recording what type of value the object
currently has. For example, when type is set to strObj, val.string is used
for referring to its value.
Because of the unique way in which its data members are mapped to
memory, a union may not have a static data member or a data member which
requires a constructor.
Like a structure, all of the members of a union are by default public. The
keywords private, public, and protected may be used inside a struct or a
union in exactly the same way they are used inside a class for defining
private, public, and protected members.
Bit Fields
It is sometimes desirable to directly control an object at the bit level, so that
as many individual data items as possible can be packed into a bit stream
without worrying about byte or word boundaries.
For example, in data communication, data is transferred in discrete units
called packets. In addition to the user data that it carries, each packet also
contains a header which is comprised of network-related information for
managing the transmission of the packet across the network. To minimize the
cost of transmission, it is desirable to minimize the space taken by the header.
Figure 6.9 illustrates how the header fields are packed into adjacent bits to
achieve this.
Figure 6.9 Header fields of a packet.
acknowledge
ty pe
channel
sequenceNo
moreData
2;
// 2
1;
// 1
4;
// 4
4;
// 4
// 1 bit
bits wide
bit wide
bits wide
bite wide
wide
A bit field is referred to in exactly the same way as any other data
member. Because a bit field does not necessarily start on a byte boundary, it is
illegal to take its address. For the same reason, a bit field cannot be defined as
static.
Use of enumerations can make working with bit fields easier. For
example, given the enumerations
enum PacketType {dataPack, controlPack, supervisoryPack};
enum Bool
{false, true};
we can write:
Packet p;
p.type = controlPack;
p.acknowledge = true;
Exercises
6.30
Explain why the Set parameters of the Set member functions are declared as
references.
6.31
=
=
=
(a + c) + i(b + d)
(a + c) i(b + d)
(ac bd) + i(bc + ad)
6.33
6.34
6.35
Define class named BinTree for storing sorted strings as a binary tree. Define
the same set of member functions as for Sequence from the previous exercise.
6.36
6.37
Add an integer ID data member to the Menu class (Exercise 6.32) so that all
menu objects are sequentially numbered, starting from 0. Define an inline
member function which returns the ID. How will you keep track of the last
allocated ID?
6.38
Modify the Menu class so that an option can itself be a menu, thereby allowing
nested menus.
Module -4
Operator Overloading &
Inheritance
7.
Overloading
This chapter discusses the overloading of functions and operators in C++. The
term overloading means providing multiple definitions of. Overloading of
functions involves defining distinct functions which share the same name,
each of which has a unique signature. Function overloading is appropriate for:
Defining functions which essentially do the same thing, but operate on
different data types.
Providing alternate interfaces to the same function.
Function overloading is purely a programming convenience.
Operators are similar to functions in that they take operands (arguments)
and return a value. Most of the built-in C++ operators are already overloaded.
For example, the + operator can be used to add two integers, two reals, or two
addresses. Therefore, it has multiple definitions. The built-in definitions of
the operators are restricted to built-in types. Additional definitions can be
provided by the programmer, so that they can also operate on user-defined
types. Each additional definition is implemented by a function.
The overloading of operators will be illustrated using a number of simple
classes. We will discuss how type conversion rules can be used to reduce the
need for multiple overloadings of the same operator. We will present
examples of overloading a number of popular operators, including << and >>
for IO, [] and () for container classes, and the pointer operators. We will also
discuss memberwise initialization and assignment, and the importance of their
correct implementation in classes which use dynamically-allocated data
members.
Unlike functions and operators, classes cannot be overloaded; each class
must have a unique name. However, as we will see in Chapter 8, classes can
be altered and extended through a facility called inheritance. Also functions
and classes can be written as templates, so that they become independent of
the data types they employ. We will discuss templates in Chapter 9.
Function Overloading
Consider a function, GetTime, which returns in its parameter(s) the current
time of the day, and suppose that we require two variants of this function: one
which returns the time as seconds from midnight, and one which returns the
time as hours, minutes, and seconds. Given that these two functions serve the
same purpose, there is no reason for them to have different names.
C++ allows functions to be overloaded, that is, the same function to have
more than one definition:
long GetTime (void);
// seconds from midnight
void GetTime (int &hours, int &minutes, int &seconds);
When GetTime is called, the compiler compares the number and type of
arguments in the call against the definitions of GetTime and chooses the one
that matches the call. For example:
int h, m, s;
long t = GetTime();
GetTime(h, m, s);
// matches GetTime(void)
// matches GetTime(int&, int&, int&);
Function overloading is useful for obtaining flavors that are not possible
using default arguments alone. Overloaded functions may also have default
arguments:
void Error (int errCode, char *errMsg = "");
void Error (char *errMsg);
Operator Overloading
C++ allows the programmer to define additional meanings for its predefined
operators by overloading them. For example, we can overload the + and operators for adding and subtracting Point objects:
class Point {
public:
Point (int x, int y)
{Point::x = x; Point::y = y;}
Point operator + (Point &p) {return Point(x + p.x,y + p.y);}
Point operator - (Point &p) {return Point(x - p.x,y - p.y);}
private:
int x, y;
};
After this definition, + and - can be used for adding and subtracting points,
much in the same way as they are used for adding and subtracting numbers:
Point p1(10,20), p2(10,20);
Point p3 = p1 + p2;
Point p4 = p1 - p2;
// is equivalent to: p1 + p2
, we define a function
is a unary operator:
.*
::
?:
sizeof
// not overloadable
Binary:
&
++
--
()
->
ne
w
+
=
delete
+=
*
-=
/
/=
%
%=
&
&=
|
|=
^
^=
<
>
<=
>=
&&
||
<<
<<
=
[]
>>
>>
=
()
==
!=
>*
const
maxCard = 100;
enumBool {false, true};
class Set {
public:
Set
(void)
{ card = 0; }
friend Bool operator & (const int, Set&); // membership
friend Bool operator == (Set&, Set&);
// equality
friend Bool operator != (Set&, Set&);
// inequality
friend Set operator * (Set&, Set&);
// intersection
friend Set operator + (Set&, Set&);
// union
//...
void
AddElem (const int elem);
void
Copy
(Set &set);
voidPrint
(void);
private:
int
elems[maxCard];
// set elements
int
card;
// set cardinality
};
// use overloaded ==
The syntax for using these operators is arguably neater than those of the
functions they replace, as illustrated by the following main function:
int main (void)
{
Set
s1, s2, s3;
s1.AddElem(10); s1.AddElem(20); s1.AddElem(30); s1.AddElem(40);
s2.AddElem(30); s2.AddElem(50); s2.AddElem(10); s2.AddElem(60);
cout << "s1 = ";
cout << "s2 = ";
s1.Print();
s2.Print();
= {10,20,30,40}
= {30,50,10,60}
is in s1
intsec s2 = {10,30}
union s2 = {10,20,30,40,50,60}
/= s2
Type Conversion
The normal built-in type conversion rules of the language also apply to
overloaded functions and operators. For example, in
if ('a' & set)
//...
the first operand of & (i.e., 'a') is implicitly converted from char to int,
because overloaded & expects its first operand to be of type int.
Any other type conversion required in addition to these must be explicitly
defined by the programmer. For example, suppose we want to overload + for
the Point type so that it can be used to add two points, or to add an integer
value to both coordinates of a point:
class Point {
//...
friend Point operator + (Point, Point);
friend Point operator + (int, Point);
friend Point operator + (Point, int);
};
For constructors of one argument, one need not explicitly call the constructor:
Point p = 10;
topLeft;
botRight;
p(5,5);
r(10,10,20,30);
//...
X (Y&);
operator Y ();
// convert Y to X
// convert X to Y
};
topLeft;
botRight;
Now, in
Point
Rectangle
r + p;
p(5,5);
r(10,10,20,30);
// yields a Rectangle
Point(r) + p
// yields a Point
or as:
Binary
void
private:
char
};
Binary
Binary
operator +
operator int
Print
(const char*);
(unsigned int);
(const Binary, const Binary);
();
// type conversion
(void);
bits[binSize];
// binary quantity
Annotation
The following main function creates two objects of type Binary and tests
the + operator.
main ()
{
Binary n1 = "01011";
Binary n2 = "11010";
n1.Print();
n2.Print();
(n1 + n2).Print();
cout << n1 + Binary(5) << '\n';
// add and then convert to
int
cout << n1 - 5 << '\n';
// convert n2 to int and then
subtract
}
The last two lines of main behave completely differently. The first of these
converts 5 to Binary, does the addition, and then converts the Binary result
to int, before sending it to cout. This is equivalent to:
cout << (int) Binary::operator+(n2,Binary(5)) << '\n';
The first parameter must be a reference to ostream so that multiple uses of <<
can be concatenated. The second parameter need not be a reference, but this is
more efficient for large objects.
For example, instead of the Binary classs Print member function, we
can overload the << operator for the class. Because the first operand of <<
must be an ostream object, it cannot be overloaded as a member function. It
should therefore be defined as a global function:
class Binary {
//...
friend ostream& operator << (ostream&, Binary&);
};
ostream& operator << (ostream &os, Binary &n)
{
char str[binSize + 1];
strncpy(str, n.bits, binSize);
str[binSize] = '\0';
cout << str;
return os;
}
Given this definition, << can be used for the output of binary numbers in a
manner identical to its use for the built-in types. For example,
Binary n1 = "01011", n2 = "11010";
cout << n1 << " + " << n1 << " = " << n1 + n2 << '\n';
The first parameter must be a reference to istream so that multiple uses of >>
can be concatenated. The second parameter must be a reference, since it will
be modified by the function.
Continuing with the Binary class example, we overload the >> operator
for the input of bit streams. Again, because the first operand of >> must be an
istream object, it cannot be overloaded as a member function:
class Binary {
//...
friend istream& operator >> (istream&, Binary&);
};
istream& operator >> (istream &is, Binary &n)
{
char str[binSize + 1];
cin >> str;
n = Binary(str);
// use the constructor for simplicity
return is;
}
Given this definition, >> can be used for the input of binary numbers in a
manner identical to its use for the built-in types. For example,
Binary n;
cin >> n;
Overloading []
Listing 7.27 defines a simple associative vector class. An associative vector is
a one-dimensional array in which elements can be looked up by their contents
rather than their position in the array. In AssocVec, each element has a string
name (via which it can be looked up) and an associated integer value.
Listing 7.27
1 #include <iostream.h>
2 #include <string.h>
3
4
5
6
7
8
9
10
11
12
13
14
15
class AssocVec {
public:
AssocVec(const int dim);
~AssocVec
(void);
int&
operator [] (const char *idx);
private:
struct VecElem {
char
*index;
int
value;
}
*elems;
// vector elements
int
dim;
// vector dimension
int
used;
// elements used so far
};
Annotation
{
for (register i = 0; i < used; ++i)
delete elems[i].index;
delete [] elems;
}
int& AssocVec::operator [] (const char *idx)
{
for (register i = 0; i < used; ++i)
// search existing
elements
if (strcmp(idx,elems[i].index) == 0)
return elems[i].value;
if (used < dim &&
// create new element
(elems[used].index = new char[strlen(idx)+1]) != 0) {
strcpy(elems[used].index,idx);
elems[used].value = used + 1;
return elems[used++].value;
}
static int dummy = 0;
return dummy;
}
Overloading ()
Listing 7.28 defines a matrix class. A matrix is a table of values (very similar
to a two-dimensional array) whose size is denoted by the number of rows and
columns in the table. An example of a simple 2 x 3 matrix would be:
M=
10 20 30
21 52 19
class Matrix {
public:
11
12
13
14
15
private:
const short rows;
const short cols;
double
*elems;
};
friend
friend
friend
friend
Matrix
(const short rows, const short cols);
~Matrix (void)
{delete elems;}
double& operator () (const short row, const short col);
ostream& operator << (ostream&, Matrix&);
Matrix
operator + (Matrix&, Matrix&);
Matrix
operator - (Matrix&, Matrix&);
Matrix
operator * (Matrix&, Matrix&);
// matrix rows
// matrix columns
// matrix elements
Annotation
The constructor creates a matrix of the size specified by its arguments, all
of whose elements are initialized to 0.
8-10
m(1,3) = 30;
m(2,3) = 35;
20
25
30
35
Memberwise Initialization
Consider the following definition of the overloaded + operator for Matrix:
Matrix operator + (Matrix &p, Matrix &q)
{
Matrix m(p.rows, p.cols);
if (p.rows == q.rows && p.cols == q.cols)
for (register r = 1; r <= p.rows; ++r)
for (register c = 1; c <= p.cols; ++c)
m(r,c) = p(r,c) + q(r,c);
return m;
}
Af ter m is destroy ed
Matrix m
rows
cols
elems
Memberwise
Copy of m
rows
cols
elems
Dy namic
Block
Memberwise
Copy of m
rows
cols
elems
Inv alid
Block
For example, for the Matrix class, this may be defined as follows:
class Matrix {
Matrix (const Matrix&);
//...
};
Matrix::Matrix (const Matrix &m) : rows(m.rows), cols(m.cols)
{
int n = rows * cols;
elems = new double[n];
// same size
for (register i = 0; i < n; ++i)
// copy elements
elems[i] = m.elems[i];
}
Memberwise Assignment
Objects of the same class are assigned to one another by an internal
overloading of the = operator which is automatically generated by the
compiler. For example, to handle the assignment in
Matrix m(2,2), n(2,2);
//...
m = n;
// must match
// copy elements
(size_t bytes);
(void *ptr, size_t bytes);
};
The type name size_t is defined in stddef.h. New should always return a
void*. The parameter of new denotes the size of the block to be allocated (in
bytes). The corresponding argument is always automatically passed by the
compiler. The first parameter of delete denotes the block to be deleted. The
second parameter is optional and denotes the size of the allocated block. The
corresponding arguments are automatically passed by the compiler.
Since blocks, freeList and used are static they do not affect the size of
a Point object (it is still two integers). These are initialized as follows:
New takes the next available block from blocks and returns its address.
Delete frees a block by inserting it in front of the linked-list denoted by
freeList. When used reaches maxPoints, new removes and returns the first
block in the linked-list, but fails (returns 0) when the linked-list is empty:
void* Point::operator new (size_t bytes)
{
Block *res = freeList;
return used < maxPoints
? &(blocks[used++])
: (res == 0 ? 0
: (freeList = freeList->next, res));
}
void Point::operator delete (void *ptr, size_t bytes)
{
((Block*) ptr)->next = freeList;
freeList = (Block*) ptr;
}
//
//
//
//
calls
calls
calls
calls
Point::operator new
::operator new
Point::operator delete
::operator delete
Even when new and delete are overloaded for a class, global new and delete
are used when creating and destroying object arrays:
Point *points = new Point[5];
//...
delete [] points;
The functions which overload new and delete for a class are always
assumed by the compiler to be static, which means that they will not have
access to the this pointer and therefore the nonstatic class members. This is
because when these operators are invoked for an object of the class, the object
does not exist: new is invoked before the object is constructed, and delete is
called after it has been destroyed.
Each field starts with a field specifier (e.g., %A specifies an author) and ends
with a null character (i.e., \0). The fields can appear in any order. Also, some
fields may be missing from a record, in which case a default value must be
used.
For efficiency reasons we may want to keep the data in this format but
use the following structure whenever we need to access the fields of a record:
struct Book
char
char
char
char
char
short
short
};
{
*raw;
// raw format (kept for reference)
*author;
*title;
*publisher;
*city;
vol;
year;
We now define a class for representing raw records, and overload the
unary pointer operators to map a raw record to a Book structure whenever
necessary.
#include <iostream.h>
#include <stdlib.h>
(char *str)
(void);
(void);
(void);
{ data = str; }
(void);
*data;
Book *cache;
short curr;
short used;
// cache memory
// current record in cache
// number of used cache records
};
short
short
RawBook::curr = 0;
RawBook::used = 0;
// search cache
// update curr and used
? ++curr : 0);
// the book
// set default values
for (;;) {
while (*str++ != '%')
// skip to next specifier
;
switch (*str++) {
// get a field
case 'A': bk->author = str;
break;
case 'T': bk->title = str;
break;
case 'P': bk->publisher = str; break;
case 'C': bk->city = str;
break;
case 'V': bk->vol = atoi(str); break;
case 'Y': bk->year = atoi(str); break;
}
while (*str++ != '\0')
// skip till end of field
;
if (*str == '\n') break;
// end of record
}
return bk;
}
The overloaded operators ->, *, and & are easily defined in terms of
RawToBook:
Book* RawBook::operator -> (void)
Book& RawBook::operator * (void)
Book* RawBook::operator & (void)
{return RawToBook(); }
{return *RawToBook();}
{return RawToBook(); }
The identical definitions for -> and & should not be surprising since -> is
unary in this context and semantically equivalent to &.
The following test case demonstrates that the operators behave as
expected. It sets up two book records and prints each using different
operators.
main ()
{
RawBook r1("%AA. Peters\0%TBlue Earth\0%PPhedra\0%CSydney\0%
Y1981\0\n");
RawBook r2("%TPregnancy\0%AF. Jackson\0%Y1987\0%PMiles\0\n");
cout << r1->author
<< ", " << r1->title
<< ", "
<< r1->publisher << ", " << r1->city
<< ", "
<< (*r1).vol
<< ", " << (*r1).year
<< '\n';
Book *bp = &r2;
// note
cout << bp->author
<< ", " <<
<< bp->publisher << ", " <<
<< bp->vol
<< ", " <<
use of &
bp->title
bp->city
bp->year
Overloading ++ and -The auto increment and auto decrement operators can be overloaded in both
prefix and postfix form. To distinguish between the two, the postfix version is
specified to take an extra integer argument. For example, the prefix and
postfix versions of ++ may be overloaded for the Binary class as follows:
class Binary {
//...
friend Binary
friend Binary
};
operator ++
operator ++
(Binary&);
(Binary&, int);
// prefix
// postfix
// prefix
// postfix
Note that we have simply ignored the extra parameter of the postfix version.
When this operator is used, the compiler automatically supplies a default
argument for it.
The following code fragment exercises both versions of the operator:
Binary n1 = "01011";
Binary n2 = "11010";
cout << ++n1 << '\n';
cout << n2++ << '\n';
cout << n2
<< '\n';
Exercises
7.39
7.40
7.41
7.42
7.43
Complete the implementation of the following String class. Note that two
versions of the constructor and = are required, one for initializing/assigning to
a String using a char*, and one for memberwise initialization/assignment.
Operator [] should index a string character using its position. Operator +
should concatenate two strings.
class String {
public:
String&
String
String
String
~String
(const char*);
(const String&);
(const short);
(void);
operator =
(const char*);
String&
operator = (const String&);
char&
operator [] (const short);
int
Length
(void)
{return(len);}
friend String
operator + (const String&, const String&);
friend ostream& operator <<(ostream&, String&);
private:
char
short
};
7.44
*chars;
// string characters
len;
// length of string
A bit vector is a vector with binary elements, that is, each element is either a 0
or a 1. Small bit vectors are conveniently represented by unsigned integers.
For example, an unsigned char can represent a bit vector of 8 elements.
Larger bit vectors can be defined as arrays of such smaller bit vectors.
Complete the implementation of the Bitvec class, as defined below. It should
allow bit vectors of any size to be created and manipulated using the
associated operators.
enum Bool {false, true};
typedef unsigned char uchar;
class BitVec {
public:
BitVec
BitVec
BitVec
~BitVec
BitVec& operator
BitVec& operator
BitVec& operator
BitVec& operator
BitVec& operator
BitVec& operator
int
operator
void
Set
void
Reset
(const
(const
(const
(void)
=
(const
&=
(const
|=
(const
^=
(const
<<= (const
>>= (const
[]
(const
(const
(const
short dim);
char* bits);
BitVec&);
{ delete vec; }
BitVec&);
BitVec&);
BitVec&);
BitVec&);
short);
short);
short idx);
short idx);
short idx);
BitVec operator ~
(void);
BitVec operator &
(const BitVec&);
BitVec operator |
(const BitVec&);
BitVec operator ^
(const BitVec&);
BitVec operator <<
(const short n);
BitVec operator >>
(const short n);
Bool
operator ==
(const BitVec&);
Bool
operator !=
(const BitVec&);
friend ostream& operator << (ostream&, BitVec&);
private:
uchar *vec;
short bytes;
};
8.
Derived Classes
In practice, most classes are not entirely unique, but rather variations of
existing ones. Consider, for example, a class named RecFile which
represents a file of records, and another class named SortedRecFile which
represents a sorted file of records. These two classes would have much in
common. For example, they would have similar member functions such as
Insert, Delete, and Find, as well as similar data members. In fact,
SortedRecFile would be a specialized version of RecFile with the added
property that its records are organized in sorted order. Most of the member
functions in both classes would therefore be identical, while a few which
depend on the fact that file is sorted would be different. For example, Find
would be different in SortedRecFile because it can take advantage of the
fact that the file is sorted to perform a binary search instead of the linear
search performed by the Find member of RecFile.
Given the shared properties of these two classes, it would be tedious to
have to define them independently. Clearly this would lead to considerable
duplication of code. The code would not only take longer to write it would
also be harder to maintain: a change to any of the shared properties would
have to be consistently applied to both classes.
Object-oriented programming provides a facility called inheritance to
address this problem. Under inheritance, a class can inherit the properties of
an existing class. Inheritance makes it possible to define a variation of a class
without redefining the new class from scratch. Shared properties are defined
only once, and reused as often as desired.
In C++, inheritance is supported by derived classes. A derived class is
like an ordinary class, except that its definition is based on one or more
existing classes, called base classes. A derived class can share selected
properties (function as well as data members) of its base classes, but makes
no changes to the definition of any of its base classes. A derived class can
itself be the base class of another derived class. The inheritance relationship
between the classes of a program is called a class hierarchy.
A derived class is also called a subclass, because it becomes a
subordinate of the base class in the hierarchy. Similarly, a base class may be
called a superclass, because from it many other classes may be derived.
An illustrative Class
We will define two classes for the purpose of illustrating a number of
programming concepts in later sections of this chapter. The two classes are
defined in Listing 8.29 and support the creation of a directory of personal
contacts.
Listing 8.29
1 #include <iostream.h>
2 #include <string.h>
3
4
5
6
7
8
9
10
11
class Contact {
public:
12
13
14
15
16
private:
char
char
char
};
17
18
19
20
21
22
23
24
25
//------------------------------------------------------------------class ContactDir {
public:
ContactDir (const int maxSize);
~ContactDir(void);
void
Insert
(const Contact&);
void
Delete
(const char *name);
Contact* Find
(const char *name);
friend ostream& operator <<(ostream&, ContactDir&);
26
27
private:
int
28
29
30
31
Contact
const char*
const char*
const char*
friend ostream&
Lookup
// contact name
// contact address
// contact telephone number
Annotation
Contact captures the details (i.e., name, address, and telephone number)
of a personal contact.
18 ContactDir allows us to insert into, delete from, and search a list of
personal contacts.
22 Insert inserts a new contact into the directory. This will overwrite an
existing contact (if any) with identical name.
23 Delete deletes a contact (if any) whose name matches a given name.
24 Find returns a pointer to a contact (if any) whose name matches a given
name.
27 Lookup returns the slot index of a contact whose name matches a given
name. If none exists then Lookup returns the index of the slot where such
an entry should be inserted. Lookup is defined as private because it is an
auxiliary function used only by Insert, Delete, and Find.
The implementation of the member function and friends is as follows:
Contact::Contact (const char *name,
const char *address, const char *tel)
{
Contact::name = new char[strlen(name) + 1];
Contact::address = new char[strlen(address) + 1];
Contact::tel = new char[strlen(tel) + 1];
strcpy(Contact::name, name);
strcpy(Contact::address, address);
strcpy(Contact::tel, tel);
}
Contact::~Contact (void)
{
delete name;
delete address;
delete tel;
}
ostream
&operator << (ostream &os, Contact &c)
{
os << "(" << c.name << " , "
<< c.address << " , " << c.tel << ")";
return os;
}
ContactDir::ContactDir (const int max)
{
typedef Contact *ContactPtr;
dirSize = 0;
maxSize = max;
contacts = new ContactPtr[maxSize];
};
ContactDir::~ContactDir (void)
{
for (register i = 0; i < dirSize; ++i)
delete contacts[i];
delete [] contacts;
}
// shift left
private:
char
};
Annotation
A derived class header includes the base classes from which it is derived.
A colon separates the two. Here, ContactDir is specified to be the base
class from which SmartDir is derived. The keyword public before
ContactDir specifies that ContactDir is used as a public base class.
SmartDir has its own constructor which in turn invokes the base class
none).
5
This recent pointer is set to point to the name of the last looked-up
entry.
SmartDir object
contacts
contacts
dirSize
dirSize
maxSize
maxSize
recent
SmartDir
{ /* ... */ }
{ /* ... */ }
{ /* ... */ }
c being destroy ed
A::A
A::~A
B::B
B::~B
C::C
.........
C::~C
In general, all that a derived class constructor requires is an object from the
base class. In some situations, this may not even require referring to the base
class constructor:
extern ContactDir cd;
// defined elsewhere
SmartDir::SmartDir (const int max) : cd
{ /* ... */ }
As a result, Lookup and the data members of ContactDir are now accessible
to SmartDir.
The access keywords private, public, and protected can occur as
many times as desired in a class definition. Each access keyword specifies the
access characteristics of the members following it until the next access
keyword:
class Foo {
public:
// public members...
private:
// private members...
protected:
// protected members...
public:
// more public members...
protected:
// more protected members...
};
Private Derived
private
private
private
Public Derived
private
public
protected
Protected Derived
private
protected
protected
Virtual Functions
Consider another variation of the ContactDir class, called SortedDir, which
ensures that new contacts are inserted in such a manner that the list remains
sorted at all times. The obvious advantage of this is that the search speed can
be improved by using the binary search algorithm instead of linear search.
The actual search is performed by the Lookup member function.
Therefore we need to redefine this function in SortedDir so that it uses the
binary search algorithm. However, all the other member functions refer to
ContactDir::Lookup. We can also redefine these so that they refer to
SortedDir::Lookup instead. If we follow this approach, the value of
inheritance becomes rather questionable, because we would have practically
redefined the whole class.
What we really want to do is to find a way of expressing this: Lookup
should be tied to the type of the object which invokes it. If the object is of
type SortedDir then invoking Lookup (from anywhere, even from within the
member functions of ContactDir) should mean SortedDir::Lookup.
Similarly, if the object is of type ContactDir then calling Lookup (from
anywhere) should mean ContactDir::Lookup.
This can be achieved through the dynamic binding of Lookup: the
decision as to which version of Lookup to call is made at runtime depending
on the type of the object.
In C++, dynamic binding is supported by virtual member functions. A
member function is declared as virtual by inserting the keyword virtual
before its prototype in the base class. Any member function, including
constructors and destructors, can be declared as virtual. Lookup should be
declared as virtual in ContactDir:
class ContactDir {
//...
protected:
virtual int Lookup (const char *name);
//...
};
Listing 8.31
1
2
3
4
5
6
Annotation
Multiple Inheritance
The derived classes encountered so far in this chapter represent single
inheritance, because each inherits its attributes from a single base class.
Alternatively, a derived class may have multiple base classes. This is referred
to as multiple inheritance.
For example, suppose we have defined two classes for, respectively,
representing lists of options and bitmapped windows:
class OptionList {
public:
OptionList (int n);
~OptionList (void);
//...
};
class Window {
public:
Window (Rect &bounds);
~Window (void);
//...
};
OptionList
Menu
Since the base classes of Menu have constructors that take arguments, the
constructor for the derived class should invoke these in its member
initialization list:
Menu::Menu (int n, Rect &bounds) : OptionList(n), Window(bounds)
{
//...
}
The order in which the base class constructors are invoked is the same as the
order in which they are specified in the derived class header (not the order in
which they appear in the derived class constructors member initialization
list). For Menu, for example, the constructor for OptionList is invoked before
the constructor for Window, even if we change their order in the constructor:
Menu::Menu (int n, Rect &bounds) : Window(bounds), OptionList(n)
{
//...
}
The destructors are applied in the reverse order: ~Menu, followed by ~Window,
followed by ~OptionList.
The obvious implementation of a derived class object is to contain one
object from each of its base classes. Figure 8.16 illustrates the relationship
between a Menu object and its base class objects.
Figure 8.16
Window object
Menu object
Window
data members
OptionList
data members
Window
data members
Menu
data members
In general, a derived class may have any number of base classes, all of
which must be distinct:
class X : A, B, A {
//...
};
Ambiguity
Multiple inheritance further complicates the rules for referring to the
members of a class. For example, suppose that both OptionList and Window
have a member function called Highlight for highlighting a specific part of
either object type:
class OptionList {
public:
//...
void Highlight (int part);
};
class Window {
public:
//...
void Highlight (int part);
};
The derived class Menu will inherit both these functions. As a result, the call
m.Highlight(0);
(where m is a Menu object) is ambiguous and will not compile, because it is not
clear whether it refers to OptionList::Highlight or Window::Highlight.
The ambiguity is resolved by making the call explicit:
m.Window::Highlight(0);
Type Conversion
For any derived class there is an implicit type conversion from the derived
class to any of its public base classes. This can be used for converting a
derived class object to a base class object, be it a proper object, a reference, or
a pointer:
Menu
Window
Window
Window
menu(n, bounds);
win = menu;
&wRef = menu;
*wPtr = &menu;
Such conversions are safe because the derived class object always contains all
of its base class objects. The first assignment, for example, causes the Window
component of menu to be assigned to win.
By contrast, there is no implicit conversion from a base class to a derived
class. The reason being that such a conversion is potentially dangerous due to
the fact that the derived class object may have data members not present in
the base class object. The extra data members will therefore end up with
unpredictable values. All such conversions must be explicitly cast to confirm
the programmers intention:
Menu
Menu
// caution!
// caution!
A base class object cannot be assigned to a derived class object unless there is
a type conversion constructor in the derived class defined for this purpose.
For example, given
class Menu : public OptionList, public Window {
public:
//...
Menu (Window&);
};
the following would be valid and would use the constructor to convert win to
a Menu object before assigning:
menu = win;
// invokes Menu::Menu(Window&)
Sydney
0.00
2.34
15.36
Melbourne
3.55
0.00
9.32
Perth
12.45
10.31
0.00
The row and column indices for this table are strings rather than integers,
so the Matrix class (Chapter 7) will not be adequate for representing the
table. We need a way of mapping strings to indices. This is already supported
by the AssocVec class (Chapter 7). As shown in Listing 8.32, Table1 can be
defined as a derived class of Matrix and AssocVec.
Listing 8.32
1 class Table1 : Matrix, AssocVec {
2 public:
3
Table1
(const short entries)
4
: Matrix(entries, entries),
5
AssocVec(entries)
{}
6
double& operator () (const char *src, const char *dest);
7 };
8
9
10
11
12
13
14
Another way of defining this class is to derive it from Matrix and include
an AssocVec object as a data member (see Listing 8.33).
Listing 8.33
1
2
3
4
5
6
7
8
9
10
11
12
13
Variations of table.
AssocVec
Table1
Matrix
Table2
Matrix
AssocVec
Table3
AssocVec
Listing 8.34
1 class Table3 : Matrix {
2 public:
3
Table3
(const short rows, const short cols)
4
: Matrix(rows,cols),
5
rowIdx(rows),
6
colIdx(cols)
{}
7
double& operator () (const char *src, const char *dest);
8
9
10
11
private:
AssocVec rowIdx;
AssocVec colIdx;
};
12
13
14
15
// row index
// column index
For a derived class which also has class object data members, the order of
object construction is as follows. First the base class constructors are invoked
in the order in which they appear in the derived class header. Then the class
object data members are initialized by their constructors being invoked in the
same order in which they are declared in the class. Finally, the derived class
constructor is invoked. As before, the derived class object is destroyed in the
reverse order of construction.
Figure 8.18 illustrates this for a Table3 object.
Figure 8.18
Matrix::Matrix
Matrix::~Matrix
rowIdx.AssocVec::AssocVec
rowIdx.AssocVec::~AssocVec
colIdx.AssocVec::AssocVec
colIdx.AssocVec::~AssocVec
Table3::Table3
....
Table3::~Table3
Since Widget is a base class for both OptionList and Window, each menu
object will have two widget objects (see Figure 8.19a). This is not desirable
(because a menu is considered a single widget) and may lead to ambiguity.
For example, when applying a widget member function to a menu object, it is
not clear as to which of the two widget objects it should be applied. The
problem is overcome by making Widget a virtual base class of OptionList
and Window. A base class is made virtual by placing the keyword virtual
before its name in the derived class header:
class OptionList : virtual public Widget, List
class Window
: virtual public Widget, Port
{ /*...*/ };
{ /*...*/ };
This ensures that a Menu object will contain exactly one Widget object. In
other words, OptionList and Window will share the same Widget object.
An object of a class which is derived from a virtual base class does not
directly contain the latters object, but rather a pointer to it (see Figure 8.19b
and 8.19c). This enables multiple occurrences of a virtual class in a hierarchy
to be collapsed into one (see Figure 8.19d).
If in a class hierarchy some instances of a base class X are declared as
virtual and other instances as nonvirtual, then the derived class object will
contain an X object for each nonvirtual instance of X, and a single X object
for all virtual occurrences of X.
A virtual base class object is initialized, not necessarily by its immediate
derived class, but by the derived class farthest down the class hierarchy. This
rule ensures that the virtual base class object is initialized only once. For
example, in a menu object, the widget object is initialized by the Menu
constructor (which overrides the invocation of the Widget constructor by
OptionList or Window):
Menu::Menu (int n, Rect &bounds) :
Widget(bounds),
OptionList(n),
Window(bounds)
{ //... }
Figure 8.19
Overloaded Operators
Except for the assignment operator, a derived class inherits all the overloaded
operators of its base classes. An operator overloaded by the derived class
itself hides the overloading of the same operator by the base classes (in
exactly the same way member functions of a derived class hide member
functions of base classes).
Memberwise initialization and assignment (see Chapter 7) extend to
derived classes. For any given class Y derived from X, memberwise
initialization is handled by an automatically-generated (or user-defined)
constructor of the form:
Y::Y (const Y&);
Exercises
8.45
Consider a Year class which divides the days in a year into work days and off
days. Because each day has a binary value, Year is easily derived from
BitVec:
enum Month {
Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
};
class Year : public BitVec {
public:
Year(const short year);
void
WorkDay (const short day);
void
OffDay (const short day);
Bool
Working (const short day);
short
Day
(const short day,
const Month month,
protected:
short
year;
// calendar year
};
Days are sequentially numbered from the beginning of the year, starting at 1
for January 1st. Complete the Year class by implementing its member
functions.
8.46
M k,n 1
M k ,i
X i
i 1
augmented matrix each time the elements below a pivot are eliminated.
8.47
Given that there may be at most n elements in a set (n being a small number)
the set can be efficiently represented as a bit vector of n elements. Derive a
class named EnumSet from BitVec to facilitate this. EnumSet should overload
the following operators:
Operator + for set union.
Operator - for set difference.
Operator * for set intersection.
Operator % for set membership.
Operators <= and >= for testing if a set is a subset of another.
Operators >> and << for, respectively, adding an element to and removing
an element from a set.
8.48
(Key, Data)
(Key)
(Key)
{}
{}
{return 0;}
See Comer (1979) for a description of B-tree and B*-tree. For the purpose of
this exercise, use the built-in type int for Key and double for Data.
Module -5
Templates
9.
Templates
This chapter describes the template facility of C++ for defining functions and
classes. Templates facilitate the generic definition of functions and classes so
that they are not tied to specific implementation types. They are invaluable in
that they dispense with the burden of redefining a function or class so that it
will work with yet another data type.
A function template defines an algorithm. An algorithm is a generic
recipe for accomplishing a task, independent of the particular data types used
for its implementation. For example, the binary search algorithm operates on
a sorted array of items, whose exact type is irrelevant to the algorithm. Binary
search can therefore be defined as a function template with a type parameter
which denotes the type of the array items. This template then becomes a
blueprint for generating executable functions by substituting a concrete type
for the type parameter. This process is called instantiation and its outcome is
a conventional function.
A class template defines a parameterized type. A parameterized type is
a data type defined in terms of other data types, one or more of which are
unspecified. Most data types can be defined independently of the concrete
data types used in their implementation. For example, the stack data type
involves a set of items whose exact type is irrelevant to the concept of stack.
Stack can therefore be defined as a class template with a type parameter
which specifies the type of the items to be stored on the stack. This template
can then be instantiated, by substituting a concrete type for the type
parameter, to generate executable stack classes.
Templates provide direct support for writing reusable code. This in turn
makes them an ideal tool for defining generic libraries.
We will present a few simple examples to illustrate how templates are
defined, instantiated, and specialized. We will describe the use of nontype
parameters in class templates, and discuss the role of class members, friends,
and derivations in the context of class templates.
declares a function template named Max for returning the maximum of two
objects. T denotes an unspecified (generic) type. Max is specified to compare
two objects of the same type and return the larger of the two. Both arguments
and the return value are therefore of the same type T. The definition of a
function template is very similar to a normal function, except that the
specified type parameters can be referred to within the definition. The
definition of Max is shown in Listing 9.35.
Listing 9.35
1
2
3
4
5
For static, inline, and extern functions, the respective keyword must appear
after the template clause, and not before it:
template <class T>
inline T Max (T val1, T val2);
inline template <class T>
T Max (T val1, T val2);
// ok
// illegal! inline misplaced
In the first call to Max, both arguments are integers, hence T is bound to
int. In the second call, both arguments are reals, hence T is bound to double.
In the final call, both arguments are characters, hence T is bound to char. A
total of three functions are therefore generated by the compiler to handle these
cases:
int
double
char
Listing 9.36
1
2
3
4
5
6
7
8
9
For some other types, the operator may be defined but not produce the desired
effect. For example, using Max to compare two strings will result in their
pointer values being compared, not their character sequences:
Max("Day", "Night");
Given this specialization, the above call now matches this function and will
not result in an instance of the function template to be instantiated for char*.
Annotation
This line assumes that the operator == is defined for the type to which
Type is bound in an instantiation.
11 This line assumes that the operator < is defined for the type to which
Type is bound in an instantiation.
Instantiating BinSearch with Type bound to a built-in type such as int
has the desired effect. For example,
int nums[] = {10, 12, 30, 38, 52, 100};
cout << BinSearch(52, nums, 6) << '\n';
All are defined in terms of the private member function Compare which
compares two books by giving priority to their titles, then authors, and finally
publishers. The code fragment
RawBook books[] = {
RawBook("%APeters\0%TBlue
Earth\0%PPhedra\0%CSydney\0%Y1981\0\n"),
RawBook("%TPregnancy\0%AJackson\0%Y1987\0%PMiles\0\n"),
RawBook("%TZoro\0%ASmiths\0%Y1988\0%PMiles\0\n")
};
cout << BinSearch(RawBook("%TPregnancy\0%AJackson\0%PMiles\0\n"),
books, 3) << '\n';
declares a class template named Stack. A class template clause follows the
same syntax rules as a function template clause.
The definition of a class template is very similar to a normal class, except
that the specified type parameters can be referred to within the definition. The
definition of Stack is shown in Listing 9.38.
Listing 9.38
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
The member functions of Stack are defined inline except for Push. The <<
operator is also overloaded to display the stack contents for testing purposes.
These two are defined as follows:
template <class Type>
void Stack<Type>::Push (Type &val)
{
if (top+1 < maxSize)
stack[++top] = val;
}
template <class Type>
ostream& operator << (ostream& os, Stack<Type>& s)
{
for (register i = 0; i <= s.top; ++i)
os << s.stack[i] << " ";
return os;
}
Except for within the class definition itself, a reference to a class template
must include its template parameter list. This is why the definition of Push
and << use the name Stack<Type> instead of Stack.
// stack of integers
// stack of doubles
// stack of points
// ok
// illegal! Type is undefined
The combination of a class template and arguments for all of its type
parameters (e.g., Stack<int>) represents a valid type specifier. It may appear
wherever a C++ type may appear.
If a class template is used as a part of the definition of another class
template (or function template), then the formers type parameters can be
bound to the latters template parameters. For example:
template <class Type>
class Sample {
Stack<int> intStack;
Stack<Type> typeStack;
//...
};
// ok
// ok
Nontype Parameters
Unlike a function template, not all parameters of a class template are required
to represents types. Value parameters (of defined types) may also be used.
Listing 9.39 shows a variation of the Stack class, where the maximum size of
the stack is denoted by a template parameter (rather than a data member).
Listing 9.39
1
2
3
4
5
6
7
8
9
10
11
12
Both parameters are now required for referring to Stack outside the class.
For example, Push is now defined as follows:
template <class Type, int maxSize>
void Stack<Type, maxSize>::Push (Type &val)
{
if (top+1 < maxSize)
stack[++top] = val;
}
s1;
s2;
s3;
// ok
// illegal! 10u doesn't match int
// ok
s4;
specializes the Push member for the char* type. To free the allocated storage,
Pop needs to be specialized as well:
void Stack<char*>::Pop (void)
{
if (top >= 0)
delete stack[top--];
}
~Stack (void)
void
Push(Str val);
void
Pop
(void);
Str
Top
(void)
{return stack[top];}
friend ostream& operator << (ostream&, Stack<Str>&);
private:
Str
*stack;
// stack array
int
top;
// index of top stack entry
const int
maxSize;// max size of stack
};
// dummy entry
There are two ways in which a static data member can be initialized: as a
template or as a specific type. For example,
template <class Type> Type Stack<Type>::dummy = 0;
We wish to define a class named Sample and declare Foo and Stack as its
friends. The following makes a specific instance of Foo and Stack friends of
all instances of Sample:
template <class T>
class Sample {
friend Foo<int>;
friend Stack<int>;
//...
};
// one-to-many friendship
Alternatively, we can make each instance of Foo and Stack a friend of its
corresponding instance of Sample:
template <class T>
class Sample {
friend Foo<T>;
friend Stack<T>;
//...
};
// one-to-one friendship
This means that, for example, Foo<int> and Stack<int> are friends of
Sample<int>, but not Sample<double>.
The extreme case of making all instances of Foo and Stack friends of all
instances of Sample is expressed as:
template <class T>
class Sample {
// many-to-many friendship
template <class T> friend Foo;
template <class T> friend class Stack;
//...
};
10
20
30
Last
// forward declaration
Annotation
5-17
ListElem represents a list element. It consists of a value whose type
is denoted by the type parameter Type, and two pointers which point to
the previous and next elements in the list. List is declared as a one-toone friend of ListElem, because the formers implementation requires
access to the nonpublic members of the latter.
20 List represents a doubly-linked list.
24 Insert inserts a new element in front of the list.
25 Remove removes the list element, if any, whose value matches its
parameter.
26 Member returns true if val is in the list, and false otherwise.
27 Operator << is overloaded for the output of lists.
29-30 First and last, respectively, point to the first and last element in
the list. Note that these two are declared of type ListElem<Type>* and
not ListElem*, because the declaration is outside the ListElem class.
Insert, Remove, and Element are all defined as virtual to allow a class
derived from List to override them.
All of the member functions of ListElem are defined inline. The
definition of List member functions is as follows:
template <class Type>
List<Type>::~List (void)
{
ListElem<Type> *handy;
ListElem<Type> *next;
for (handy = first; handy != 0; handy = next) {
next = handy->next;
delete handy;
}
}
The << is overloaded for both classes. The overloading of << for
ListElem does not require it to be declared a friend of the class because it is
defined in terms of public members only:
Here is a simple test of the class which creates the list shown in Figure 9.20:
int main (void)
{
List<int>
list;
list.Insert(30);
list.Insert(20);
list.Insert(10);
cout << "list = " << list << '\n';
if (list.Member(20)) cout << "20 is in list\n";
cout << "Removed 20\n";
list.Remove(20);
cout << "list = " << list << '\n';
return 0;
}
// template base
// instantiated base
It is, however, perfectly acceptable for a normal class to serve as the base
of a derived template class:
class X;
template <class Type> class Y : X;
// ok
Exercises
9.49
Define a Swap function template for swapping two objects of the same type.
9.50
9.51
9.52
Rewrite the Database, BTree, and BStar classes (Exercise 8.4) as class
templates.
Module -6
Files, Streams, & Exception
Handling
10.
Exception Handling
Flow Control
Figure 10.21 illustrates the flow of control during exception handling. It
shows a function e with a try block from which it calls f; f calls another
function g from its own try block, which in turn calls h. Each of the try blocks
is followed by a list of catch clauses. Function h throws an exception of type
B. The enclosing try block's catch clauses are examined (i.e., A and E); neither
matches B. The exception is therefore propagated to the catch clauses of the
enclosing try block (i.e., C and D), which do not match B either. Propagating
the exception further up, the catch clauses following the try block in e (i.e., A,
B, and C) are examined next, resulting in a match.
At this point flow of control is transferred from where the exception was
raised in h to the catch clause in e. The intervening stack frames for h, g, and f
are unwound: all automatic objects created by these functions are properly
destroyed by implicit calls to their destructors.
Figure 10.21
f unction e
try block
f unction f
f (...);
try block
catch clauses
A
B
C
f unction g
try block
g(...);
catch clauses
C
D
f unction h
h(...);
catch clauses
A
E
throw B
Two points are worth noting. First, once an exception is raised and
handled by a matching catch clause, the flow of control is not returned to
where the exception was raised. The best that the program can do is to reattempt the code that resulted in the exception (e.g., call f again in the above
example). Second, the only role of a catch clause in life is to handle
exceptions. If no exception is raised during the execution of a try block, then
the catch clauses following it are simply ignored.
There are a number of potential run-time errors which may affect the member
functions of Stack:
The constructor parameter max may be given a nonsensical value. Also,
the constructors attempt at dynamically allocating storage for stack may
fail due to heap exhaustion. We raise exceptions BadSize and HeapFail
in response to these:
template <class Type>
Stack<Type>::Stack (int max) : maxSize(max)
{
if (max <= 0)
throw BadSize();
if ((stack = new Type[max]) == 0)
throw HeapFail();
top = -1;
}
Error
BadSize
HeapFail
Overflow
Underflow
Empty
{
:
:
:
:
:
/* ...
public
public
public
public
public
*/ };
Error
Error
Error
Error
Error
{};
{};
{};
{};
{};
statements
}
{ statements }
where type is the type of the object raised by the matching exception, par is
optional and is an identifier bound to the object raised by the exception, and
statements represents zero or more semicolon-terminated statements.
For example, continuing with our Stack class, we may write:
try {
Stack<int> s(3);
s.Push(10);
//...
s.Pop();
//...
}
catch (Underflow)
{cout
catch (Overflow)
{cout
catch (HeapFail)
{cout
catch (BadSize)
{cout
catch (Empty)
{cout
<<
<<
<<
<<
<<
"Stack underflow\n";}
"Stack overflow\n";}
"Heap exhausted\n";}
"Bad stack size\n";}
"Empty stack\n";}
For simplicity, the catch clauses here do nothing more than outputting a
relevant message.
When an exception is raised by the code within the try block, the catch
clauses are examined in the order they appear. The first matching catch clause
is selected and its statements are executed. The remaining catch clauses are
ignored.
A catch clause (of type C) matches an exception (of type E) if:
C and E are the same type, or
One is a reference or constant of the other type, or
{/*...*/}
{/*...*/}
{/*...*/}
{ /* ... */ }
will match any exception type and if used, like a default case in a switch
statement, should always appear last.
The statements in a catch clause can also throw exceptions. The case
where the matched exception is to be propagated up can be signified by an
empty throw:
catch (char*)
//...
throw;
}
{
// propagate up the exception
An exception which is not matched by any catch clause after a try block,
is propagated up to an enclosing try block. This process is continued until
either the exception is matched or no more enclosing try block remains. The
latter causes the predefined function terminate to be called, which simply
terminates the program. This function has the following type:
typedef void (*TermFun)(void);
In absence of a throw list, the only way to find the exceptions that a
function may throw is to study its code (including other functions that it
calls). It is generally expected to at least define throw lists for frequently-used
functions.
Should a function throw an exception which is not specified in its throw
list, the predefined function unexpected is called. The default behavior of
unexpected is to terminate the program. This can be overridden by calling
set_unexpected (which has the same signature as set_terminate) and
passing the replacing function as its argument:
TermFun set_unexpected(TermFun);
Exercises
10.53
Define appropriate exceptions for the Matrix class (see Chapter 7) and
modify its functions so that they throw exceptions when errors occur,
including the following:
When the sizes of the operands of + and - are not identical.
When the number of the columns of the first operand of * does not match
the number of rows of its second operand.
When the row or column specified for () is outside its range.
When heap storage is exhausted.
11.
The IO Library
iostream.h
fstream.h
strstream.h
iomanip.h
Table 11.16
Table 11.17
Description
Defines a hierarchy of classes for low-level (untyped characterlevel) IO and high-level (typed) IO. This includes the definition of the
ios, istream, ostream, and iostream classes.
Derives a set of classes from those defined in iostream.h for file
IO. This includes the definition of the ifstream, ofstream, and
fstream classes.
Derives a set of classes from those defined in iostream.h for IO
with respect to character arrays. This includes the definition of the
istrstream, ostrstream, and strstream classes.
Input
Output
istream
ifstream
istrstream
ostream
ofstream
ostrstream
iostream
fstream
strstream
Predefined streams.
Stream
Type
cin
cout
clog
cerr
istream
ostream
ostream
ostream
Buffered
Yes
Yes
Yes
No
Description
Connected to standard input (e.g., the keyboard)
Connected to standard output (e.g., the monitor)
Connected to standard error (e.g., the monitor)
Connected to standard error (e.g., the monitor)
A stream may be used for input, output, or both. The act of reading data
from an input stream is called extraction. It is performed using the >>
operator (called the extraction operator) or an iostream member function.
Similarly, the act of writing data to an output stream is called insertion, and
is performed using the << operator (called the insertion operator) or an
iostream member function. We therefore speak of extracting data from an
input stream and inserting data into an output stream.
Figure 11.22 Iostream class hierarchy.
iostream.h
unsaf e_ios
stream_MT
unsaf e_istream
unsaf e_ostream
v
ios
streambuf
istream
ostream
iostream
fstream.h
f ilebuf
v
f streambase
if stream
of stream
f stream
strstream.h
strstreambuf
v
unsaf e_strstreambase
strstreambase
istrstream
ostrstream
strstream
extracted object
stream lay er
streambuf lay er
output chars
input chars
The streambuf layer provides buffering capability and hides the details of
physical IO device handling. Under normal circumstances, the user need not
worry about or directly work with streambuf objects. These are indirectly
employed by streams. However, a basic understanding of how a streambuf
operates makes it easier to understand some of the operations of streams.
Think of a streambuf as a sequence of characters which can grow or
shrink. Depending on the type of the stream, one or two pointers are
associated with this sequence (see Figure 11.24):
A put pointer points to the position of the next character to be deposited
into the sequence as a result of an insertion.
A get pointer points to the position of the next character to be fetched
from the sequence as a result of an extraction.
For example, ostream only has a put pointer, istream only has a get pointer,
and iostream has both pointers.
Figure 11.24 Streambuf put and get pointers.
get pointer
d a t a
p r e s e n t
...sequence
put pointer
The position of an output stream put pointer can be queried using tellp
and adjusted using seekp. For example,
os.seekp(os.tellp() + 10);
os.put('a').put('b');
extracts and returns the character denoted by the get pointer of is, and
advances the get pointer. A variation of get, called peek, does the same but
does not advance the get pointer. In other words, it allows you to examine the
next input character without extracting it. The effect of a call to get can be
canceled by calling putback which deposits the extracted character back into
the stream:
is.putback(ch);
The return type of get and peek is an int (not char). This is because the endof-file character (EOF) is usually given the value -1.
The behavior of get is different from the extraction operator in that the
former does not skip blanks. For example, an input line consisting of
x y
(i.e., 'x', space, 'y', newline) would be extracted by four calls to get. the
same line would be extracted by two applications of >>.
Other variations of get are also provided. See Table 11.19 for a
summary.
The read member function extracts a string of characters from an input
stream. For example,
char buf[64];
is.read(buf, 64);
is similar to the above call to read but stops the extraction if a tab character is
encountered. The delimiter, although extracted if encountered within the
specified number of characters, is not deposited into buf.
Input characters can be skipped by calling ignore. For example,
is.ignore(10, '\n');
The iostream class is derived from the istream and ostream classes and
inherits their public members as its own public members:
class iostream : public istream, public ostream {
//...
};
An iostream object is used for both insertion and extraction; it can invoke any
of the functions listed in Tables 11.18 and 11.19.
Table 11.19
int
istream&
istream&
istream&
get
get
get
get
();
(signed char&);
(unsigned char&);
(streambuf&, char = '\n');
The first version extracts the next character (including EOF). The
second and third versions are similar but instead deposit the character
into their parameter. The last version extracts and deposit characters
into the given streambuf until the delimiter denoted by its last parameter
is encountered.
and fail returns true if the last attempted IO operation has failed (or if bad()
is true):
if (s.fail())
// last IO operation failed...
The entire error bit vector can be obtained by calling rdstate, and
cleared by calling clear. User-defined IO operations can report errors by
calling setstate. For example,
s.setstate(ios::eofbit | ios::badbit);
The width member function is used to specify the minimum width of the next
output object. For example,
cout.width(5);
cout << 10 << '\n';
An object requiring more than the specified width will not be restricted to it.
Also, the specified width applies only to the next object to be output. By
default, spaces are used to pad the object up to the specified minimum size.
The padding character can be changed using fill. For example,
cout.width(5);
cout.fill('*');
cout << 10 << '\n';
will produce:
***10
The formatting flags listed in Table 11.20 can be manipulated using the
setf member function. For example,
cout.setf(ios::scientific);
cout << 3.14 << '\n';
will display:
3.14e+00
For example,
cout.setf(ios::hex | ios::uppercase, ios::basefield);
cout << 123456 << '\n';
will display:
1E240
Stream Manipulators
A manipulator is an identifier that can be inserted into an output stream or
extracted from an input stream in order to produce a desired effect. For
example, endl is a commonly-used manipulator which inserts a newline into
an output stream and flushes it. Therefore,
cout << 10 << endl;
Predefined manipulators.
Manipulator
endl
ends
flush
dec
hex
oct
ws
setbase(int)
resetiosflags(long)
setiosflags(long)
setfill(int)
setprecision(int)
setw(int)
Stream Type
output
output
output
input/output
input/output
input/output
input
input/output
input/output
input/output
input/output
input/output
input/output
Description
Inserts a newline character and flushes the stream.
Inserts a null-terminating character.
Flushes the output stream.
Sets the conversion base to decimal.
Sets the conversion base to hexadecimal.
Sets the conversion base to octal.
Extracts blanks (white space) characters.
Sets the conversion base to one of 8, 10, or 16.
Clears the status flags denoted by the argument.
Sets the status flags denoted by the argument.
Sets the padding character to the argument.
Sets the floating-point precision to the argument.
Sets the field width to the argument.
opens a file named log.dat for output (see Table 11.20 for a list of the open
mode values) and connects it to the ofstream log. It is also possible to create
an ofstream object first and then connect the file later by calling open:
ofstream log;
log.open("log.dat", ios::out);
opens the file names.dat for input and connects it to the ifstream inf.
Because ifstream is derived from istream, all the public member functions of
the latter can also be invoked for ifstream objects.
The fstream class is derived from iostream and can be used for opening a
file for input as well as output. For example:
fstream iof;
iof.open("names.dat", ios::out);
iof << "Adam\n";
iof.close();
char name[64];
iof.open("names.dat", ios::in);
iof >> name;
iof.close();
// output
// input
(void);
(int fd);
(int fd, char* buf, int size);
(const char*, int=ios::out, int=filebuf::openprot);
The first version makes an ofstream which is not attached to a file. The
second version makes an ofstream and connects it to an open file
descriptor. The third version does the same but also uses a userspecified buffer of a given size. The last version makes an ofstream and
opens and connects a specified file to it for writing.
ifstream
ifstream
ifstream
ifstream
(void);
(int fd);
(int fd, char* buf, int size);
(const char*, int=ios::in, int=filebuf::openprot);
Similar to ofstream constructors.
fstream
fstream
fstream
fstream
(void);
(int fd);
(int fd, char* buf, int size);
(const char*, int, int=filebuf::openprot);
Similar to ofstream constructors.
void attach(int);
Connects to an open file descriptor.
// dynamic buffer
// user-specified buffer
The static version (ssta) is more appropriate for situations where the user is
certain of an upper bound on the stream buffer size. In the dynamic version,
the object is responsible for resizing the buffer as needed.
After all the insertions into an ostrstream have been completed, the user
can obtain a pointer to the stream buffer by calling str:
char *buf = odyn.str();
This freezes odyn (disabling all future insertions). If str is not called before
odyn goes out of scope, the class destructor will destroy the buffer. However,
when str is called, this responsibility rests with the user. Therefore, the user
should make sure that when buf is no longer needed it is deleted:
delete buf;
Alternatively, the user may choose not to specify the size of the character
array:
istrstream istr(data);
The advantage of the former is that extraction operations will not attempt to
go beyond the end of data array.
strstream (void);
strstream (char *buf, int size, int mode);
Similar to ostrstream constructors.
where 21 is the number of the line in the program file where the error has
occurred. We would like to write a tool which takes the output of the
compiler and uses it to annotate the lines in the program file which are
reported to contain errors, so that, for example, instead of the above we would
have something like:
0021
x = x * y +;
Error: invalid expression
Annotate takes two argument: inProg denotes the program file name and
inData denotes the name of the file which contains the messages
Listing 11.43
1 #include
2 #include
3 #include
4 #include
5
6
7
8
9
10
11
12
13
14
15
16
<fstream.h>
<strstream.h>
<iomanip.h>
<string.h>
17
18
19
20
if (!prog || !data) {
cerr << "Can't open input files\n";
return -1;
}
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
prog.dat:
#defone size 100
main (void)
{
integer n = 0;
while (n < 10]
++n;
return 0;
}
data.dat:
Error 1, Unknown directive: defone
Note 3, Return type of main assumed int
Error 5, unknown type: integer
Error 7, ) expected
Exercises
11.55
Use the istream member functions to define an overloaded version of the >>
operator for the Set class (see Chapter 7) so that it can input sets expressed in
the conventional mathematical notation (e.g., {2, 5, 1}).
11.56
Write a program which copies its standard input, line by line, to its standard
output.
11.57
11.58
Write a program which reads a C++ source file and checks that all instances
of brackets are balanced, that is, each ( has a matching ), and similarly for
[] and {}, except for when they appear inside comments or strings. A line
which contains an unbalanced bracket should be reported by a message such
as the following sent to standard output:
'{' on line 15 has no matching '}'
12.
The Preprocessor
Prior to compiling a program source file, the C++ compiler passes the file
through a preprocessor. The role of the preprocessor is to transform the source
file into an equivalent file by performing the preprocessing instructions
contained by it. These instructions facilitate a number of features, such as: file
inclusion, conditional compilation, and macro substitution.
Figure 12.25 illustrates the effect of the preprocessor on a simple file. It
shows the preprocessor performing the following:
Removing program comments by substituting a single white space for
each comment.
Performing the file inclusion (#include) and conditional compilation
(#ifdef, etc.) commands as it encounters them.
Learning the macros introduced by #define. It compares these names
against the identifiers in the program, and does a substitution when it
finds a match.
The preprocessor performs very minimal error checking of the
preprocessing instructions. Because it operates at a text level, it is unable to
check for any sort of language-level syntax errors. This function is performed
by the compiler.
Figure 12.25
Preprocessor Directives
Programmer instructions to the preprocessor (called directives) take the
general form:
# directive tokens
The # symbol should be the first non-blank character on the line (i.e., only
spaces and tabs may appear before it). Blank symbols may also appear
between the # and directive. The following are therefore all valid and have
exactly the same effect:
#define size
100
#define size
100
#
define size
100
\
\
#define CheckError
if (error)
exit(1)
A directive line may also contain comment; these are simply ignored by
the preprocessor. A # appearing on a line on its own is simply ignored.
Table 12.25 summarizes the preprocessor directives, which are explained
in detail in subsequent sections. Most directives are followed by one or more
tokens. A token is anything other than a blank.
Table 12.25
Preprocessor directives.
Directive
#define
#undef
#include
#ifdef
#ifndef
#endif
#if
#else
#elif
#line
#error
#pragma
Explanation
Defines a macro
Undefines a macro
Textually includes the contents of a file
Makes compilation of code conditional on a macro being defined
Makes compilation of code conditional on a macro not being defined
Marks the end of a conditional compilation block
Makes compilation of code conditional on an expression being nonzero
Specifies an else part for a #ifdef, #ifndef, or #if directive
Combination of #else and #if
Change current line number and file name
Outputs an error message
Is implementation-specific
Macro Definition
Macros are defined using the #define directive, which takes two forms: plain
and parameterized. A plain macro has the general form:
#define identifier tokens
512
long
sizeof(word)
is macro-expanded to:
long n = 512 * sizeof(long);
Use of macros for defining symbolic constants has its origins in C, which
had no language facility for defining constants. In C++, macros are less often
used for this purpose, because consts can be used instead, with the added
benefit of proper type checking.
A parameterized macro has the general form
#define identifier(parameters) tokens
is macro-expanded to:
n = (n - 2) > (k + 6) ? (n - 2) : (k + 6);
Note that the ( in a macro call may be separated from the macro identifier by
blanks.
It is generally a good idea to place additional brackets around each
occurrence of a parameter in the substitution tokens (as we have done for
Max). This protects the macro against undesirable operator precedence effects
after macro expansion.
Overlooking the fundamental difference between macros and functions
can lead to subtle programming errors. Because macros work at a textual
level, the semantics of macro expansion is not necessarily equivalent to
function call. For example, the macro call
Max(++i, j)
is expanded to
((++i) > (j) ? (++i) : (j))
which means that i may end up being incremented twice. Where as a function
version of Max would ensure that i is only incremented once.
Two facilities of C++ make the use of parameterized macros less
attractive than in C. First, C++ inline functions provide the same level of code
efficiency as macros, without the semantics pitfalls of the latter. Second, C++
templates provide the same kind of flexibility as macros for defining generic
functions and classes, with the added benefit of proper syntax analysis and
type checking.
Macros can also be redefined. However, before a macro is redefined, it
should be undefined using the #undef directive. For example:
#undef size
#define size
#undef Max
128
is expanded as:
if ((tree->left) == 0) cout << "tree->left" << " is zero!\n";
would not produce the desired effect, because macro substitution is not
performed inside strings.
The concatenation operator (##) is binary and is used for concatenating
two tokens. For example, given the definition
#define internal(var)
internal##var
the call
long
internal(str);
expands to:
long
internalstr;
This operator is rarely used for ordinary programs. It is very useful for
writing translators and code generators, as it makes it easy to build an
identifier out of fragments.
File Inclusion
A file can be textually included in another file using the #include directive.
For example, placing
#include "constants.h"
"../file.h"
"/usr/local/file.h"
"..\file.h"
"\usr\local\file.h"
//
//
//
//
When including system header files for standard libraries, the file name
should be enclosed in <> instead of double-quotes. For example:
#include <iostream.h>
When the preprocessor encounters this, it looks for the file in one or more
prespecified locations on the system (e.g., the directory /usr/include/cpp
on a UNIX system). On most systems the exact locations to be searched can
be specified by the user, either as an argument to the compilation command or
as a system environment variable.
File inclusions can be nested. For example, if a file f includes another file
g which in turn includes another file h, then effectively f also includes h.
Although the preprocessor does not care about the ending of an included
file (i.e., whether it is .h or .cpp or .cc, etc.), it is customary to only include
header files in other files.
Multiple inclusion of files may or may not lead to compilation problems.
For example, if a header file contains only macros and declarations then the
compiler will not object to their reappearance. But if it contains a variable
definition, for example, the compiler will flag it as an error. The next section
describes a way of avoiding multiple inclusions of the same file.
Conditional Compilation
The conditional compilation directives allow sections of code to be
selectively included for or excluded from compilation, depending on
programmer-specified conditions being satisfied. It is usually used as a
portability tool for tailoring the program code to specific hardware and
software architectures. Table 12.26 summarizes the general forms of these
directives (code denotes zero or more lines of program text, and expression
denotes a constant expression).
Table 12.26
#ifdef identifier
code
#endif
#ifndef identifier
code
#endif
#if expression
code
#endif
#ifdef identifier
code1
#else
code2
#endif
#if expression1
code1
#elif expression2
code2
#else
code3
Explanation
If identifier is a #defined symbol then code is included in
the compilation process. Otherwise, it is excluded.
If identifier is not a #defined symbol then code is
included in the compilation process. Otherwise, it is
excluded.
If expression evaluates to nonzero then code is included in
the compilation process. Otherwise, it is excluded.
If identifier is a #defined symbol then code1 is included in
the compilation process and code2 is excluded. Otherwise,
code2 is included and code1 is excluded.
Similarly, #else can be used with #ifndef and #if.
If expression1 evaluates to nonzero then only code1
included in the compilation process. Otherwise,
expression2 evaluates to nonzero then only code2
included. Otherwise, code3 is included.
As before, the #else part is optional. Also, any number
#elif directives may appear after a #if directive.
#endif
is
if
is
of
typedef char
#endif
Unit[4];
One of the common uses of #if is for temporarily omitting code. This is
often done during testing and debugging when the programmer is
experimenting with suspected areas of code. Although code may also be
omitted by commenting its out (i.e., placing /* and */ around it), this
approach does not work if the code already contains /*...*/ style comments,
because such comments cannot be nested.
Code is omitted by giving #if an expression which always evaluates to
zero:
#if 0
...code to be omitted
#endif
When the preprocessor reads the first inclusion of file.h, the symbol
_file_h_ is undefined, hence the contents is included, causing the symbol to
be defined. Subsequent inclusions have no effect because the #ifndef
directive causes the contents to be excluded.
Other Directives
The preprocessor provides three other, less-frequently-used directives. The
#line directive is used to change the current line number and file name. It has
the general form:
#line number file
makes the compiler believe that the current line number is 20 and the current
file name is file.h. The change remains effective until another #line
directive is encountered. The directive is useful for translators which generate
C++ code. It allows the line numbers and file name to be made consistent
with the original input file, instead of any intermediate C++ file.
The #error directive is used for reporting errors by the preprocessor. It
has the general form
#error error
Predefined Identifiers
The preprocessor provides a small set of predefined identifiers which denote
useful information. The standard ones are summarized by Table 12.27. Most
implementations augment this list with many nonstandard predefined
identifiers.
Table 12.27
Denotes
__FILE__
__LINE__
__DATE__
__TIME__
defines an assert macro for testing program invariants. Assuming that the
sample call
Assert(ptr != 0);
appear in file prog.cpp on line 50, when the stated condition fails, the
following message is displayed:
prog.cpp: assertion on line 50 failed.
Exercises
12.59
12.60
12.61
12.62
Write a macro named When which returns the current date and time as a string
(e.g., "25 Dec 1995, 12:30:55"). Similarly, write a macro named Where
which returns the current location in a file as a string (e.g., "file.h: line
25").
Solutions to Exercises
1.1
#include <iostream.h>
int main (void)
{
double fahrenheit;
double celsius;
cout << "Temperature in Fahrenhait: ";
cin >> fahrenheit;
celsius = 5 * (fahrenheit - 32) / 9;
cout << fahrenheit << " degrees Fahrenheit = "
<< celsius << " degrees Celsius\n";
return 0;
}
1.2
int n = -100;
unsigned int i = -100;
signed int = 2.9;
long m = 2, p = 4;
int 2k;
double x = 2 * m;
float y = y * 2;
unsigned double z = 0.0;
double d = 0.67F;
float f = 0.52L;
signed char = -1786;
char c = '$' + 2;
sign char h = '\111';
char *name = "Peter Pan";
unsigned char *num = "276811";
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
valid
valid
invalid: no variable name
valid
invalid: 2k not an identifier
valid
valid (but dangerous!)
invalid: can't be unsigned
valid
valid
invalid: no variable name
valid
invalid: 'sign' not recognized
valid
valid
1.3
identifier
seven_11
_unique_
gross-income
gross$income
2by2
default
average_weight_of_a_large_pizza
variable
object.oriented
//
//
//
//
//
//
//
//
//
//
valid
valid
valid
invalid:
invalid:
invalid:
invalid:
valid
valid
invalid:
- not allowed in id
$ not allowed in id
can't start with digit
default is a keyword
. not allowed in id
1.4
int
double
long
char
char
age;
employeeIncome;
wordsInDictn;
letter;
*greeting;
//
//
//
//
//
age of a person
employee income
number of words in dictionary
letter of alphabet
greeting message
2.1
// test if n is even:
n%2 == 0
// test if c is a digit:
c >= '0' && c <= '9'
// test if c is a letter:
c >= 'a' && c <= 'z' || c >= 'A' && c <= 'Z'
// test if n is odd and positive or n is even and negative:
n%2 != 0 && n >= 0 || n%2 == 0 && n < 0
// set the n-th bit of a long integer f to 1:
f |= (1L << n)
// reset the n-th bit of a long integer f to 0:
f &= ~(1L << n)
// give the absolute value of a number n:
(n >= 0 ? n : -n)
// give the number of characters in a null-terminated string literal s:
sizeof(s) - 1
2.2
2.3
double d = 2 * int(3.14);
long
k = 3.14 - 3;
char
c = 'a' + 2;
char
c = 'p' + 'A' - 'a';
2.4
#include <iostream.h>
// initializes d to 6
// initializes k to 0
// initializes c to 'c'
// initializes c to 'P'
2.5
#include <iostream.h>
int main (void)
{
double n1, n2, n3;
cout << "Input three numbers: ";
cin >> n1 >> n2 >> n3;
cout << (n1 <= n2 && n2 <= n3 ? "Sorted" : "Not sorted") << '\n';
return 0;
}
3.1
#include <iostream.h>
int main (void)
{
double height, weight;
cout << "Person's height (in centimeters): ";
cin >> height;
cout << "Person's weight (in kilograms: ";
cin >> weight;
if (weight < height/2.5)
cout << "Underweight\n";
else if (height/2.5 <= weight && weight <= height/2.3)
cout << "Normal\n";
else
cout << "Overweight\n";
return 0;
}
3.2
3.3
#include <iostream.h>
int main (void)
{
int day, month, year;
char ch;
3.4
#include <iostream.h>
int main (void)
{
int n;
int factorial = 1;
cout << "Input a positive integer: ";
cin >> n;
if (n >= 0) {
for (register int i = 1; i <= n; ++i)
factorial *= i;
cout << "Factorial of " << n << " = " << factorial << '\n';
}
return 0;
}
3.5
#include <iostream.h>
int main (void)
{
int octal, digit;
int decimal = 0;
int power = 1;
cout << "Input an octal number: ";
cin >> octal;
for (int n = octal; n > 0; n /= 10) {
// process each digit
digit = n % 10;
// right-most digit
decimal = decimal + power * digit;
power *= 8;
}
cout << "Octal(" << octal << ") = Decimal(" << decimal << ")\n";
return 0;
3.6
#include <iostream.h>
int main (void)
{
for (register i = 1; i <= 9; ++i)
for (register j = 1; j <= 9; ++j)
cout << i << " x " << j << " = " << i*j << '\n';
return 0;
}
4.1a
#include <iostream.h>
double FahrenToCelsius (double fahren)
{
return 5 * (fahren - 32) / 9;
}
int main (void)
{
double fahrenheit;
cout << "Temperature in Fahrenhait: ";
cin >> fahrenheit;
cout << fahrenheit << " degrees Fahrenheit = "
<< FahrenToCelsius(fahrenheit) << " degrees Celsius\n";
return 0;
}
4.1b
#include <iostream.h>
char* CheckWeight (double height, double weight)
{
if (weight < height/2.5)
return "Underweight";
if (height/2.5 <= weight && weight <= height/2.3)
return "Normal";
return "Overweight";
}
int main (void)
{
double height, weight;
cout << "Person's height (in centimeters): ";
cin >> height;
cout << "Person's weight (in kilograms: ";
cin >> weight;
cout << CheckWeight(height, weight) << '\n';
return 0;
}
4.2
4.3
4.4
4.5
enum Month {
Jan, Feb, Mar, Apr, May, Jun,
Jul, Aug, Sep, Oct, Nov, Dec
};
char* MonthStr (Month month)
{
switch (month) {
case Jan:
return "January";
case Feb:
return "february";
case Mar:
return "March";
case Apr:
return "April";
case May:
return "May";
case Jun:
return "June";
case Jul:
return "July";
case Aug:
return "August";
case Sep:
return "September";
case Oct:
return "October";
case Nov:
return "November";
case Dec:
return "December";
default:return "";
}
}
4.6
{
return ch >= 'a' && ch <= 'z' || ch >= 'A' && ch <= 'Z';
}
4.7
4.8
// initialize args
5.1
5.2
5.3
double contents[][4] = {
{ 12, 25, 16, 0.4 },
{ 22, 4, 8, 0.3 },
{ 28, 5, 9, 0.5 },
{ 32, 7, 2, 0.2 }
};
void WriteContents (const double *contents,
const int rows, const int cols)
{
for (register i = 0; i < rows; ++i) {
for (register j = 0; j < cols; ++j)
cout << *(contents + i * rows + j) << ' ';
cout << '\n';
}
}
5.4
5.5
*res-- = '\0';
while (*str)
*res-- = *str++;
return result;
}
5.6
5.7
6.1
6.2
class Complex {
public:
Complex (double r = 0, double i = 0)
{real = r; imag = i;}
Complex Add
(Complex &c);
Complex Subtract(Complex &c);
Complex Multiply(Complex &c);
voidPrint
(void);
private:
double real;
// real part
double imag;
// imaginary part
};
Complex Complex::Add (Complex &c)
{
return Complex(real + c.real, imag + c.imag);
}
Complex Complex::Subtract (Complex &c)
{
return Complex(real - c.real, imag - c.imag);
}
Complex Complex::Multiply (Complex &c)
{
return Complex( real * c.real - imag * c.imag,
imag * c.real + real * c.imag);
}
void Complex::Print (void)
{
cout << real << " + i" << imag << '\n';
}
6.3
#include <iostream.h>
#include <string.h>
const int end = -1;
class Menu {
public:
Menu
~Menu
void
Insert
void
Delete
int
Choose
(void)
{first = 0;}
(void);
(const char *str, const int pos = end);
(const int pos = end);
(void);
private:
class Option {
public:
Option (const char*);
~Option (void) {delete name;}
const char* Name
(void) {return name;}
Option*&
Next
(void) {return next;}
private:
char
*name; // option name
Option *next; // next option
};
Option
*first;
};
Menu::Option::Option (const char* str)
{
name = new char [strlen(str) + 1];
strcpy(name, str);
next = 0;
}
Menu::~Menu (void)
{
Menu::Option *handy, *next;
return choice;
}
6.4
#include <iostream.h>
const int
enum Bool
maxCard = 10;
{false, true};
class Set {
public:
int
Bool
void
void
void
Bool
void
void
void
Set
~Set
Card
Member
AddElem
RmvElem
Copy
Equal
Intersect
Union
Print
(void)
{ first = 0; }
(void);
(void);
(const int) const;
(const int);
(const int);
(Set&);
(Set&);
(Set&, Set&);
(Set&, Set&);
(void);
private:
class Element {
public:
int
Element*&
private:
int
Element
};
Element *first;
// element value
// next element
// first element in the list
};
Set::~Set (void)
{
Set::Element *handy, *next;
for (handy = first; handy != 0; handy = next) {
next = handy->Next();
delete handy;
}
}
int Set::Card (void)
{
Set::Element *handy;
int card = 0;
for (handy = first; handy != 0; handy = handy->Next())
++card;
return card;
}
}
void Set::Intersect (Set &set, Set &res)
{
Set::Element *handy;
for (handy = first; handy != 0; handy = handy->Next())
if (set.Member(handy->Value()))
res.AddElem(handy->Value());
}
void Set::Union (Set &set, Set &res)
{
Copy(res);
set.Copy(res);
}
void Set::Print (void)
{
Set::Element *handy;
cout << '{';
for (handy = first; handy != 0; handy = handy->Next()) {
cout << handy->Value();
if (handy->Next() != 0)
cout << ',';
}
cout << "}\n";
}
6.5
#include <iostream.h>
#include <string.h>
enum Bool {false, true};
typedef char *String;
class BinNode;
class BinTree;
class Sequence {
public:
Sequence(const int size);
~Sequence
(void)
{delete entries;}
void
Insert
(const char*);
void
Delete
(const char*);
Bool
Find
(const char*);
void
Print
(void);
int
Size
(void) {return used;}
friend BinNode* BinTree::MakeTree (Sequence &seq, int low, int high);
protected:
char
const int
int
};
void
**entries;
slots;
used;
6.6
#include <iostream.h>
#include <string.h>
enum Bool {false,true};
class BinNode {
public:
BinNode
(const char*);
// node value
// pointer to left child
// pointer to right child
class BinTree {
public:
BinTree (void)
{root = 0;}
BinTree (Sequence &seq);
~BinTree(void)
{root->FreeSubtree(root);}
void
Insert (const char *str);
void
Delete (const char *str)
{root->DeleteNode(str, root);}
Bool
Find
(const char *str)
{return root->FindNode(str,
root) != 0;}
void
Print
(void)
{root->PrintNode(root); cout <<
'\n';}
protected:
BinNode* root;
};
InsertNode(node, subtree->right);
}
void
BinNode::DeleteNode (const char *str, BinNode *&subtree)
{
int cmp;
if (subtree == 0)
return;
if ((cmp = strcmp(str, subtree->value)) < 0)
DeleteNode(str, subtree->left);
else if (cmp > 0)
DeleteNode(str, subtree->right);
else {
BinNode* handy = subtree;
if (subtree->left == 0)
// no left subtree
subtree = subtree->right;
else if (subtree->right == 0)
// no right subtree
subtree = subtree->left;
else {
// left and right subtree
subtree = subtree->right;
// insert left subtree into right subtree:
InsertNode(subtree->left, subtree->right);
}
delete handy;
}
}
const BinNode*
BinNode::FindNode (const char *str, const BinNode *subtree)
{
int cmp;
return (subtree == 0)
? 0
: ((cmp = strcmp(str, subtree->value)) < 0
? FindNode(str, subtree->left)
: (cmp > 0
? FindNode(str, subtree->right)
: subtree));
}
void
BinNode::PrintNode (const BinNode *node)
{
if (node != 0) {
PrintNode(node->left);
cout << node->value << ' ';
PrintNode(node->right);
}
}
BinTree::BinTree (Sequence &seq)
{
root = MakeTree(seq, 0, seq.Size() - 1);
}
void
BinTree::Insert (const char *str)
{
root->InsertNode(new BinNode(str), root);
}
6.7
class Sequence {
//...
friend BinNode* BinTree::MakeTree (Sequence &seq, int low, int high);
};
class BinTree {
public:
//...
BinTree (Sequence &seq);
//...
BinNode*MakeTree (Sequence &seq, int low, int high);
};
BinTree::BinTree (Sequence &seq)
{
root = MakeTree(seq, 0, seq.Size() - 1);
}
BinNode*
BinTree::MakeTree (Sequence &seq, int low, int high)
{
int mid = (low + high) / 2;
BinNode* node = new BinNode(seq.entries[mid]);
node->Left() = (mid == low ? 0 : MakeTree(seq, low, mid-1));
node->Right() = (mid == high ? 0 : MakeTree(seq, mid+1, high));
return node;
}
6.8
A static data member is used to keep track of the last allocated ID (see
lastId below).
class Menu {
public:
//...
int
ID
(void)
private:
//...
int
id;
static int lastId;
};
{return id;}
// menu ID
// last allocated ID
int Menu::lastId = 0;
6.9
#include <iostream.h>
#include <string.h>
const int end = -1;
class Option;
class Menu {
public:
void
pos = end);
void
int
int
int
Menu
~Menu
Insert
(void)
{first = 0; id = lastId++;}
(void);
(const char *str, const Menu *submenu, const int
Delete
Print
Choose
ID
private:
class Option {
public:
Option (const char*, const Menu* = 0);
~Option (void);
const char* Name
(void) {return name;}
const Menu* Submenu (void) {return submenu;}
Option*&Next(void) {return next;}
void
Print
(void);
int
Choose (void) const;
private:
char
*name;
// option name
const Menu *submenu;
// submenu
Option
*next;
// next option
};
Option
int
*first;
id;
static int
lastId;
};
Menu::Option::Option (const char *str, const Menu *menu) :
submenu(menu)
{
name = new char [strlen(str) + 1];
strcpy(name, str);
next = 0;
}
Menu::Option::~Option (void)
{
delete name;
delete submenu;
}
void Menu::Option::Print (void)
{
cout << name;
if (submenu != 0)
cout << " ->";
cout << '\n';
}
int Menu::Option::Choose (void) const
{
if (submenu == 0)
return 0;
else
return submenu->Choose();
}
int Menu::lastId = 0;
Menu::~Menu (void)
{
Menu::Option *handy, *next;
for (handy = first; handy != 0; handy = next) {
next = handy->Next();
delete handy;
}
}
void Menu::Insert (const char *str, const Menu *submenu, const int pos)
{
Menu::Option *option = new Option(str, submenu);
Menu::Option *handy, *prev = 0;
int idx = 0;
// set prev to point to before the insertion position:
for (handy = first; handy != 0 && idx++ != pos; handy = handy>Next())
prev = handy;
if (prev == 0) {
// empty list
option->Next() = first; // first entry
first = option;
} else {
// insert
option->Next() = handy;
prev->Next() = option;
}
}
void Menu::Delete (const int pos)
{
Menu::Option *handy, *prev = 0;
int idx = 0;
// set prev to point to before the deletion position:
for (handy = first;
handy != 0 && handy->Next() != 0 && idx++ != pos;
handy = handy->Next())
prev = handy;
if (handy != 0) {
if (prev == 0)
// it's the first entry
first = handy->Next();
else
// it's not the first
prev->Next() = handy->Next();
delete handy;
}
}
int Menu::Print (void)
{
int n = 0;
Menu::Option *handy = first;
for (handy = first; handy != 0; handy = handy->Next()) {
cout << ++n << ". ";
handy->Print();
}
return n;
}
int Menu::Choose (void) const
{
int choice, n;
do {
n = Print();
cout << "Option? ";
cin >> choice;
} while (choice <= 0 || choice > n);
Menu::Option *handy = first;
n = 1;
// move to the chosen option:
for (handy = first; n != choice && handy != 0; handy = handy>Next())
++n;
// choose the option:
n = handy->Choose();
return (n == 0 ? choice : n);
}
7.1
#include <string.h>
const int Max (const int x, const int y)
{
return x >= y ? x : y;
}
const double Max (const double x, const double y)
{
return x >= y ? x : y;
}
const char* Max (const char *x, const char *y)
{
return strcmp(x,y) >= 0 ? x : y;
}
7.2
class Set {
//...
friend Set operator - (Set&, Set&);
friend Bool operator <= (Set&, Set&);
//...
// difference
// subset
};
Set operator - (Set &set1, Set &set2)
{
Set res;
for (register i = 0; i < set1.card; ++i)
if (!(set1.elems[i] & set2))
res.elems[res.card++] = set1.elems[i];
return res;
}
Bool operator <= (Set &set1, Set &set2)
{
if (set1.card > set2.card)
return false;
for (register i = 0; i < set1.card; ++i)
if (!(set1.elems[i] & set2))
return false;
return true;
}
7.3
class Binary {
//...
friend Binary
int
//...
};
Binary operator - (const Binary n1, const Binary n2)
{
unsigned borrow = 0;
unsigned value;
Binary res = "0";
for (register i = 15; i >= 0; --i) {
value = (n1.bits[i] == '0' ? 0 : 1) (n2.bits[i] == '0' ? 0 : 1) + borrow;
res.bits[i] = (value == -1 || value == 1 ? '1': '0');
borrow = (value == -1 || borrow != 0 && value == 1 ? 1 : 0);
}
return res;
}
7.4
#include <iostream.h>
class Matrix {
public:
Matrix
(const int rows, const int cols);
Matrix
(const Matrix&);
~Matrix
(void);
double& operator () (const int row, const int col);
Matrix& operator = (const Matrix&);
friend ostream& operator << (ostream&, Matrix&);
friend Matrix operator + (Matrix&, Matrix&);
col);
int
rows, cols; // matrix dimensions
Element *elems;
// linked-list of elements
};
Matrix::Element::Element (const int r, const int c, double val)
: row(r), col(c)
{
value = val;
next = 0;
}
Matrix::Element* Matrix::Element::CopyList (Element *list)
{
Element *prev = 0;
Element *first = 0;
Element *copy;
for (; list != 0; list = list->Next()) {
copy = new Element(list->Row(), list->Col(), list->Value());
if (prev == 0)
first = copy;
else
prev->Next() = copy;
prev = copy;
}
return first;
}
void Matrix::Element::DeleteList (Element *list)
{
Element *next;
for (; list != 0; list = next) {
next = list->Next();
delete list;
}
}
// InsertElem creates a new element and inserts it before
// or after the element denoted by elem.
double& Matrix::InsertElem (Element *elem, const int row, const int
col)
{
Element* newElem = new Element(row, col, 0.0);
if (elem == elems && (elems == 0 || row < elems->Row() ||
row == elems->Row() && col < elems->Col())) {
// insert in front of the list:
newElem->Next() = elems;
elems = newElem;
} else {
// insert after elem:
newElem->Next() = elem->Next();
elem->Next() = newElem;
}
return newElem->Value();
}
Matrix::Matrix (const int rows, const int cols)
{
Matrix::rows = rows;
Matrix::cols = cols;
elems = 0;
}
Matrix::Matrix (const Matrix &m)
{
rows = m.rows;
cols = m.cols;
elems = m.elems->CopyList(m.elems);
}
Matrix::~Matrix (void)
{
elems->DeleteList(elems);
}
Matrix& Matrix::operator = (const Matrix &m)
{
elems->DeleteList(elems);
rows = m.rows;
cols = m.cols;
elems = m.elems->CopyList(m.elems);
return *this;
}
double& Matrix::operator () (const int row, const int col)
{
if (elems == 0 || row < elems->Row() ||
row == elems->Row() && col < elems->Col())
// create an element and insert in front:
return InsertElem(elems, row, col);
0; elem = elem->Next())
// found it!
// doesn't exist
// doesn't exist
elem:
}
ostream& operator << (ostream &os, Matrix &m)
{
Matrix::Element *elem = m.elems;
for (register row = 1; row <= m.rows; ++row) {
for (register col = 1; col <= m.cols; ++col)
if (elem != 0 && elem->Row() == row && elem->Col() == col)
{
os << elem->Value() << '\t';
elem = elem->Next();
} else
os << 0.0 << '\t';
os << '\n';
}
return os;
}
Matrix operator + (Matrix &p, Matrix &q)
{
Matrix m(p.rows, q.cols);
// copy p:
for (Matrix::Element *pe = p.elems; pe != 0; pe = pe->Next())
m(pe->Row(), pe->Col()) = pe->Value();
// add q:
for (Matrix::Element *qe = q.elems; qe != 0; qe = qe->Next())
m(qe->Row(), qe->Col()) += qe->Value();
return m;
}
Matrix operator - (Matrix &p, Matrix &q)
{
Matrix m(p.rows, q.cols);
// copy p:
for (Element *pe
m(pe->Row(),
// subtract q:
for (Element *qe
m(qe->Row(),
= p.elems; pe != 0; pe = pe->Next())
pe->Col()) = pe->Value();
= q.elems; qe != 0; qe = qe->Next())
qe->Col()) -= qe->Value();
return m;
}
Matrix operator * (Matrix &p, Matrix &q)
{
Matrix m(p.rows, q.cols);
for (Element *pe = p.elems; pe != 0; pe = pe->Next())
for (Element *qe = q.elems; qe != 0; qe = qe->Next())
if (pe->Col() == qe->Row())
m(pe->Row(),qe->Col()) += pe->Value() * qe->Value();
return m;
}
7.5
#include <string.h>
#include <iostream.h>
class String {
public:
friend
friend
String&
String&
char&
int
String
ostream&
protected:
char
short
};
String
String
String
~String
operator
operator
operator
Length
operator
operator
(const char*);
(const String&);
(const short);
(void);
= (const char*);
= (const String&);
[] (const short);
(void)
{return(len);}
+ (const String&, const String&);
<< (ostream&, String&);
*chars;
// string characters
len;
// length of chars
delete chars;
}
String& String::operator = (const char *str)
{
short
strLen = strlen(str);
if (len != strLen) {
delete chars;
len = strLen;
chars = new char[strLen + 1];
}
strcpy(chars, str);
return(*this);
}
String& String::operator = (const String &str)
{
if (this != &str) {
if (len != str.len) {
delete chars;
len = str.len;
chars = new char[str.len + 1];
}
strcpy(chars, str.chars);
}
return(*this);
}
char& String::operator [] (const short index)
{
static char dummy = '\0';
return(index >= 0 && index < len ? chars[index] : dummy);
}
String operator + (const String &str1, const String &str2)
{
String result(str1.len + str2.len);
strcpy(result.chars, str1.chars);
strcpy(result.chars + str1.len, str2.chars);
return(result);
}
ostream& operator <<(ostream &out, String &str)
{
out << str.chars;
return(out);
}
7.6
#include <string.h>
#include <iostream.h>
enum Bool {false, true};
typedef unsigned char uchar;
class BitVec {
public:
BitVec
BitVec&
BitVec&
BitVec&
BitVec&
BitVec&
BitVec&
int
void
void
BitVec
(const char* bits);
BitVec
(const BitVec&);
~BitVec
(void) { delete vec; }
operator =
(const BitVec&);
operator &=
(const BitVec&);
operator |=
(const BitVec&);
operator ^=
(const BitVec&);
operator <<=(const short);
operator >>=(const short);
operator []
(const short idx);
Set
(const short idx);
Reset
(const short idx);
BitVec
BitVec
BitVec
BitVec
BitVec
BitVec
Bool
Bool
operator ~
();
operator &
(const BitVec&);
operator |
(const BitVec&);
operator ^
(const BitVec&);
operator <<
(const short n);
operator >>
(const short n);
operator ==(const BitVec&);
operator !=(const BitVec&);
friend
protected:
uchar
short
*vec;
bytes;
};
// set the bit denoted by idx to 1
inline void BitVec::Set (const short idx)
{
vec[idx/8] |= (1 << idx%8);
}
// reset the bit denoted by idx to 0
inline void BitVec::Reset (const short idx)
{
vec[idx/8] &= ~(1 << idx%8);
}
inline BitVec& BitVec::operator &= (const BitVec &v)
{
return (*this) = (*this) & v;
}
inline BitVec& BitVec::operator |= (const BitVec &v)
{
return (*this) = (*this) | v;
}
inline BitVec& BitVec::operator ^= (const BitVec &v)
{
return (*this) = (*this) ^ v;
}
inline BitVec& BitVec::operator <<= (const short n)
{
return (*this) = (*this) << n;
}
inline BitVec& BitVec::operator >>= (const short n)
{
return (*this) = (*this) >> n;
}
// return the bit denoted by idx
inline int BitVec::operator [] (const short idx)
{
return vec[idx/8] & (1 << idx%8) ? true : false;
}
inline Bool BitVec::operator != (const BitVec &v)
{
return *this == v ? false : true;
}
BitVec::BitVec (const short dim)
{
bytes = dim / 8 + (dim % 8 == 0 ? 0 : 1);
vec = new uchar[bytes];
for (register i = 0; i < bytes; ++i)
vec[i] = 0;
// all bits are initially zero
}
BitVec::BitVec (const char *bits)
{
int len = strlen(bits);
bytes = len / 8 + (len % 8 == 0 ? 0 : 1);
vec = new uchar[bytes];
for (register i = 0; i < bytes; ++i)
vec[i] = 0;
// initialize all bits to zero
for (i = len - 1; i >= 0; --i)
if (*bits++ == '1')
// set the 1 bits
vec[i/8] |= (1 << (i%8));
}
BitVec::BitVec (const BitVec &v)
{
bytes = v.bytes;
vec = new uchar[bytes];
for (register i = 0; i < bytes; ++i) // copy bytes
vec[i] = v.vec[i];
}
BitVec& BitVec::operator = (const BitVec& v)
{
for (register i = 0; i < (v.bytes < bytes ? v.bytes : bytes); ++i)
vec[i] = v.vec[i];
// copy bytes
for (; i < bytes; ++i)
// extra bytes in *this
vec[i] = 0;
return *this;
}
// bitwise COMPLEMENT
BitVec BitVec::operator ~ (void)
{
BitVec r(bytes * 8);
for (register i = 0; i < bytes; ++i)
r.vec[i] = ~vec[i];
return r;
}
// bitwise AND
BitVec BitVec::operator & (const BitVec &v)
{
BitVec r((bytes > v.bytes ? bytes : v.bytes) * 8);
for (register i = 0; i < (bytes < v.bytes ? bytes : v.bytes); ++i)
r.vec[i] = vec[i] & v.vec[i];
return r;
}
// bitwise OR
BitVec BitVec::operator | (const BitVec &v)
{
BitVec r((bytes > v.bytes ? bytes : v.bytes) * 8);
for (register i = 0; i < (bytes < v.bytes ? bytes : v.bytes); ++i)
r.vec[i] = vec[i] | v.vec[i];
return r;
}
// bitwise exclusive-OR
BitVec BitVec::operator ^ (const BitVec &v)
{
BitVec r((bytes > v.bytes ? bytes : v.bytes) * 8);
for (register i = 0; i < (bytes < v.bytes ? bytes : v.bytes); ++i)
r.vec[i] = vec[i] ^ v.vec[i];
return r;
}
// SHIFT LEFT by n bits
BitVec BitVec::operator << (const short n)
{
BitVec r(bytes * 8);
int
zeros = n / 8; // bytes on the left to become zero
int
shift = n % 8; // left shift for remaining bytes
register i;
for (i = bytes - 1; i >= zeros; --i) // shift bytes left
r.vec[i] = vec[i - zeros];
for (; i >= 0; --i)
r.vec[i] = 0;
unsigned char prev = 0;
}
// SHIFT RIGHT by n bits
BitVec BitVec::operator >> (const short n)
{
BitVec r(bytes * 8);
int
zeros = n / 8;
// bytes on the right to become
zero
int
shift = n % 8;
// right shift for remaining bytes
register i;
for (i = 0; i < bytes - zeros; ++i)
r.vec[i] = vec[i + zeros];
for (; i < bytes; ++i)
r.vec[i] = 0;
uchar prev = 0;
for (i = r.bytes - zeros - 1; i >= 0; --i) { // shift bits right
r.vec[i] = (r.vec[i] >> shift) | prev;
prev = vec[i + zeros] << (8 - shift);
}
return r;
}
Bool BitVec::operator == (const BitVec &v)
{
int
smaller = bytes < v.bytes ? bytes : v.bytes;
register i;
for (i = 0; i < smaller; ++i)
// compare bytes
if (vec[i] != v.vec[i])
return false;
for (i = smaller; i < bytes; ++i)
// extra bytes in first
operand
if (vec[i] != 0)
return false;
for (i = smaller; i < v.bytes; ++i) // extra bytes in second
operand
if (v.vec[i] != 0)
return false;
return true;
}
ostream& operator << (ostream &os, BitVec &v)
{
const int maxBytes = 256;
char buf[maxBytes * 8 + 1];
char *str = buf;
int
n = v.bytes > maxBytes ? maxBytes : v.bytes;
for (register i = n-1; i >= 0; --i)
for (register j = 7; j >= 0; --j)
*str++ = v.vec[i] & (1 << j) ? '1' : '0';
*str = '\0';
os << buf;
return os;
}
8.1
#include "bitvec.h"
enum Month {
Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
};
inline Bool LeapYear(const short year)
class Year : public
public:
Year
void
WorkDay
void
OffDay
Bool
Working
short
Day
protected:
short
};
year;
BitVec {
(const
(const
(const
(const
(const
const
short
short
short
short
short
Month
year);
day);
day);
day);
day,
month,
// calendar year
8.2
#include <stdlib.h>
#include <time.h>
#include "matrix.h"
}
if (piv != diag) {
// swap pivit with diagonal:
for (c = 1; c <= Cols(); ++c) {
temp = (*this)(diag, c);
(*this)(diag, c) = (*this)(piv, c);
(*this)(piv, c) = temp;
}
}
// normalise diag row so that m[diag, diag] = 1:
temp = (*this)(diag, diag);
(*this)(diag, diag) = 1.0;
for (c = diag + 1; c <= Cols(); ++c)
(*this)(diag, c) = (*this)(diag, c) / temp;
// now eliminate entries below the pivot:
for (r = diag + 1; r <= Rows(); ++r) {
double factor = (*this)(r, diag);
(*this)(r, diag) = 0.0;
for (c = diag + 1; c <= Cols(); ++c)
(*this)(r, c) -= (*this)(diag, c) * factor;
}
// display elimination step:
cout << "eliminated below pivot in column " << diag << '\n';
cout << *this;
}
// back substitute:
Matrix soln(Rows(), 1);
soln(Rows(), 1) = (*this)(Rows(), Cols());
8.3
#include "bitvec.h"
class EnumSet : public BitVec {
public:
EnumSet (const short maxCard) : BitVec(maxCard) {}
EnumSet (BitVec& v) : BitVec(v) {*this = (EnumSet&)v;}
friend EnumSet operator + (EnumSet &s, EnumSet &t);
friend EnumSet operator - (EnumSet &s, EnumSet &t);
friend EnumSet operator * (EnumSet &s, EnumSet &t);
friend Bool
operator % (const short elem, EnumSet &s);
friend Bool
operator <= (EnumSet &s, EnumSet &t);
friend Bool
operator >= (EnumSet &s, EnumSet &t);
friend EnumSet& operator << (EnumSet &s, const short elem);
friend EnumSet& operator >> (EnumSet &s, const short elem);
};
inline EnumSet operator + (EnumSet &s, EnumSet &t)
// union
{
return s | t;
}
inline EnumSet operator - (EnumSet &s, EnumSet &t)
{
return s & ~t;
}
// difference
// intersection
8.4
typedef int
Key;
typedef double Data;
enum Bool { false, true };
class Database {
public:
virtual void
Insert
virtual void
Delete
virtual Bool
Search
};
{}
{return false;}
a nonleaf node that contains m records must have exactly m+1 children. The
most important property of a B-tree is that the insert and delete operations are
designed so that the tree remains balanced at all times.
#include <iostream.h>
#include "database.h"
const int maxOrder = 256;
Page
(const int size);
~Page
(void)
{delete items;}
Page*&
Left
(const int ofItem);
Page*&
Right
(const int ofItem);
const int
Size
(void)
{return size;}
int&
Used
(void)
{return used;}
Item&
operator [] (const int n)
{return items[n];}
Bool
BinarySearch(Key key, int &idx);
int
CopyItems
(Page *dest, const int srcIdx,
const int destIdx, const int count);
Bool
InsertItem (Item &item, int atIdx);
Bool
DeleteItem (int atIdx);
void
PrintPage
(ostream& os, const int margin);
private:
const int
size;
// max no. of items per page
int
used;
// no. of items on the page
Page
*left; // pointer to the left-most subtree
Item
*items; // the items on the page
};
public:
BTree
~BTree
virtual void
Insert
virtual void
Delete
virtual Bool
Search
friend ostream& operator <<
protected:
};
BTree::Item::Item (Key k, Data d)
{
key = k;
data = d;
right = 0;
}
ostream& operator << (ostream& os, BTree::Item &item)
{
os << item.key << ' ' << item.data;
return os;
}
BTree::Page::Page (const int sz) : size(sz)
{
used = 0;
left = 0;
items = new Item[size];
}
// return the left subtree of an item
BTree::Page*& BTree::Page::Left (const int ofItem)
{
return ofItem <= 0 ? left: items[ofItem - 1].Subtree();
}
// return the right subtree of an item
BTree::Page*& BTree::Page::Right (const int ofItem)
{
return ofItem < 0 ? left : items[ofItem].Subtree();
}
// do a binary search on items of a page
// returns true if successful and false otherwise
Bool BTree::Page::BinarySearch (Key key, int &idx)
{
int low = 0;
int high = used - 1;
int mid;
do {
mid = (low + high) / 2;
if (key <= items[mid].KeyOf())
high = mid - 1;
// restrict to lower half
if (key >= items[mid].KeyOf())
low = mid + 1;
// restrict to upper half
} while (low <= high);
Bool found = low - high > 1;
idx = found ? mid : high;
return found;
}
// copy a set of items from page to page
int BTree::Page::CopyItems (Page *dest, const int srcIdx,
const int destIdx, const int count)
{
for (register i = 0; i < count; ++i) // straight copy
dest->items[destIdx + i] = items[srcIdx + i];
return count;
}
// insert an item into a page
Bool BTree::Page::InsertItem (Item &item, int atIdx)
{
for (register i = used; i > atIdx; --i) // shift right
items[i] = items[i - 1];
items[atIdx] = item;
// insert
return ++used >= size;
// overflow?
}
// delete an item from a page
Bool BTree::Page::DeleteItem (int atIdx)
{
for (register i = atIdx; i < used - 1; ++i) // shift left
items[i] = items[i + 1];
return --used < size/2;
// underflow?
}
// recursively print a page and its subtrees
void BTree::Page::PrintPage (ostream& os, const int margin)
{
char margBuf[128];
// build the margin string:
for (int i = 0; i <= margin; ++i)
margBuf[i] = ' ';
margBuf[i] = '\0';
// print the left-most child:
if (Left(0) != 0)
Left(0)->PrintPage(os, margin + 8);
// dispose root
}
Bool BTree::Search (Key key, Data &data)
{
Item *item = SearchAux(root, key);
if (item == 0)
return false;
data = item->DataOf();
return true;
}
ostream& operator << (ostream& os, BTree &tree)
{
if (tree.root != 0)
tree.root->PrintPage(os, 0);
return os;
}
up
if (page->Used() < 2 * order) {
// insert in the page
page->InsertItem(*item, idx + 1);
} else {
// page is full, split
Page *newP = new Page(2 * order);
bufP->Used() = page->CopyItems(bufP, 0, 0, page->Used());
bufP->InsertItem(*item, idx + 1);
int size = bufP->Used();
int half = size/2;
page->Used() = bufP->CopyItems(page, 0, 0, half);
newP->Used() = bufP->CopyItems(newP, half + 1, 0, size half - 1);
newP->Left(0) = bufP->Right(half);
*item = (*bufP)[half];
item->Subtree() = newP;
return item;
}
}
return 0;
}
// delete an item from a page and deal with underflows
void BTree::DeleteAux1 (Key key, Page *page, Bool &underflow)
{
int
idx;
Page*child;
underflow = false;
if (page == 0)
return;
if (page->BinarySearch(key, idx)) {
if ((child = page->Left(idx)) == 0) {
// page is a leaf
underflow = page->DeleteItem(idx);
} else {
// page is a subtree
// delete from subtree:
DeleteAux2(page, child, idx, underflow);
if (underflow)
Underflow(page, child, idx - 1, underflow);
}
} else {
// is not on this page
child = page->Right(idx);
DeleteAux1(key, child, underflow);
// should be in child
if (underflow)
Underflow(page, child, idx, underflow);
}
}
// delete an item and deal with underflows by borrowing
// items from neighboring pages or merging two pages
void BTree::DeleteAux2 (Page *parent,Page *page,
const int idx, Bool &underflow)
{
Page *child = page->Right(page->Used() - 1);
if (child != 0) {
// page is not a leaf
DeleteAux2(parent, child, idx, underflow); // go another level
down
if (underflow)
Underflow(page, child, page->Used() - 1, underflow);
} else {
// page is a leaf
// save right:
Page *right = parent->Right(idx);
// borrow an item from page for parent:
page->CopyItems(parent, page->Used() - 1, idx, 1);
// restore right:
parent->Right(idx) = right;
underflow = page->DeleteItem(page->Used() - 1);
}
}
// handle underflows
void BTree::Underflow (Page *page, Page *child,
int idx, Bool &underflow)
{
Page *left = idx < page->Used() - 1 ? child : page->Left(idx);
Page *right = left == child ? page->Right(++idx) : child;
// copy contents of left, parent item, and right onto bufP:
int size = left->CopyItems(bufP, 0, 0, left->Used());
(*bufP)[size] = (*page)[idx];
bufP->Right(size++) = right->Left(0);
size += right->CopyItems(bufP, 0, size, right->Used());
if (size > 2 * order) {
// distribute bufP items between left and right:
int half = size/2;
left->Used() = bufP->CopyItems(left, 0, 0, half);
right->Used() = bufP->CopyItems(right, half + 1, 0, size - half
- 1);
right->Left(0) = bufP->Right(half);
(*page)[idx] = (*bufP)[half];
page->Right(idx) = right;
underflow = false;
} else {
// merge, and free the right page:
left->Used() = bufP->CopyItems(left, 0, 0, size);
underflow = page->DeleteItem(idx);
delete right;
}
}
A B*-tree is a B-tree in which most nodes are at least 2/3 full (instead of
1/2 full). Instead of splitting a node as soon as it becomes full, an attempt is
made to evenly distribute the contents of the node and its neighbor(s) between
them. A node is split only when one or both of its neighbors are full too. A
B*-tree facilitates more economic utilization of the available store, since it
ensures that at least 66% of the storage occupied by the tree is actually used.
As a result, the height of the tree is smaller, which in turn improves the search
speed. The search and delete operations are exactly as in a B-tree; only the
insertion operation is different.
class BStar : public BTree {
public:
BStar
(const int order) : BTree(order) {}
virtual void
Insert
(Key key, Data data);
protected:
virtual Item*
virtual Item*
InsertAux
(Item *item, Page *page);
Overflow(Item *item, Page *page,
Page *child, int idx);
};
// insert with overflow/underflow handling
void BStar::Insert (Key key, Data data)
{
Item item(key, data);
Item *overflow;
Page *left, *right;
Bool dummy;
if (root == 0) {
// empty tree
root = new Page(2 * order);
root->InsertItem(item, 0);
} else if ((overflow = InsertAux(&item, root)) != 0) {
left = root;
// root becomes a left child
root = new Page(2 * order);
right = new Page (2 * order);
root->InsertItem(*overflow, 0);
root->Left(0) = left;
// the left-most child of root
root->Right(0) = right; // the right child of root
right->Left(0) = overflow->Subtree();
// right is underflown (size == 0):
Underflow(root, right, 0, dummy);
}
}
// inserts and deals with overflows
Item* BStar::InsertAux (Item *item, Page *page)
{
Page *child;
int idx;
if (page->BinarySearch(item->KeyOf(), idx))
return 0;
// already in tree
if ((child = page->Right(idx)) != 0) {
// child not a leaf:
if ((item = InsertAux(item, child)) != 0)
return Overflow(item, page, child, idx);
} else if (page->Used() < 2 * order) { // item fits in node
page->InsertItem(*item, idx + 1);
} else {
// node is full
int size = page->Used();
bufP->Used() = page->CopyItems(bufP, 0, 0, size);
bufP->InsertItem(*item, idx + 1);
bufP->CopyItems(page, 0, 0, size);
*item = (*bufP)[size];
return item;
}
return 0;
}
// handles underflows
Item* BStar::Overflow (Item *item, Page *page,
Page *child, int idx)
{
9.1
9.2
#include <string.h>
enum Bool {false, true};
template <class Type>
void BubbleSort (Type *names, const int size)
{
Bool swapped;
do {
swapped = false;
for (register i = 0; i < size - 1; ++i) {
if (names[i] > names[i+1]) {
Type temp = names[i];
names[i] = names[i+1];
names[i+1] = temp;
swapped = true;
}
}
} while (swapped);
}
// specialization:
void BubbleSort (char **names, const int size)
{
Bool swapped;
do {
swapped = false;
for (register i = 0; i < size - 1; ++i) {
if (strcmp(names[i], names[i+1]) > 0 ) {
char *temp = names[i];
names[i] = names[i+1];
names[i+1] = temp;
swapped = true;
}
}
} while (swapped);
}
9.3
#include <string.h>
#include <iostream.h>
enum Bool {false,true};
typedef char *Str;
template <class Type>
class BinNode {
public:
BinNode
(const Type&);
~BinNode(void) {}
Type&
Value
(void) {return value;}
BinNode*&
Left
(void) {return left;}
BinNode*&
Right
(void) {return right;}
void
FreeSubtree (BinNode *subtree);
void
InsertNode (BinNode *node, BinNode *&subtree);
void
DeleteNode (const Type&, BinNode *&subtree);
const BinNode* FindNode(const Type&, const BinNode *subtree);
void
PrintNode
(const BinNode *node);
private:
Type
value;
BinNode *left;
BinNode *right;
};
// node value
// pointer to left child
// pointer to right child
if (subtree == 0)
return;
if ((cmp = strcmp(str, subtree->value)) < 0)
DeleteNode(str, subtree->left);
else if (cmp > 0)
DeleteNode(str, subtree->right);
else {
BinNode<Str>* handy = subtree;
if (subtree->left == 0)
// no left subtree
subtree = subtree->right;
else if (subtree->right == 0)
// no right subtree
subtree = subtree->left;
else {
// left and right subtree
subtree = subtree->right;
// insert left subtree into right subtree:
InsertNode(subtree->left, subtree->right);
}
delete handy;
}
}
template <class Type>
const BinNode<Type>*
BinNode<Type>::FindNode (const Type &val, const BinNode<Type> *subtree)
{
if (subtree == 0)
return 0;
if (val < subtree->value)
return FindNode(val, subtree->left);
if (val > subtree->value)
return FindNode(val, subtree->right);
return subtree;
}
// specialization:
const BinNode<Str>*
BinNode<Str>::FindNode (const Str &str, const BinNode<Str> *subtree)
{
int cmp;
return (subtree == 0)
? 0
: ((cmp = strcmp(str, subtree->value)) < 0
? FindNode(str, subtree->left)
: (cmp > 0
? FindNode(str, subtree->right)
: subtree));
}
template <class Type>
void BinNode<Type>::PrintNode (const BinNode<Type> *node)
{
if (node != 0) {
PrintNode(node->left);
cout << node->value << ' ';
PrintNode(node->right);
}
}
template <class Type>
void BinTree<Type>::Insert (const Type &val)
{
root->InsertNode(new BinNode<Type>(val), root);
}
template <class Type>
BinTree<Type>::BinTree (void)
{
root = 0;
}
template <class Type>
BinTree<Type>::~BinTree(void)
{
root->FreeSubtree(root);
}
template <class Type>
void BinTree<Type>::Delete (const Type &val)
{
root->DeleteNode(val, root);
}
template <class Type>
Bool BinTree<Type>::Find (const Type &val)
{
return root->FindNode(val, root) != 0;
}
template <class Type>
void BinTree<Type>::Print (void)
{
root->PrintNode(root); cout << '\n';
}
9.4
#include <iostream.h>
enum Bool { false, true };
template <class Key, class Data>
class Database {
public:
virtual void
Insert (Key key, Data data){}
virtual void
Delete (Key key)
virtual Bool
Search (Key key, Data &data)
};
template <class Key, class Data> class Page;
template <class Key, class Data>
class Item {
// represents each stored item
public:
Item
(void)
{right = 0;}
{}
{return false;}
Item
(Key, Data);
Key&
KeyOf
(void)
{return key;}
Data&
DataOf (void)
{return data;}
Page<Key, Data>*&
Subtree (void)
{return right;}
friend ostream&operator << (ostream&, Item&);
private:
Key
key;
// item's key
Datadata;
// item's data
Page<Key, Data> *right; // pointer to right subtree
};
template <class Key, class Data>
class Page {
// represents each tree node
public:
Page(const int size);
~Page
(void)
{delete items;}
Page*&
Left(const int ofItem);
Page*&
Right
(const int ofItem);
const int
Size(void)
{return size;}
int&
Used(void)
{return used;}
Item<Key, Data>&operator [] (const int n)
{return items[n];}
Bool
BinarySearch(Key key, int &idx);
int
CopyItems
(Page *dest, const int srcIdx,
const int destIdx, const int count);
Bool
InsertItem (Item<Key, Data> &item, int atIdx);
Bool
DeleteItem (int atIdx);
void
PrintPage
(ostream& os, const int margin);
private:
const int
size;
// max no. of items per page
int
used;
// no. of items on the page
Page
*left; // pointer to the left-most subtree
Item<Key, Data>
*items; // the items on the page
};
template <class Key, class Data>
class BTree : public Database<Key, Data> {
public:
BTree
(const int order);
~BTree
(void)
{FreePages(root);}
virtual void
Insert
(Key key, Data data);
virtual void
Delete
(Key key);
virtual Bool
Search
(Key key, Data &data);
friend ostream& operator << (ostream&, BTree&);
protected:
const int order;// order of tree
Page<Key, Data> *root; // root of the tree
Page<Key, Data> *bufP; // buffer page for
distribution/merging
virtual voidFreePages
(Page<Key, Data> *page);
virtual Item<Key, Data>*SearchAux
(Page<Key, Data> *tree, Key key);
virtual Item<Key, Data>*InsertAux
(Item<Key, Data> *item,
Page<Key, Data> *page);
virtual voidDeleteAux1
virtual voidDeleteAux2
virtual voidUnderflow
};
template <class Key, class Data>
Item<Key, Data>::Item (Key k, Data d)
{
key = k;
data = d;
right = 0;
}
template <class Key, class Data>
ostream& operator << (ostream& os, Item<Key,Data> &item)
{
os << item.key << ' ' << item.data;
return os;
}
template <class Key, class Data>
Page<Key, Data>::Page (const int sz) : size(sz)
{
used = 0;
left = 0;
items = new Item<Key, Data>[size];
}
// return the left subtree of an item
template <class Key, class Data>
Page<Key, Data>*& Page<Key, Data>::Left (const int ofItem)
{
return ofItem <= 0 ? left: items[ofItem - 1].Subtree();
}
// return the right subtree of an item
template <class Key, class Data>
Page<Key, Data>*& Page<Key, Data>::Right (const int ofItem)
{
return ofItem < 0 ? left : items[ofItem].Subtree();
}
// do a binary search on items of a page
// returns true if successful and false otherwise
template <class Key, class Data>
Bool Page<Key, Data>::BinarySearch (Key key, int &idx)
{
int low = 0;
int high = used - 1;
int mid;
do {
mid = (low + high) / 2;
if (Left(0) != 0)
Left(0)->PrintPage(os, margin + 8);
// print page and remaining children:
for (i = 0; i < used; ++i) {
os << margBuf;
os << (*this)[i] << '\n';
if (Right(i) != 0)
Right(i)->PrintPage(os, margin + 8);
}
}
template <class Key, class Data>
BTree<Key, Data>::BTree (const int ord) : order(ord)
{
root = 0;
bufP = new Page<Key, Data>(2 * order + 2);
}
template <class Key, class Data>
void BTree<Key, Data>::Insert (Key key, Data data)
{
Item<Key, Data> item(key, data), *receive;
if (root == 0) {
// empty tree
root = new Page<Key, Data>(2 * order);
root->InsertItem(item, 0);
} else if ((receive = InsertAux(&item, root)) != 0) {
Page<Key, Data> *page = new Page<Key, Data>(2 * order); // new
root
page->InsertItem(*receive, 0);
page->Left(0) = root;
root = page;
}
}
template <class Key, class Data>
void BTree<Key, Data>::Delete (Key key)
{
Bool underflow;
DeleteAux1(key, root, underflow);
if (underflow && root->Used() == 0) {
Page<Key, Data> *temp = root;
root = root->Left(0);
delete temp;
}
// dispose root
}
template <class Key, class Data>
Bool BTree<Key, Data>::Search (Key key, Data &data)
{
Item<Key, Data> *item = SearchAux(root, key);
if (item == 0)
return false;
data = item->DataOf();
return true;
}
template <class Key, class Data>
ostream& operator << (ostream& os, BTree<Key, Data> &tree)
{
if (tree.root != 0)
tree.root->PrintPage(os, 0);
return os;
}
// recursively free a page and its subtrees
template <class Key, class Data>
void BTree<Key, Data>::FreePages (Page<Key, Data> *page)
{
if (page != 0) {
FreePages(page->Left(0));
for (register i = 0; i < page->Used(); ++i)
FreePages(page->Right(i));
delete page;
}
}
// recursively search the tree for an item with matching key
template <class Key, class Data>
Item<Key, Data>* BTree<Key, Data>::
SearchAux (Page<Key, Data> *tree, Key key)
{
int idx;
Item<Key, Data> *item;
if (tree == 0)
return 0;
if (tree->BinarySearch(key, idx))
return &((*tree)[idx]);
return SearchAux(idx < 0 ? tree->Left(0)
: tree->Right(idx), key);
}
// insert an item into a page and split the page if it overflows
template <class Key, class Data>
Item<Key, Data>* BTree<Key, Data>::InsertAux (Item<Key, Data> *item,
Page<Key, Data> *page)
{
Page<Key, Data> *child;
int idx;
if (page->BinarySearch(item->KeyOf(), idx))
return 0;
// already in tree
if ((child = page->Right(idx)) != 0)
item = InsertAux(item, child);
if (item != 0) {
up
if (page->Used() < 2 * order) {
}
}
return 0;
}
// delete an item from a page and deal with underflows
template <class Key, class Data>
void BTree<Key, Data>::DeleteAux1 (Key key,
Page<Key, Data> *page, Bool &underflow)
{
int
idx;
Page<Key, Data> *child;
underflow = false;
if (page == 0)
return;
if (page->BinarySearch(key, idx)) {
if ((child = page->Left(idx)) == 0) {
// page is a leaf
underflow = page->DeleteItem(idx);
} else {
// page is a subtree
// delete from subtree:
DeleteAux2(page, child, idx, underflow);
if (underflow)
Underflow(page, child, idx - 1, underflow);
}
} else {
// is not on this page
child = page->Right(idx);
DeleteAux1(key, child, underflow);
// should be in child
if (underflow)
Underflow(page, child, idx, underflow);
}
}
// delete an item and deal with underflows by borrowing
// items from neighboring pages or merging two pages
template <class Key, class Data>
void BTree<Key, Data>::DeleteAux2 (Page<Key, Data> *parent,
10.1
enum PType
enum Bool
class Packet {
public:
//...
PType
Type
Bool
Valid
};
class Connection {
public:
//...
Bool
Active
};
class InactiveConn
class InvalidPack
class UnknownPack
(void)
(void)
{return dataPack;}
{return true;}
(void)
{return true;}
{};
{};
{};
}
}
10.2
#include <iostream.h>
class
class
class
class
class
DimsDontMatch {};
BadDims
{};
BadRow
{};
BadCol
{};
HeapExhausted {};
class Matrix {
public:
Matrix
(const short rows, const short cols);
Matrix
(const Matrix&);
~Matrix
(void)
{delete elems;}
double& operator () (const short row, const short col);
Matrix& operator =
(const Matrix&);
friend
friend
friend
friend
ostream& operator
Matrix operator
Matrix operator
Matrix operator
const short Rows
const short Cols
private:
const short rows;
const short cols;
double
*elems;
};
// matrix rows
// matrix columns
// matrix elements
m(r,c) = 0.0;
for (register i = 1; i <= p.cols; ++i)
m(r,c) += p(r,c) * q(r,c);
}
return m;
}
Bibliography
Reference Books
1) Object Oriented Programming with C++, Robert Lafore
2) The Complete Reference C++, Herbert Schildt