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Chapter 6

The document discusses functions in C++ including what they are, their basics, declaring, defining and calling functions, function parameters and arguments including passing by value and reference, and global versus local variables. Functions provide a way to package computational tasks to be reused. They must have a name, parameters, and body. Functions are declared with a prototype, defined with implementation, and called to execute. Parameters can be passed by value where copies are used, or by reference where the original values are accessed.

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0% found this document useful (0 votes)
22 views13 pages

Chapter 6

The document discusses functions in C++ including what they are, their basics, declaring, defining and calling functions, function parameters and arguments including passing by value and reference, and global versus local variables. Functions provide a way to package computational tasks to be reused. They must have a name, parameters, and body. Functions are declared with a prototype, defined with implementation, and called to execute. Parameters can be passed by value where copies are used, or by reference where the original values are accessed.

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eyutile27
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter 6

Functions
6. What is a function?
A function provides a convenient way of packaging a computational recipe, so that it can
be used as often as required.
Therefore, a function is a block of code designed to tackle a specific problem.
6.1. Function Basics
One of the best ways to tackle a problem is to start with the overall goal, then divide this
goal into several smaller tasks. You should never lose sight of the overall goal, but think
also of how individual pieces can fit together to accomplish such a goal.
If your program does a lot, break it into several functions. Each function should do only
one primary task.
6.2. Summarized function basics.
C++ functions generally adhere to the following rules.

1. Every function must have a name.

2. Function names are made up and assigned by the programmer following the
same rules that apply to naming variables. They can contain up to 32 characters,
they must begin with a letter, and they can consist of letters, numbers, and the
underscore (_) character.

3. All function names have one set of parenthesis immediately following them.
This helps you (and C++ compiler) differentiate them from variables.

4. The body of each function, starting immediately after parenthesis of the


function name, must be enclosed by braces.

6.3. Declaring, defining and calling functions


6.3.1. Declaring function:

The interface of a function (also called its prototype) specifies how it may be used. It consists of
three entities:

The function return type. This specifies the type of value the function returns. A function
which returns nothing should have a return type void.
The function name. this is simply a unique identifier
The function parameters (also called its signature). This is a set of zero or more typed
identifiers used for passing values to and from the function.
6.3.2. Defining a function:
A function definition consists of two parts: interface (prototype) & body. The brace of a
function contains the computational steps (statements) that computerize the function.
The definition consists of a line called the decelerator.
If function definition is done before the main function, then there is no need to put the
prototype, otherwise the prototype should be scripted before the main function starts.
6.3.3. Calling the function:
Using a function involves ‘calling’ it.
Calling a function means making the instruction of the function to be executed.
A function call consists of the function name followed by the call operator brackets ‘()’,
inside which zero or more comma-separated arguments appear. The number and type of
arguments should match the number of function parameters. Each argument is an
expression whose type should match the type of the corresponding parameter in the
function interface.
When a function call is executed, the arguments are first evaluated and their resulting
values are assigned to the corresponding parameters. The function body is then
executed. Finally the return value (if any) is passed to the caller.

A function call in C++ is like a detour on a highway. Imagine that you are traveling along the
“road” of the primary function called main(). When you run into a function-calling statement,
you must temporarily leave the main() function and execute the function that was called. After
that function finishes (its return statement is reached), program control returns to main(). In
other words, when you finish a detour, you return to the “main” route and continue the trip.
Control continues as main() calls other functions.

Lets have a simple example:


Lets have another very simple function example:

Given the next program, which function is the calling function and which is the called function?

#include<iostream.h>
#include<conio.h>
void nextMsg()
int main()
{
cout<< “Hello!\n”;
nextMsg();
return 0;
}
void nextMsg()
{
cout<< “GoodBye!\n”;
return;
}
6.4. Function Parameters and arguments
The parameters of a function are list of variables used by the function to perform its task
and the arguments passed to the function during calling of a function are values sent to
the function.
The arguments of function calling can be using either of the two supported styles in C++:
passing by value or passing by reference.
6.4.1. Passing by value:
A value parameter receives a copy of only the value of the argument passed to it. As a
result, if the function makes any changes to the parameters, this will not affect the
argument. For instance:

#.....
void Foo(int num)
{
Num = 0;
cout<< “num = ” << num << “ \n”;
}
int main(void)
{
int x = 10;
Foo(x);
cout<< “x = ”<<x<< “\n”;
getch();
return 0;
}
The single parameter of Foo is a value parameter. As far as this function is concerned,
num behaves just like a local variable inside the function. When the function is called and
x passed to it, num receives a copy of the value of x. As a result, although num is set to 0
by the function, this does not affect x. the program produces the following output:

Num = 0
x = 10
Passing arguments in this way, where the function creates copies of the arguments
passed to it is called passing by value.
6.4.2. Passing by Reference:
A reference parameter, on the other hand, receives the argument passed to it and works
on it directly. Any change made by the function to a reference parameter is in effect
directly applied to the argument.
Passing parameters in this way is called pass-by-reference.
Taking the same example above:

#.....
#.....
void Foo(int & num)
{
num = 0;
cout<< “num = ” << num << “ \n”;
}
int main(void)
{
int x = 10;
Foo(x);
cout<< “x = ”<<x<< “\n”;
getch();
return 0;
}
The parameter of Foo is a reference parameter. Num will correspond to x for this specific
program as it x is sent by its reference and not its value. Any change made on num will be
effected to x. Thus, the program produces the following output:

num = 0
x=0
Suppose you have pairs of numbers in your program and you want to be sure that the
smaller one always precedes the larger one. To do this, you call a function, order(), which
checks two numbers passed to it by reference and swaps the originals if the first is larger
than the second.

#.......
#.......
void order(int &, int &);
int main()
{
int n1 = 99, n2=11;
int n3 = 22, n4=88;
order(n1,n2);
order(n3,n4);
cout<< “n1=”<<n1<<endl;
cout<< “n2=”<<n2<<endl;
cout<< “n3=”<<n3<<endl;
cout<< “n4=”<<n4<<endl;
return 0;
}
void order(int & num1,int & num2)
{
if(num1 > num2)
{
int temp=num1;
num1 = num2;
num2 = temp;
}
}
In main() there are two pairs of numbers-the first pair is not ordered and the second pair
is ordered. The order() function is called once for each pair, and then all the numbers are
printed out. The output revels that the first pair has been swapped while the second pair
has not. Here it is:
N1 = 11
N2 = 99
N3 = 22
N4 = 88
In the order() function the first variable is called num1 and the second is num2. If num1 is
greater than num2, the function stores num1 in temp, puts num2 in num1, and finally
puts temp back in num2.
Using reference arguments in this way is a sort of remote control operation. The calling
program tells the function what variables in the calling program to operate on, and the
function modifies these variables without ever knowing their real names.
6.5. Global versus local variables
Everything defined at the program scope level (outside functions) is said to have a global
scope, meaning that the entire program knows each variable and has the capability to
change any of them.
Eg.

int year = 1994;//global variable


int max(int,int);//gloabal funcrion
int main(void)
{
//…
}
� Global variables are visible (“known”) from their point of definition down to the end of the
program.

� Each block in a program defines a local scope. Thus the body of a function represents a local
scope. The parameters of a function have the same scope as the function body.

� Variables defined within a local scope are visible to that scope only. Hence, a variable need
only be unique within its own scope. Local scopes may be nested, in which case the inner scope
overrides the outer scopes. Eg:

int xyz;//xyz is global


void Foo(int xyz)//xyz is local to the body of Foo
{
if(xyz > 0)
{
Double xyz;//xyz is local to this block

}
}
6.6. 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.
Eg

int num1;
void fun1(int num1)
{
//…
}
The global num1 is inaccessible inside fun1(), because it is overridden by the local num1
parameter.
This problem is overcome using the scope operator ‘::’ which takes a global entity as
argument.

int num1 = 2;
void fun1(int num1)
{
//…
num1=33;
cout<<num1; // the out put will be 33
cout<<::num1; //the out put will be 2 which is the global
if(::num1 != 0)//refers to global num1
//…
}
6.7. Automatic versus static variables
The terms automatic and static describe what happens to local variables when a function
returns to the calling procedure. By default, all local variables are automatic, meaning
that they are erased when their function ends. You can designate a variable as automatic
by prefixing its definition with the term auto.
Eg. The two statements after main()’s opening brace declared automatic local variables:

main()
{
int i;
auto float x;

}
The opposite of an automatic is a static variable. All global variables are static and, as
mentioned, all static variables retain their values. Therefore, if a local variable is static, it
too retains its value when its function ends-in case this function is called a second time.
To declare a variable as static, place the static keyword in front of the variable when you
define it. The following code section defines three variables i, j, k. the variable i is
automatic, but j and k are static.
Static variables can be declared and initialized within the function, but the initialization
will be executed only once during the first call.
If static variables are not declared explicitly, they will be declared to 0 automatically.

Eg. void my_fun()


{
static int num;
static int count = 2;
count=count*5;
num=num+4;
}

In the above example:


During the first call of the function my_fun(), the static variable count will be
initialized to 2 and will be multiplied by 5 at line three to have the value 10. During
the second call of the same function count will have 10 and will be multiplied by 5.
During the first call of the function my_fun(), the static variable num will be
initialized to 0 (as it is not explicitly initialized) and 4 will be added to it at line four
to have the value 4. During the second call of the same function num will have 4
and 4 will be add to it again.
N.B. if local variables are static, their values remain in case the function is called again.
6.8. Inline functions
Suppose that a program frequently requires finding the absolute value of an integer
quantity. For a value denoted by n, this may be expressed as:

(n > 0 ? n : -n)
However, instead of replicating this expression in many places in the program, it is better
to define it as a function:

int Abs(int n)
{
return n > 0 ? n : -n;
}
The function version has a number of advantages.
It leads to a more readable program.
It is reusable.
The disadvantage of the function version, however is that
Its frequent use can lead to considerable performance penalty due to
overheads associated with calling a function.
The overhead can be avoided by defining Abs as an inline function.

inline int Abs(int n)


{
Return n > 0 ? n : -n;
}
The effect of this is that when Abs is called, the compiler, instead of generating code to
call Abs, expands the program body 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.
The "inline" keyword is merely a hint to the compiler or development environment.
Not every function can be inlined. Some typical reasons why inlining is sometimes not
done include:
the function calls itself, that is, is recursive
the function contains loops such as for(;;) or while()
the function size is too large
Another good reason to inline is that you can sometimes speed up your program by
inlining the right function. Instead of calling the function every time it is invoked, the
compiler will replace the function call with a copy of the function body. If it's a small
function which gets called a lot, this can sometimes speed things up.
Most of the advantage of inline functions comes from avoiding the overhead of calling an
actual function. Such overhead includes saving registers, setting up stack frames, and so
on. But with large functions the overhead becomes less important.
Concerning inline functions, the compiler is free to decide whether a function qualifies to
be an inline function. If the inline function is found to have larger chunk (amount) of
code, it will not be treated as an inline function, but as like other normal functions.
Then, Why not inline everything? :Since the compiler will copy the entire function body
every time the function is called, if it is a large function (more than three or four lines),
inlining can increase the size of your executable program significantly.
6.9. Default arguments and function overloading
C++ has two capabilities that regular C doesn’t have. Default arguments and function
overloading.
6.9.1. Default arguments
Default argument is a programming convenience which removes the burden of having to
specify argument values for all function parameters.
Eg. You might pass a function an error message that is stored in a character array, and the
function displays the error for a certain period of time. The prototype for such a function
can be this:

Void pr_msg(char note[]);

Therefore, to request that pr_msg() display the line ‘Turn printer on’, you call it this way:

Pr_msg(“Turn printer on”);

As you write more of the program, you begin to realize that you are displaying one
message-for instance, the ‘Turn printer on’ msg-more often than any other message.
Instead of calling the function over and over, typing the same message each time, you
can set up the prototype for pr_msg() so that it defaults to the ‘turn printer on’ message
in this way:

Void pr_msg(char note[] = “Turn printr on”);


This makes your programming job easier. Because you would usually want pr_msg() to
display ‘turn printer on’, the default argument list takes care of the message and you
don’t have to pass the message when you call the function.
For functions having more than one argument with default, the parameters with possible
default value should be declared in the right side of the function definition and
prototype.

E.g.: Let us develop part of the program with default arguments.

#include…..
void Add_Display(int x=10, int y=20, int z=30)
{
cout<< (x+y+z);
}
void Mult_Dispaly (int x, int y=70)
{
cout<< (x*y);
}
void main()
{
int a=40, b=50, c=60;
Add_Display(a,b,c); //will print 150 (ie 40+50+60)
Add_Display(a,b); //will print 120 (ie 40+50+30)
Add_Display(a); //will print 90 (ie 40+20+30)
Add_Display(); //will print 60 (ie 10+20+30)
Mult_Display(a,b) //will print 2000 (40*50)
Mult_Display(a) //will print 2800 (40*70)
//Mult_Display() //is invalid as there is no default for x
getch();
}
//the following function definition is invalid as z is
//a parameter without a default and written after y
//parameters with default should always be at the
//right side of function declaration
void Mult_Dispaly (int x, int y=70, int z)
{
cout<< (x*y*z);
}
//thus the following function definition will be correct
void Mult_Dispaly (int x, int z, int y=70)
{
cout<< (x*y*z);
}
6.9.2. Overloaded Functions
Unlike C, C++ lets you have more than one function with the same name. In other words,
you can have three functions called abs() in the same program.
Functions with the same name are called overloaded functions. C++ requires that each
overloaded functions differ in its argument list. Overloaded functions enable you to have
similar functions that work on different types of data.
Suppose that you wrote a function that returned the absolute value of what ever number
you passed to it:

int iabs(int i)
{ if(i<0)
Return (i*-1);
else
Return (i);
}
float fabs(float x)
{ if(x<0.0)
Return (x * -1.0);
else
Return (x);
}
Without using overloading, you have to call the function as:

int ans = iabs(weight);//for int arguments


float ans = fabs(weight);//for float arguments
But with overloading, the above code can be used as:

int abs(int i);


float abs(float x);
int main()
{

ians = abs(i);//calling abs with int arguments
fans = abs(p);//calling abs with float arguments

}
int abs(int i)
{
if(i<0)
Return i*-1;
else
Return I;
}
float abs(flaot x)
{
if(x<0.0)
Return x*-1.0;
else
Return x;
}
N.B: if two or more functions differ only in their return types, C++ can’t overload them.
Two or more functions that differ only in their return types must have different names
and can’t be overloaded
6.10. Recursion
A function which calls itself is said to be recursive. Recursion is a general programming
technique applicable to problems which can be defined interms 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 time 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 * factrial(n-1);
}
For n set to 4, the following figure shows the recursive call:

The stack frames for these calls appear sequentially on the runtime stack, one after the
other.
A recursive function must have at least one termination condition which can be satisfied.
Otherwise, the function will call itself indefinitely until the runtime stack overflows.
The three necessary components in a recursive method are:

1. A test to stop or continue the recursion


2. An end case that terminates the recursion
3. A recursive call(s) that continues the recursion
let us implement two more mathematical functions using recursion
e.g the following function computes the sum of the first N positive integers 1,2,…,N.
Notice how the function includes the three necessary components of a recursive method.

int sum(int N)
{
if(N==1)
return 1;
else
return N+sum(N);
}
The last method computes the exponentiation An where A is a real number and N is a
positive integer. This time, we have to pass two arguments. A and N. the value of A will
not change in the calls, but the value of N is decremented after each recursive call.

float expo(float A, int N)


{
if(N==1)
return A;
else
return A * expo(A,N-1);
}
Try to use a recursive function call to solve the Fibonacci series. The Fibonacci series is :

0,1,1,2,3,5,8,13,21,…

the recursive definition of the Fibonacci series is as follows:

Fibonacci (0) =0
Fibonacci (1) =1
Fibonacci (n) =Fibonacci (n-1) +Fibonacci (n-2);

6.11. Recursion versus iteration


Both iteration and recursion are based on control structure. Iteration uses a repetition
structure (such as for, while, do…while) and recursive uses a selection structure (if, if else
or switch).
Both iteration and recursive can execute infinitely-an infinite loop occurs with iteration if
the loop continuation test become false and infinite recursion occurs id the recursion
step doesn’t reduce the problem in a manner that coverage on a base case.
Recursion has disadvantage as well. It repeatedly invokes the mechanism, and
consequently the overhead of method calls. This can be costly in both processor time and
memory space. Each recursive call creates another copy of the method (actually, only the
function’s variables); this consumes considerable memory.
N.B: Use recursion if:

1. A recursive solution is natural and easy to understand


2. A recursive solution doesn’t result in excessive duplicate computation.
3. the equivalent iterative solution is too complex and
4. of course, when you are asked to use one in the exam!!

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