History of C++ Language
Computer languages have undergone dramatic evolution since the first electronic computers were built to assist in telemetry calculations during World War II. Early on, programmers worked with the most primitive computer instructions: machine language. These instructions were represented by long strings of ones and zeroes. Soon, assemblers were invented to map machine instructions to human-readable and -manageable mnemonics, such as ADD and MOV.
In time, higher-level languages evolved, such as BASIC and COBOL. These languages let people work with something approximating words and sentences, such as Let I = 100. These instructions were translated back into machine language by interpreters and compilers. An interpreter translates a program as it reads it, turning the program instructions, or code, directly into actions. A compiler translates the code into an intermediary form. This step is called compiling, and produces an object file. The compiler then invokes a linker, which turns the object file into an executable program.
Because interpreters read the code as it is written and execute the code on the spot, interpreters are easy for the programmer to work with. Compilers, however, introduce the extra steps of compiling and linking the code, which is inconvenient. Compilers produce a program that is very fast each time it is run. However, the time-consuming task of translating the source code into machine language has already been accomplished.
Another advantage of many compiled languages like C++ is that you can distribute the executable program to people who don't have the compiler. With an interpretive language, you must have the language to run the program.
For many years, the principle goal of computer programmers was to write short pieces of code that would execute quickly. The program needed to be small, because memory was expensive, and it needed to be fast, because processing power was also expensive. As computers have become smaller, cheaper, and faster, and as the cost of memory has fallen, these priorities have changed. Today the cost of a programmer's time far outweighs the cost of most of the computers in use by businesses. Well-written, easy-to-maintain code is at a premium. Easy- to-maintain means that as business requirements change, the program can be extended and enhanced without great expense.
Procedural, Structured, and Object-Oriented Programming
Until recently, programs were thought of as a series of procedures that acted upon data. A procedure, or function, is a set of specific instructions executed one after the other. The data was quite separate from the procedures, and the trick in programming was to keep track of which functions called which other functions, and what data was changed. To make sense of this potentially confusing situation, structured programming was created.
The principle idea behind structured programming is as simple as the idea of divide and conquer. A computer program can be thought of as consisting of a set of tasks. Any task that is too complex to be described simply would be broken down into a set of smaller component tasks, until the tasks were sufficiently small and self-contained enough that they were easily understood.
As an example, computing the average salary of every employee of a company is a rather complex task. You can, however, break it down into these subtasks:
1. Find out what each person earns.
2. Count how many people you have.
3. Total all the salaries.
4. Divide the total by the number of people you have.
Totaling the salaries can be broken down into
1. Get each employee's record.
2. Access the salary.
3. Add the salary to the running total.
4. Get the next employee's record.
Obtaining each employee's record can be broken down into:
1. Open the file of employees.
2. Go to the correct record.
3. Read the data from disk.
Structured programming remains an enormously successful approach for dealing with complex problems.
First, it is natural to think of your data (employee records, for example) and what you can do with your data (sort, edit, and so on) as related ideas.
Second, programmers found themselves constantly reinventing new solutions to old problems. This is often called "reinventing the wheel," and is the opposite of reusability. The idea behind reusability is to build components that have known properties, and then to be able to plug them into your program as you need them. This is modeled after the hardware world--when an engineer needs a new transistor, she doesn't usually invent one, she goes to the big bin of transistors and finds one that works the way she needs it to, or perhaps modifies it. There was no similar option for a software engineer.
Note: The way we are now using computers--with menus and buttons and windows--fosters a more interactive, event-driven approach to computer programming. Event-driven means that an event happens--the user presses a button or chooses from a menu--and the program must respond. Programs are becoming increasingly interactive, and it has became important to design for that kind of functionality.Old-fashioned programs forced the user to proceed step-by-step through a series of screens. Modern event-driven programs present all the choices at once and respond to the user's actions.
Object-oriented programming attempts to respond to these needs, providing techniques for managing enormous complexity, achieving reuse of software components, and coupling data with the tasks that manipulate that data.
C++ fully supports object-oriented programming, including the four pillars of object-oriented development: encapsulation, data hiding, inheritance, and metamorphism. Encapsulation and Data Hiding When an engineer needs to add a resistor to the device she is creating, she doesn't typically build a new one from scratch. She walks over to a bin of resistors, examines the colored bands that indicate the properties, and picks the one she needs. The resistor is a "black box" as far as the engineer is concerned--she doesn't much care how it does its work as long as it conforms to her specifications; she doesn't need to look inside the box to use it in her design.
The property of being a self-contained unit is called encapsulation. With encapsulation, we can accomplish data hiding. Data hiding is the highly valued characteristic that an object can be used without the user knowing or caring how it works internally. Just as you can use a refrigerator without knowing how the compressor works, you can use a well-designed object without knowing about its internal data members.
Create an executable file:
1. Create a source code file, with a .CPP extension.
2. Compile the source code into a file with the .OBJ extension.
3. Link your OBJ file with any needed libraries to produce an executable program.
Myname.CPP, the Hello World program.
1: #include <iostream.h>
2:
3: int main()
4: {
5: cout << "My name is S. Biswas\n";
6: return 0;
7: }
Your finished program will look like this:
1: #include <iostream.h>
2:
3:
4: int main();
5: {
6: cout <<"My name is S. Biswas\n";
7: return 0;
8: }
Try running, Out put should:
My name is S. Biswas
directly to your screen. If so, congratulations! You've just entered, compiled, and run your first C++ program. It may not look like much, but almost every professional C++ programmer started out with this exact program.
You can see this by intentionally putting an error into your program. If HELLO.CPP ran smoothly, edit it now and remove the closing brace on line 6. Your program will now look like Listing 1.2.
Listing 1.2. Demonstration of compiler error.
1: #include <iostream.h>
2:
3: int main()
4: {
5: cout << "My name is S. Biswas\n";
6: return 0;
Recompile your program and you should see an error that looks similar to the following:
Hello.cpp, line 5: Compound statement missing terminating } in function main().
This error tells you the file and line number of the problem, and what the problem is (although I admit it is somewhat cryptic). Note that the error message points you to line 5. The compiler wasn't sure if you intended to put the closing brace before or after the cout statement on line 5. Sometimes the errors just get you to the general vicinity of the problem. If a compiler could perfectly identify every problem, it would fix the code itself.
Using cout.
3: #include <iostream.h>
4: int main()
5: {
6: cout << "Hello you.\n";
7: cout << "Here is 5: " << 5 << "\n";
8: cout << "The manipulator endl writes a new line to the screen." <<
Âendl;
9: cout << "Here is a very big number:\t" << 70000 << endl;
10: cout << "Here is the sum of 8 and 5:\t" << 8+5 << endl;
11: cout << "Here's a fraction:\t\t" << (float) 5/8 << endl;
12: cout << "write your first name\n";
13: cout << "write your last name\n";
14: return 0;
15: }
On line 3, the statement #include <iostream.h> causes the iostream.h file to be added to your source code. This is required if you use cout and its related functions.
On line 6 is the simplest use of cout, printing a string or series of characters. The symbol \n is a special formatting character. It tells cout to print a newline character to the screen.
Three values are passed to cout on line 7, and each value is separated by the insertion operator. The first value is the string "Here is 5: ". Note the space after the colon. The space is part of the string. Next, the value 5 is passed to the insertion operator and the newline character (always in double quotes or single quotes). This causes the line
Here is 5: 5
to be printed to the screen. Because there is no newline character after the first string, the next value is printed immediately afterwards. This is called concatenating the two values.
On line 8, an informative message is printed, and then the manipulator endl is used. The purpose of endl is to write a new line to the screen. (Other uses for endl are discussed on Day 16.)
On line 9, a new formatting character, \t, is introduced. This inserts a tab character and is used on lines 8-12 to line up the output. Line 9 shows that not only integers, but long integers as well can be printed. Line 10 demonstrates that cout will do simple addition. The value of 8+5 is passed to cout, but 13 is printed.
Using Comments
As a general rule, the overall program should have comments at the beginning, telling you what the program does. Each function should also have comments explaining what the function does and what values it returns. Finally, any statement in your program that is obscure or less than obvious should be commented as well.
Using Functions
Functions either return a value or they return void, meaning they return nothing. A function that adds two integers might return the sum, and thus would be defined to return an integer value. A function that just prints a message has nothing to return and would be declared to return void.
Functions consist of a header and a body. The header consists, in turn, of the return type, the function name, and the parameters to that function. The parameters to a function allow values to be passed into the function. Thus, if the function were to add two numbers, the numbers would be the parameters to the function. Here's a typical function header:
int Sum(int a, int b)
A parameter is a declaration of what type of value will be passed in; the actual value passed in by the calling function is called the argument. Many programmers use these two terms, parameters and arguments, as synonyms. Others are careful about the technical distinction. This book will use the terms interchangeably.
The body of a function consists of an opening brace, zero or more statements, and a closing brace. The statements constitute the work of the function. A function may return a value, using a return statement. This statement will also cause the function to exit. If you don't put a return statement into your function, it will automatically return void at the end of the function. The value returned must be of the type declared in the function header.
FUNC.CPP demonstrates a simple function.
1: #include <iostream.h>
2: int Add (int x, int y)
3: {
4:
5: cout << "In Add(), received " << x << " and " << y << "\n";
6: return (x+y);
7: }
8:
9: int main()
10: {
11: cout << "I'm in main()!\n";
12: int a, b, c;
13: cout << "Enter two numbers: ";
14: cin >> a;
15: cin >> b;
16: cout << "\nCalling Add()\n";
17: c=Add(a,b);
18: cout << "\nBack in main().\n";
19: cout << "c was set to " << c;
20: cout << "\nExiting...\n\n";
21: return 0;
22: }
I'm in main()!
Enter two numbers: 3 5
Calling Add()
In Add(), received 3 and 5
Back in main().
c was set to 8
Exiting...
The function Add() is defined on line 2. It takes two integer parameters and returns an integer value. The program itself begins on line 9 and on line 11, where it prints a message. The program prompts the user for two numbers (lines 13 to 15). The user types each number, separated by a space, and then presses the Enter key. main() passes the two numbers typed in by the user as arguments to the Add() function on line 17.
Processing branches to the Add() function, which starts on line 2. The parameters a and b are printed and then added together. The result is returned on line 6, and the function returns.
In lines 14 and 15, the cin object is used to obtain a number for the variables a and b, and cout is used to write the values to the screen. Variables and other aspects of this program are explored in depth in the next few days.
What Is a Variable?
In C++ a variable is a place to store information. A variable is a location in your computer's memory in which you can store a value and from which you can later retrieve that value.
Your computer's memory can be viewed as a series of cubbyholes. Each cubbyhole is one of many, many such holes all lined up. Each cubbyhole--or memory location--is numbered sequentially. These numbers are known as memory addresses. A variable reserves one or more cubbyholes in which you may store a value.
Your variable's name (for example, myVariable) is a label on one of these cubbyholes, so that you can find it easily without knowing its actual memory address. Figure 3.1 is a schematic representation of this idea. As you can see from the figure, myVariable starts at memory address 103. Depending on the size of myVariable, it can take up one or more memory addresses.
Setting Aside Memory
When you define a variable in C++, you must tell the compiler what kind of variable it is: an integer, a character, and so forth. This information tells the compiler how much room to set aside and what kind of value you want to store in your variable.
Each cubbyhole is one byte large. If the type of variable you create is two bytes in size, it needs two bytes of memory, or two cubbyholes. The type of the variable (for example, integer) tells the compiler how much memory (how many cubbyholes) to set aside for the variable.
Size of Integers
On any one computer, each variable type takes up a single, unchanging amount of room. That is, an integer might be two bytes on one machine, and four on another, but on either computer it is always the same, day in and day out.
1: #include <iostream.h>
2:
3: int main()
4: {
5: cout << "The size of an int is:\t\t" << sizeof(int) << " bytes.\n";
6: cout << "The size of a short int is:\t" << sizeof(short) << " bytes.\n";
7: cout << "The size of a long int is:\t" << sizeof(long) << " bytes.\n";
8: cout << "The size of a char is:\t\t" << sizeof(char) << " bytes.\n";
9: cout << "The size of a float is:\t\t" << sizeof(float) << " bytes.\n";
10: cout << "The size of a double is:\t" << sizeof(double) << " bytes.\n";
11:
12: return 0;
13: }
Output: The size of an int is: 2 bytes.
The size of a short int is: 2 bytes.
The size of a long int is: 4 bytes.
The size of a char is: 1 bytes.
The size of a float is: 4 bytes.
The size of a double is: 8 bytes.
signed and unsigned
In addition, all integer types come in two varieties: signed and unsigned. The idea here is that sometimes you need negative numbers, and sometimes you don't. Integers (short and long) without the word "unsigned" are assumed to be signed. Signed integers are either negative or positive. Unsigned integers are always positive.
Variable Types.
Type Size Values
unsigned short int 2 bytes 0 to 65,535
short int 2 bytes -32,768 to 32,767
unsigned long int 4 bytes 0 to 4,294,967,295
long int 4 bytes -2,147,483,648 to 2,147,483,647
int (16 bit) 2 bytes -32,768 to 32,767
int (32 bit) 4 bytes -2,147,483,648 to 2,147,483,647
unsigned int (16 bit) 2 bytes 0 to 65,535
unsigned int (32 bit) 2 bytes 0 to 4,294,967,295
char 1 byte 256 character values
float 4 bytes 1.2e-38 to 3.4e38
double 8 bytes 2.2e-308 to 1.8e308
Case Sensitivity
C++ is case-sensitive. In other words, uppercase and lowercase letters are considered to be different. A variable named age is different from Age, which is different from AGE.
Creating More Than One Variable at a Time
You can create more than one variable of the same type in one statement by writing the type and then the variable names, separated by commas.
Assigning Values to Variables
You assign a value to a variable by using the assignment operator (=). Thus, you would assign 5 to Width by writing
unsigned short Width;
Width = 5;
You can combine these steps and initialize Width when you define it by writing
unsigned short Width = 5;
Initialization looks very much like assignment, and with integer variables, the difference is minor. Later, when constants are covered, you will see that some values must be initialized because they cannot be assigned to. The essential difference is that initialization takes place at the moment you create the variable.
Just as you can define more than one variable at a time, you can initialize more than one variable at creation. For example:
Âlong width = 5, length = 7;
This example initializes the long integer variable width to the value 5 and the long integer variable length to the value 7. You can even mix definitions and initializations:
int myAge = 39, yourAge, hisAge = 40;
This example creates three type int variables, and it initializes the first and third.
Listing 3.2 shows a complete program, ready to compile, that computes the area of a rectangle and writes the answer to the screen.
A demonstration of the use of variables.
#include <iostream.h>
int main()
{
unsigned short int Width = 5, Length;
Length = 10;
// create an unsigned short and initialize with result
// of multiplying Width by Length
unsigned short int Area = Width * Length;
cout << "Width:" << Width << "\n";
cout << "Length: " << Length << endl;
cout << "Area: " << Area << endl;
return 0;
}
Output: Width:5
Length: 10
Area: 50
typedef
Demonstration of typedef.
#include <iostream.h>
typedef unsigned short int USHORT; //typedef defined
void main()
{
USHORT Width = 5;
USHORT Length;
Length = 10;
USHORT Area = Width * Length;
cout << "Width:" << Width << "\n";
cout << "Length: " << Length << endl;
cout << "Area: " << Area <<endl;
}
Output: Width:5
Length: 10
Area: 50
Characters and Numbers
Printing characters based on numbers
1: #include <iostream.h>
2: int main()
3: {
4: for (int i = 32; i<128; i++)
5: cout << (char) i;
6: return 0;
7: }
Output: !"#$%G'()*+,./0123456789:;<>?@ABCDEFGHIJKLMNOP
_QRSTUVWXYZ[\]^'abcdefghijklmnopqrstuvwxyz<|>~s
The Escape Characters.
Character What it means
\n new line
\t tab
\b backspace
\" double quote
\' single quote
\? question mark
\\ backslash
Constants
Like variables, constants are data storage locations. Unlike variables, and as the name implies, constants don't change. You must initialize a constant when you create it, and you cannot assign a new value later.
Literal Constants
C++ has two types of constants: literal and symbolic.
A literal constant is a value typed directly into your program wherever it is needed. For example
int myAge = 39;
myAge is a variable of type int; 39 is a literal constant. You can't assign a value to 39, and its value can't be changed.
Symbolic Constants
A symbolic constant is a constant that is represented by a name, just as a variable is represented. Unlike a variable, however, after a constant is initialized, its value can't be changed.
If your program has one integer variable named students and another named classes, you could compute how many students you have, given a known number of classes, if you knew there were 15 students per class:
students = classes * 15;
Enumerated Constants
Enumerated constants enable you to create new types and then to define variables of those types whose values are restricted to a set of possible values. For example, you can declare COLOR to be an enumeration, and you can define that there are five values for COLOR: RED, BLUE, GREEN, WHITE, and BLACK.
The syntax for enumerated constants is to write the keyword enum, followed by the type name, an open brace, each of the legal values separated by a comma, and finally a closing brace and a semicolon. Here's an example:
enum COLOR { RED, BLUE, GREEN, WHITE, BLACK };
This statement performs two tasks:
1. It makes COLOR the name of an enumeration, that is, a new type.
2. It makes RED a symbolic constant with the value 0, BLUE a symbolic constant with the value 1, GREEN a symbolic constant with the value 2, and so forth.
Every enumerated constant has an integer value. If you don't specify otherwise, the first constant will have the value 0, and the rest will count up from there. Any one of the constants can be initialized with a particular value, however, and those that are not initialized will count upward from the ones before them. Thus, if you write
enum Color { RED=100, BLUE, GREEN=500, WHITE, BLACK=700 };
then RED will have the value 100; BLUE, the value 101; GREEN, the value 500; WHITE, the value 501; and BLACK, the value 700.
You can define variables of type COLOR, but they can be assigned only one of the enumerated values (in this case, RED, BLUE, GREEN, WHITE, or BLACK, or else 100, 101, 500, 501, or 700). You can assign any color value to your COLOR variable. In fact, you can assign any integer value, even if it is not a legal color, although a good compiler will issue a warning if you do. It is important to realize that enumerator variables actually are of type unsigned int, and that the enumerated constants equate to integer variables. It is, however, very convenient to be able to name these values when working with colors, days of the week, or similar sets of values.
A demonstration of enumerated constants.
#include <iostream.h>
int main()
{
enum Days { Sunday, Monday, Tuesday, Wednesday, Thursday, Friday,A_Saturday };
Days DayOff;
int x;
cout << "What day would you like off (0-6)? ";
cin >> x;
DayOff = Days(x);
if (DayOff == Sunday || DayOff == Saturday)
cout << "\nYou're already off on weekends!\n";
else
cout << "\nOkay, I'll put in the vacation day.\n";
return 0;
}
Output: What day would you like off (0-6)? 1
Okay, I'll put in the vacation day.
What day would you like off (0-6)? 0
You're already off on weekends!
Operators
An operator is a symbol that causes the compiler to take an action. Operators act on operands, and in C++ all operands are expressions. In C++ there are several different categories of operators. Two of these categories are
Assignment operators.
Mathematical operators.
Assignment Operator
The assignment operator (=) causes the operand on the left side of the assignment operator to have its value changed to the value on the right side of the assignment operator. The expression
x = a + b;
assigns the value that is the result of adding a and b to the operand x.
An operand that legally can be on the left side of an assignment operator is called an lvalue. That which can be on the right side is called (you guessed it) an rvalue.
Constants are r-values. They cannot be l-values. Thus, you can write
x = 35; // ok
but you can't legally write
35 = x; // error, not an lvalue!
Mathematical Operators
There are five mathematical operators: addition (+), subtraction (-), multiplication (*), division (/), and modulus (%).
Addition and subtraction work as you would expect, although subtraction with unsigned integers can lead to surprising results, if the result is a negative number. You saw something much like this yesterday, when variable overflow was described. Listing 4.2 shows what happens when you subtract a large unsigned number from a small unsigned number.
A demonstration of subtraction and integer overflow.
1: // demonstrates subtraction and
2: // integer overflow
3: #include <iostream.h>
4:
5: int main()
6: {
7: unsigned int difference;
8: unsigned int bigNumber = 100;
9: unsigned int smallNumber = 50;
10: difference = bigNumber - smallNumber;
11: cout << "Difference is: " << difference;
12: difference = smallNumber - bigNumber;
13: cout << "\nNow difference is: " << difference <<endl;
14: return 0;
15: }
Output: Difference is: 50
Now difference is: 4294967246
Analysis: The subtraction operator is invoked on line 10, and the result is printed on line 11, much as we might expect. The subtraction operator is called again on line 12, but this time a large unsigned number is subtracted from a small unsigned number. The result would be negative, but because it is evaluated (and printed) as an unsigned number, the result is an overflow Increment and Decrements
The most common value to add (or subtract) and then reassign into a variable is 1. In C++, increasing a value by 1 is called incrementing, and decreasing by 1 is called decrementing. There are special operators to perform these actions.
The increment operator (++) increases the value of the variable by 1, and the decrement operator (--) decreases it by 1. Thus, if you have a variable, C, and you want to increment it, you would use this statement:
C++; // Start with C and increment it.
This statement is equivalent to the more verbose statement
C = C + 1;
which you learned is also equivalent to the moderately verbose statement
C += 1;
Prefix and Postfix
Both the increment operator (++) and the decrement operator(--) come in two varieties: prefix and postfix. The prefix variety is written before the variable name (++myAge); the postfix variety is written after (myAge++).
In a simple statement, it doesn't much matter which you use, but in a complex statement, when you are incrementing (or decrementing) a variable and then assigning the result to another variable, it matters very much. The prefix operator is evaluated before the assignment, the postfix is evaluated after.
The semantics of prefix is this: Increment the value and then fetch it. The semantics of postfix is different: Fetch the value and then increment the original.
This can be confusing at first, but if x is an integer whose value is 5 and you write
int a = ++x;
you have told the compiler to increment x (making it 6) and then fetch that value and assign it to a. Thus, a is now 6 and x is now 6.
If, after doing this, you write
int b = x++;
A demonstration of prefix and postfix operators.
1: // demonstrates use of
2: // prefix and postfix increment and
3: // decrement operators
4: #include <iostream.h>
5: int main()
6: {
7: int myAge = 39; // initialize two integers
8: int yourAge = 39;
9: cout << "I am: " << myAge << " years old.\n";
10: cout << "You are: " << yourAge << " years old\n";
11: myAge++; // postfix increment
12: ++yourAge; // prefix increment
13: cout << "One year passes...\n";
14: cout << "I am: " << myAge << " years old.\n";
15: cout << "You are: " << yourAge << " years old\n";
16: cout << "Another year passes\n";
17: cout << "I am: " << myAge++ << " years old.\n";
18: cout << "You are: " << ++yourAge << " years old\n";
19: cout << "Let's print it again.\n";
20: cout << "I am: " << myAge << " years old.\n";
21: cout << "You are: " << yourAge << " years old\n";
22: return 0;
23: }
Output: I am 39 years old
You are 39 years old
One year passes
I am 40 years old
You are 40 years old
Another year passes
I am 40 years old
You are 41 years old
Let's print it again
I am 41 years old
You are 41 years old
Analysis: On lines 7 and 8, two integer variables are declared, and each is initialized with the value 39. Their values are printed on lines 9 and 10.
On line 11, myAge is incremented using the postfix increment operator, and on line 12, yourAge is incremented using the prefix increment operator. The results are printed on lines 14 and 15, and they are identical (both 40).
On line 17, myAge is incremented as part of the printing statement, using the postfix increment operator. Because it is postfix, the increment happens after the print, and so the value 40 is printed again. In contrast, on line 18, yourAge is incremented using the prefix increment operator. Thus, it is incremented before being printed, and the value displays as 41.
Finally, on lines 20 and 21, the values are printed again. Because the increment statement has completed, the value in myAge is now 41, as is the value in yourAge.
The Relational Operators.
Name Operator Sample Evaluates
Equals == 100 == 50; false
50 == 50; true
Not Equals != 100 != 50; true
50 != 50; false
Greater Than > 100 > 50; true
50 > 50; false
Greater Than >= 100 >= 50; true
or Equals 50 >= 50; true
Less Than < 100 < 50; false
50 < 50; false
Less Than <= 100 <= 50; false
or Equals 50 <= 50; true
The if Statement
Normally, your program flows along line by line in the order in which it appears in your source code. The if statement enables you to test for a condition (such as whether two variables are equal) and branch to different parts of your code, depending on the result.
The simplest form of an if statement is this:
if (expression)
statement;
The expression in the parentheses can be any expression at all, but it usually contains one of the relational expressions. If the expression has the value 0, it is considered false, and the statement is skipped. If it has any nonzero value, it is considered true, and the statement is executed. Consider the following example:
if (bigNumber > smallNumber)
bigNumber = smallNumber;
This code compares bigNumber and smallNumber. If bigNumber is larger, the second line sets its value to the value of smallNumber.
Because a block of statements surrounded by braces is exactly equivalent to a single statement, the following type of branch can be quite large and powerful:
if (expression)
{
statement1;
statement2;
statement3;
}
A demonstration of branching based on relational operators.
1: // demonstrates if statement
2: // used with relational operators
3: #include <iostream.h>
4: int main()
5: {
6: int RedSoxScore, YankeesScore;
7: cout << "Enter the score for the Red Sox: ";
8: cin >> RedSoxScore;
9:
10: cout << "\nEnter the score for the Yankees: ";
11: cin >> YankeesScore;
12:
13: cout << "\n";
14:
15: if (RedSoxScore > YankeesScore)
16: cout << "Go Sox!\n";
17:
18: if (RedSoxScore < YankeesScore)
19: {
20: cout << "Go Yankees!\n";
21: cout << "Happy days in New York!\n";
22: }
23:
24: if (RedSoxScore == YankeesScore)
25: {
26: cout << "A tie? Naah, can't be.\n";
27: cout << "Give me the real score for the Yanks: ";
28: cin >> YankeesScore;
29:
30: if (RedSoxScore > YankeesScore)
31: cout << "Knew it! Go Sox!";
32:
33: if (YankeesScore > RedSoxScore)
34: cout << "Knew it! Go Yanks!";
35:
36: if (YankeesScore == RedSoxScore)
37: cout << "Wow, it really was a tie!";
38: }
39:
40: cout << "\nThanks for telling me.\n";
41: return 0;
42: }
Output: Enter the score for the Red Sox: 10
Enter the score for the Yankees: 10
A tie? Naah, can't be
Give me the real score for the Yanks: 8
Knew it! Go Sox!
Thanks for telling me.
Analysis: This program asks for user input of scores for two baseball teams, which are stored in integer variables. The variables are compared in the if statement on lines 15, 18, and 24.
If one score is higher than the other, an informational message is printed. If the scores are equal, the block of code that begins on line 24 and ends on line 38 is entered. The second score is requested again, and then the scores are compared again.
Note that if the initial Yankees score was higher than the Red Sox score, the if statement on line 15 would evaluate as FALSE, and line 16 would not be invoked. The test on line 18 would evaluate as true, and the statements on lines 20 and 21 would be invoked. Then the if statement on line 24 would be tested, and this would be false (if line 18 was true). Thus, the program would skip the entire block, falling through to line 39.
else
Often your program will want to take one branch if your condition is true, another if it is false. In Listing 4.3, you wanted to print one message (Go Sox!) if the first test (RedSoxScore > Yankees) evaluated TRUE, and another message (Go Yanks!) if it evaluated FALSE.
The method shown so far, testing first one condition and then the other, works fine but is a bit cumbersome. The keyword else can make for far more readable code:
if (expression)
statement;
else
statement;
demonstrates the use of the keyword else.
Demonstrating the else keyword.
1: // demonstrates if statement
2: // with else clause
3: #include <iostream.h>
4: int main()
5: {
6: int firstNumber, secondNumber;
7: cout << "Please enter a big number: ";
8: cin >> firstNumber;
9: cout << "\nPlease enter a smaller number: ";
10: cin >> secondNumber;
11: if (firstNumber > secondNumber)
12: cout << "\nThanks!\n";
13: else
14: cout << "\nOops. The second is bigger!";
15:
16: return 0;
17: }
Output: Please enter a big number: 10
Please enter a smaller number: 12
Oops. The second is bigger!
Analysis: The if statement on line 11 is evaluated. If the condition is true, the statement on line 12 is run; if it is false, the statement on line 14 is run. If the else clause on line 13 were removed, the statement on line 14 would run whether or not the if statement was true. Remember, the if statement ends after line 12. If the else was not there, line 14 would just be the next line in the program.
Remember that either or both of these statements could be replaced with a block of code in braces.
A complex, nested if statement.
1: // a complex nested
2: // if statement
3: #include <iostream.h>
4: int main()
5: {
6: // Ask for two numbers
7: // Assign the numbers to bigNumber and littleNumber
8: // If bigNumber is bigger than littleNumber,
9: // see if they are evenly divisible
10: // If they are, see if they are the same number
11:
12: int firstNumber, secondNumber;
13: cout << "Enter two numbers.\nFirst: ";
14: cin >> firstNumber;
15: cout << "\nSecond: ";
16: cin >> secondNumber;
17: cout << "\n\n";
18:
19: if (firstNumber >= secondNumber)
20: {
21: if ( (firstNumber % secondNumber) == 0) // evenly divisible?
22: {
23: if (firstNumber == secondNumber)
24: cout << "They are the same!\n";
25: else
26: cout << "They are evenly divisible!\n";
27: }
28: else
29: cout << "They are not evenly divisible!\n";
30: }
31: else
32: cout << "Hey! The second one is larger!\n";
33: return 0;
34: }
Output: Enter two numbers.
First: 10
Second: 2
They are evenly divisible!
Analysis: Two numbers are prompted for one at a time, and then compared. The first if statement, on line 19, checks to ensure that the first number is greater than or equal to the second. If not, the else clause on line 31 is executed.
If the first if is true, the block of code beginning on line 20 is executed, and the second if statement is tested, on line 21. This checks to see whether the first number modulo the second number yields no remainder. If so, the numbers are either evenly divisible or equal. The if statement on line 23 checks for equality and displays the appropriate message either way.
If the if statement on line 21 fails, the else statement on line 28 is executed.
The Logical Operators.
Operator Symbol Example
AND && expression1 && expression2
OR || expression1 || expression2
NOT ! !expression
Declaring and Defining Functions
Using functions in your program requires that you first declare the function and that you then define the function. The declaration tells the compiler the name, return type, and parameters of the function. The definition tells the compiler how the function works. No function can be called from any other function that hasn't first been declared. The declaration of a function is called its prototype.
Declaring the Function
There are three ways to declare a function:
Write your prototype into a file, and then use the #include directive to include it in your program.
Write the prototype into the file in which your function is used.
Define the function before it is called by any other function. When you do this, the definition acts as its own declaration.
Although you can define the function before using it, and thus avoid the necessity of creating a function prototype, this is not good programming practice for three reasons.
First, it is a bad idea to require that functions appear in a file in a particular order. Doing so makes it hard to maintain the program as requirements change.
Second, it is possible that function A() needs to be able to call function B(), but function B() also needs to be able to call function A() under some circumstances. It is not possible to define function A() before you define function B() and also to define function B() before you define function A(), so at least one of them must be declared in any case.
Third, function prototypes are a good and powerful debugging technique. If your prototype declares that your function takes a particular set of parameters, or that it returns a particular type of value, and then your function does not match the prototype, the compiler can flag your error instead of waiting for it to show itself when you run the program.
Function Prototypes
Many of the built-in functions you use will have their function prototypes already written in the files you include in your program by using #include. For functions you write yourself, you must include the prototype.
The function prototype is a statement, which means it ends with a semicolon. It consists of the function's return type, name, and parameter list.
The parameter list is a list of all the parameters and their types, separated by commas. Figure 5.2 illustrates the parts of the function prototype.
Figure 5.2. Parts of a function prototype.
The function prototype and the function definition must agree exactly about the return type, the name, and the parameter list. If they do not agree, you will get a compile-time error. Note, however, that the function prototype does not need to contain the names of the parameters, just their types. A prototype that looks like this is perfectly legal:
long Area(int, int);
This prototype declares a function named Area() that returns a long and that has two parameters, both integers. Although this is legal, it is not a good idea. Adding parameter names makes your prototype clearer. The same function with named parameters might be
long Area(int length, int width);
It is now obvious what this function does and what the parameters are.
Note that all functions have a return type. If none is explicitly stated, the return type defaults to int. Your programs will be easier to understand, however, if you explicitly declare the return type of every function, including main(). Listing 5.1 demonstrates a program that includes a function prototype for the Area() function.
A function declaration and the definition and use of that function.
1: // demonstrates the use of function prototypes
2:
3: typedef unsigned short USHORT;
4: #include <iostream.h>
5: USHORT FindArea(USHORT length, USHORT width); //function prototype
6:
7: int main()
8: {
9: USHORT lengthOfYard;
10: USHORT widthOfYard;
11: USHORT areaOfYard;
12:
13: cout << "\nHow wide is your yard? ";
14: cin >> widthOfYard;
15: cout << "\nHow long is your yard? ";
16: cin >> lengthOfYard;
17:
18: areaOfYard= FindArea(lengthOfYard,widthOfYard);
19:
20: cout << "\nYour yard is ";
21: cout << areaOfYard;
22: cout << " square feet\n\n";
23: return 0;
24: }
25:
26: USHORT FindArea(USHORT l, USHORT w)
27: {
28: return l * w;
29: }
Output: How wide is your yard? 100
How long is your yard? 200
Your yard is 20000 square feet
Analysis: The prototype for the FindArea() function is on line 5. Compare the prototype with the definition of the function on line 26. Note that the name, the return type, and the parameter types are the same. If they were different, a compiler error would have been generated. In fact, the only required difference is that the function prototype ends with a semicolon and has no body.
Also note that the parameter names in the prototype are length and width, but the parameter names in the definition are l and w. As discussed, the names in the prototype are not used; they are there as information to the programmer. When they are included, they should match the implementation when possible. This is a matter of good programming style and reduces confusion, but it is not required, as you see here.
The arguments are passed in to the function in the order in which they are declared and defined, but there is no matching of the names. Had you passed in widthOfYard, followed by lengthOfYard, the FindArea() function would have used the value in widthOfYard for length and lengthOfYard for width. The body of the function is always enclosed in braces, even when it consists of only one statement, as in this case.
Defining the Function
The definition of a function consists of the function header and its body. The header is exactly like the function prototype, except that the parameters must be named, and there is no terminating semicolon.
The body of the function is a set of statements enclosed in braces. Figure 5.3 shows the header and body of a function.
Execution of Functions
When you call a function, execution begins with the first statement after the opening brace ({). Branching can be accomplished by using the if statement (and related statements that will be discussed on Day 7, "More Program Flow"). Functions can also call other functions and can even call themselves (see the section "Recursion," later in this chapter).
Local Variables
Not only can you pass in variables to the function, but you also can declare variables within the body of the function. This is done using local variables, so named because they exist only locally within the function itself. When the function returns, the local variables are no longer available.
Local variables are defined like any other variables. The parameters passed in to the function are also considered local variables and can be used exactly as if they had been defined within the body of the function. an example of using parameters and locally defined variables within a function.
The use of local variables and parameters.
1: #include <iostream.h>
2:
3: float Convert(float);
4: int main()
5: {
6: float TempFer;
7: float TempCel;
8:
9: cout << "Please enter the temperature in Fahrenheit: ";
10: cin >> TempFer;
11: TempCel = Convert(TempFer);
12: cout << "\nHere's the temperature in Celsius: ";
13: cout << TempCel << endl;
14: return 0;
15: }
16:
17: float Convert(float TempFer)
18: {
19: float TempCel;
20: TempCel = ((TempFer - 32) * 5) / 9;
21: return TempCel;
22: }
Output: Please enter the temperature in Fahrenheit: 212
Here's the temperature in Celsius: 100
Please enter the temperature in Fahrenheit: 32
Here's the temperature in Celsius: 0
Please enter the temperature in Fahrenheit: 85
Here's the temperature in Celsius: 29.4444
Analysis: On lines 6 and 7, two float variables are declared, one to hold the temperature in Fahrenheit and one to hold the temperature in degrees Celsius. The user is prompted to enter a Fahrenheit temperature on line 9, and that value is passed to the function Convert().
Execution jumps to the first line of the function Convert() on line 19, where a local variable, also named TempCel, is declared. Note that this local variable is not the same as the variable TempCel on line 7. This variable exists only within the function Convert(). The value passed as a parameter, TempFer, is also just a local copy of the variable passed in by main().
This function could have named the parameter FerTemp and the local variable CelTemp, and the program would work equally well. You can enter these names again and recompile the program to see this work.
The local function variable TempCel is assigned the value that results from subtracting 32 from the parameter TempFer, multiplying by 5, and then dividing by 9. This value is then returned as the return value of the function, and on line 11 it is assigned to the variable TempCel in the main() function. The value is printed on line 13.
The program is run three times. The first time, the value 212 is passed in to ensure that the boiling point of water in degrees Fahrenheit (212) generates the correct answer in degrees Celsius (100). The second test is the freezing point of water. The third test is a random number chosen to generate a fractional result.
As an exercise, try entering the program again with other variable names as illustrated here:
1: #include <iostream.h>
2:
3: float Convert(float);
4: int main()
5: {
6: float TempFer;
7: float TempCel;
8:
9: cout << "Please enter the temperature in Fahrenheit: ";
10: cin >> TempFer;
11: TempCel = Convert(TempFer);
12: cout << "\nHere's the temperature in Celsius: ";
13: cout << TempCel << endl;
14: }
15:
16: float Convert(float Fer)
17: {
18: float Cel;
19: Cel = ((Fer - 32) * 5) / 9;
20: return Cel;
21: }
You should get the same results.
New Term: A variable has scope, which determines how long it is available to your program and where it can be accessed. Variables declared within a block are scoped to that block; they can be accessed only within that block and "go out of existence" when that block ends. Global variables have global scope and are available anywhere within your program.
Normally scope is obvious, but there are some tricky exceptions. Currently, variables declared within the header of a for loop (for int i = 0; i<SomeValue; i++) are scoped to the block in which the for loop is created, but there is talk of changing this in the official C++ standard.
None of this matters very much if you are careful not to reuse your variable names within any given function.
Global Variables
Variables defined outside of any function have global scope and thus are available from any function in the program, including main().
Local variables with the same name as global variables do not change the global variables. A local variable with the same name as a global variable hides the global variable, however. If a function has a variable with the same name as a global variable, the name refers to the local variable--not the global--when used within the function. Listing 5.3 illustrates these points.
Demonstrating global and local variables.
1: #include <iostream.h>
2: void myFunction(); // prototype
3:
4: int x = 5, y = 7; // global variables
5: int main()
6: {
7:
8: cout << "x from main: " << x << "\n";
9: cout << "y from main: " << y << "\n\n";
10: myFunction();
11: cout << "Back from myFunction!\n\n";
12: cout << "x from main: " << x << "\n";
13: cout << "y from main: " << y << "\n";
14: return 0;
15: }
16:
17: void myFunction()
18: {
19: int y = 10;
20:
21: cout << "x from myFunction: " << x << "\n";
22: cout << "y from myFunction: " << y << "\n\n";
23: }
Output: x from main: 5
y from main: 7
x from myFunction: 5
y from myFunction: 10
Back from myFunction!
x from main: 5
y from main: 7
Analysis: This simple program illustrates a few key, and potentially confusing, points about local and global variables. On line 1, two global variables, x and y, are declared. The global variable x is initialized with the value 5, and the global variable y is initialized with the value 7.
On lines 8 and 9 in the function main(), these values are printed to the screen. Note that the function main() defines neither variable; because they are global, they are already available to main().
When myFunction() is called on line 10, program execution passes to line 18, and a local variable, y, is defined and initialized with the value 10. On line 21, myFunction() prints the value of the variable x, and the global variable x is used, just as it was in main(). On line 22, however, when the variable name y is used, the local variable y is used, hiding the global variable with the same name.
The function call ends, and control returns to main(), which again prints the values in the global variables. Note that the global variable y was totally unaffected by the value assigned to myFunction()'s local y variable.
Global Variables: A Word of Caution
In C++, global variables are legal, but they are almost never used. C++ grew out of C, and in C global variables are a dangerous but necessary tool. They are necessary because there are times when the programmer needs to make data available to many functions and he does not want to pass that data as a parameter from function to function.
Globals are dangerous because they are shared data, and one function can change a global variable in a way that is invisible to another function. This can and does create bugs that are very difficult to find.
"Special Classes and Functions," you'll see a powerful alternative to global variables that C++ offers, but that is unavailable in C.
More on Local Variables
Variables declared within the function are said to have "local scope." That means, as discussed, that they are visible and usable only within the function in which they are defined. In fact, in C++ you can define variables anywhere within the function, not just at its top. The scope of the variable is the block in which it is defined. Thus, if you define a variable inside a set of braces within the function, that variable is available only within that block. Listing 5.4 illustrates this idea.
Variables scoped within a block.
1: // demonstrates variables
2: // scoped within a block
3:
4: #include <iostream.h>
5:
6: void myFunc();
7:
8: int main()
9: {
10: int x = 5;
11: cout << "\nIn main x is: " << x;
12:
13: myFunc();
14:
15: cout << "\nBack in main, x is: " << x;
16: return 0;
17: }
18:
19: void myFunc()
20: {
21:
22: int x = 8;
23: cout << "\nIn myFunc, local x: " << x << endl;
24:
25: {
26: cout << "\nIn block in myFunc, x is: " << x;
27:
28: int x = 9;
29:
30: cout << "\nVery local x: " << x;
31: }
32:
33: cout << "\nOut of block, in myFunc, x: " << x << endl;
34: }
Output: In main x is: 5
In myFunc, local x: 8
In block in myFunc, x is: 8
Very local x: 9
Out of block, in myFunc, x: 8
Back in main, x is: 5
Analysis: This program begins with the initialization of a local variable, x, on line 10, in main(). The printout on line 11 verifies that x was initialized with the value 5.
MyFunc() is called, and a local variable, also named x, is initialized with the value 8 on line 22. Its value is printed on line 23.
A block is started on line 25, and the variable x from the function is printed again on line 26. A new variable also named x, but local to the block, is created on line 28 and initialized with the value 9.
The value of the newest variable x is printed on line 30. The local block ends on line 31, and the variable created on line 28 goes "out of scope" and is no longer visible.
When x is printed on line 33, it is the x that was declared on line 22. This x was unaffected by the x that was defined on line 28; its value is still 8.
On line 34, MyFunc() goes out of scope, and its local variable x becomes unavailable. Execution returns to line 15, and the value of the local variable x, which was created on line 10, is printed. It was unaffected by either of the variables defined in MyFunc().
Needless to say, this program would be far less confusing if these three variables were given unique names!
Function Statements
There is virtually no limit to the number or types of statements that can be in a function body. Although you can't define another function from within a function, you can call a function, and of course main() does just that in nearly every C++ program. Functions can even call themselves, which is discussed soon, in the section on recursion.
Although there is no limit to the size of a function in C++, well-designed functions tend to be small. Many programmers advise keeping your functions short enough to fit on a single screen so that you can see the entire function at one time. This is a rule of thumb, often broken by very good programmers, but a smaller function is easier to understand and maintain.
Each function should carry out a single, easily understood task. If your functions start getting large, look for places where you can divide them into component tasks.
Function Arguments
Function arguments do not have to all be of the same type. It is perfectly reasonable to write a function that takes an integer, two longs, and a character as its arguments.
Any valid C++ expression can be a function argument, including constants, mathematical and logical expressions, and other functions that return a value.
Using Functions as Parameters to Functions
Although it is legal for one function to take as a parameter a second function that returns a value, it can make for code that is hard to read and hard to debug.
As an example, say you have the functions double(), triple(), square(), and cube(), each of which returns a value. You could write
Answer = (double(triple(square(cube(myValue)))));
This statement takes a variable, myValue, and passes it as an argument to the function cube(), whose return value is passed as an argument to the function square(), whose return value is in turn passed to triple(), and that return value is passed to double(). The return value of this doubled, tripled, squared, and cubed number is now passed to Answer.
It is difficult to be certain what this code does (was the value tripled before or after it was squared?), and if the answer is wrong it will be hard to figure out which function failed.
An alternative is to assign each step to its own intermediate variable:
unsigned long myValue = 2;
unsigned long cubed = cube(myValue); // cubed = 8
unsigned long squared = square(cubed); // squared = 64
unsigned long tripled = triple(squared); // tripled = 196
unsigned long Answer = double(tripled); // Answer = 392
Now each intermediate result can be examined, and the order of execution is explicit.
Parameters Are Local Variables
The arguments passed in to the function are local to the function. Changes made to the arguments do not affect the values in the calling function. This is known as passing by value, which means a local copy of each argument is made in the function. These local copies are treated just like any other local variables. Listing 5.5 illustrates this point.
A demonstration of passing by value.
1: // demonstrates passing by value
2:
3: #include <iostream.h>
4:
5: void swap(int x, int y);
6:
7: int main()
8: {
9: int x = 5, y = 10;
10:
11: cout << "Main. Before swap, x: " << x << " y: " << y << "\n";
12: swap(x,y);
13: cout << "Main. After swap, x: " << x << " y: " << y << "\n";
14: return 0;
15: }
16:
17: void swap (int x, int y)
18: {
19: int temp;
20:
21: cout << "Swap. Before swap, x: " << x << " y: " << y << "\n";
22:
23: temp = x;
24: x = y;
25: y = temp;
26:
27: cout << "Swap. After swap, x: " << x << " y: " << y << "\n";
28:
29: }
Output: Main. Before swap, x: 5 y: 10
Swap. Before swap, x: 5 y: 10
Swap. After swap, x: 10 y: 5
Main. After swap, x: 5 y: 10
Analysis: This program initializes two variables in main() and then passes them to the swap() function, which appears to swap them. When they are examined again in main(), however, they are unchanged!
The variables are initialized on line 9, and their values are displayed on line 11. swap() is called, and the variables are passed in.
Execution of the program switches to the swap() function, where on line 21 the values are printed again. They are in the same order as they were in main(), as expected. On lines 23 to 25 the values are swapped, and this action is confirmed by the printout on line 27. Indeed, while in the swap() function, the values are swapped.
Execution then returns to line 13, back in main(), where the values are no longer swapped.
As you've figured out, the values passed in to the swap() function are passed by value, meaning that copies of the values are made that are local to swap(). These local variables are swapped in lines 23 to 25, but the variables back in main() are unaffected.
On Days 8 and 10 you'll see alternatives to passing by value that will allow the values in main() to be changed.
Return Values
Functions return a value or return void. Void is a signal to the compiler that no value will be returned.
To return a value from a function, write the keyword return followed by the value you want to return. The value might itself be an expression that returns a value. For example:
return 5;
return (x > 5);
return (MyFunction());
These are all legal return statements, assuming that the function MyFunction() itself returns a value. The value in the second statement, return (x > 5), will be zero if x is not greater than 5, or it will be 1. What is returned is the value of the expression, 0 (false) or 1 (true), not the value of x.
When the return keyword is encountered, the expression following return is returned as the value of the function. Program execution returns immediately to the calling function, and any statements following the return are not executed.
It is legal to have more than one return statement in a single function. Listing 5.6 illustrates this idea.
A demonstration of multiple return statements.
1: // demonstrates multiple return
2: // statements
3:
4: #include <iostream.h>
5:
6: int Doubler(int AmountToDouble);
7:
8: int main()
9: {
10:
11: int result = 0;
12: int input;
13:
14: cout << "Enter a number between 0 and 10,000 to double: ";
15: cin >> input;
16:
17: cout << "\nBefore doubler is called... ";
18: cout << "\ninput: " << input << " doubled: " << result << "\n";
19:
20: result = Doubler(input);
21:
22: cout << "\nBack from Doubler...\n";
23: cout << "\ninput: " << input << " doubled: " << result << "\n";
24:
25:
26: return 0;
27: }
28:
29: int Doubler(int original)
30: {
31: if (original <= 10000)
32: return original * 2;
33: else
34: return -1;
35: cout << "You can't get here!\n";
36: }
Output: Enter a number between 0 and 10,000 to double: 9000
Before doubler is called...
input: 9000 doubled: 0
Back from doubler...
input: 9000 doubled: 18000
Enter a number between 0 and 10,000 to double: 11000
Before doubler is called...
input: 11000 doubled: 0
Back from doubler...
input: 11000 doubled: -1
Analysis: A number is requested on lines 14 and 15, and printed on line 18, along with the local variable result. The function Doubler() is called on line 20, and the input value is passed as a parameter. The result will be assigned to the local variable result, and the values will be reprinted on lines 22 and 23.
On line 31, in the function Doubler(), the parameter is tested to see whether it is greater than 10,000. If it is not, the function returns twice the original number. If it is greater than 10,000, the function returns -1 as an error value.
The statement on line 35 is never reached, because whether or not the value is greater than 10,000, the function returns before it gets to line 35, on either line 32 or line 34. A good compiler will warn that this statement cannot be executed, and a good programmer will take it out!
Default Parameters
For every parameter you declare in a function prototype and definition, the calling function must pass in a value. The value passed in must be of the declared type. Thus, if you have a function declared as
long myFunction(int);
the function must in fact take an integer variable. If the function definition differs, or if you fail to pass in an integer, you will get a compiler error.
The one exception to this rule is if the function prototype declares a default value for the parameter. A default value is a value to use if none is supplied. The preceding declaration could be rewritten as
long myFunction (int x = 50);
This prototype says, "myFunction() returns a long and takes an integer parameter. If an argument is not supplied, use the default value of 50." Because parameter names are not required in function prototypes, this declaration could have been written as
long myFunction (int = 50);
The function definition is not changed by declaring a default parameter. The function definition header for this function would be
long myFunction (int x)
If the calling function did not include a parameter, the compiler would fill x with the default value of 50. The name of the default parameter in the prototype need not be the same as the name in the function header; the default value is assigned by position, not name.
Any or all of the function's parameters can be assigned default values. The one restriction is this: If any of the parameters does not have a default value, no previous parameter may have a default value.
If the function prototype looks like
long myFunction (int Param1, int Param2, int Param3);
you can assign a default value to Param2 only if you have assigned a default value to Param3. You can assign a default value to Param1 only if you've assigned default values to both Param2 and Param3. Listing 5.7 demonstrates the use of default values.
A demonstration of default parameter values.
1: // demonstrates use
2: // of default parameter values
3:
4: #include <iostream.h>
5:
6: int AreaCube(int length, int width = 25, int height = 1);
7:
8: int main()
9: {
10: int length = 100;
11: int width = 50;
12: int height = 2;
13: int area;
14:
15: area = AreaCube(length, width, height);
16: cout << "First area equals: " << area << "\n";
17:
18: area = AreaCube(length, width);
19: cout << "Second time area equals: " << area << "\n";
20:
21: area = AreaCube(length);
22: cout << "Third time area equals: " << area << "\n";
23: return 0;
24: }
25:
26: AreaCube(int length, int width, int height)
27: {
28:
29: return (length * width * height);
30: }
Output: First area equals: 10000
Second time area equals: 5000
Third time area equals: 2500
Analysis: On line 6, the AreaCube() prototype specifies that the AreaCube() function takes three integer parameters. The last two have default values.
This function computes the area of the cube whose dimensions are passed in. If no width is passed in, a width of 25 is used and a height of 1 is used. If the width but not the height is passed in, a height of 1 is used. It is not possible to pass in the height without passing in a width.
Overloading Functions
C++ enables you to create more than one function with the same name. This is called function overloading. The functions must differ in their parameter list, with a different type of parameter, a different number of parameters, or both. Here's an example:
int myFunction (int, int);
int myFunction (long, long);
int myFunction (long);
myFunction() is overloaded with three different parameter lists. The first and second versions differ in the types of the parameters, and the third differs in the number of parameters.
The return types can be the same or different on overloaded functions. You should note that two functions with the same name and parameter list, but different return types, generate a compiler error.
New Term: Function overloading i s also called function polymorphism. Poly means many, and morph means form: a polymorphic function is many-formed.
Function polymorphism refers to the ability to "overload" a function with more than one meaning. By changing the number or type of the parameters, you can give two or more functions the same function name, and the right one will be called by matching the parameters used. This allows you to create a function that can average integers, doubles, and other values without having to create individual names for each function, such as AverageInts(), AverageDoubles(), and so on.
Suppose you write a function that doubles whatever input you give it. You would like to be able to pass in an int, a long, a float, or a double. Without function overloading, you would have to create four function names:
int DoubleInt(int);
long DoubleLong(long);
float DoubleFloat(float);
double DoubleDouble(double);
With function overloading, you make this declaration:
int Double(int);
long Double(long);
float Double(float);
double Double(double);
This is easier to read and easier to use. You don't have to worry about which one to call; you just pass in a variable, and the right function is called automatically. Listing 5.8 illustrates the use of function overloading.
A demonstration of function polymorphism.
1: // demonstrates
2: // function polymorphism
3:
4: #include <iostream.h>
5:
6: int Double(int);
7: long Double(long);
8: float Double(float);
9: double Double(double);
10:
11: int main()
12: {
13: int myInt = 6500;
14: long myLong = 65000;
15: float myFloat = 6.5F;
16: double myDouble = 6.5e20;
17:
18: int doubledInt;
19: long doubledLong;
20: float doubledFloat;
21: double doubledDouble;
22:
23: cout << "myInt: " << myInt << "\n";
24: cout << "myLong: " << myLong << "\n";
25: cout << "myFloat: " << myFloat << "\n";
26: cout << "myDouble: " << myDouble << "\n";
27:
28: doubledInt = Double(myInt);
29: doubledLong = Double(myLong);
30: doubledFloat = Double(myFloat);
31: doubledDouble = Double(myDouble);
32:
33: cout << "doubledInt: " << doubledInt << "\n";
34: cout << "doubledLong: " << doubledLong << "\n";
35: cout << "doubledFloat: " << doubledFloat << "\n";
36: cout << "doubledDouble: " << doubledDouble << "\n";
37:
38: return 0;
39: }
40:
41: int Double(int original)
42: {
43: cout << "In Double(int)\n";
44: return 2 * original;
45: }
46:
47: long Double(long original)
48: {
49: cout << "In Double(long)\n";
50: return 2 * original;
51: }
52:
53: float Double(float original)
54: {
55: cout << "In Double(float)\n";
56: return 2 * original;
57: }
58:
59: double Double(double original)
60: {
61: cout << "In Double(double)\n";
62: return 2 * original;
63: }
Output: myInt: 6500
myLong: 65000
myFloat: 6.5
myDouble: 6.5e+20
In Double(int)
In Double(long)
In Double(float)
In Double(double)
DoubledInt: 13000
DoubledLong: 130000
DoubledFloat: 13
DoubledDouble: 1.3e+21
Analysis: The Double()function is overloaded with int, long, float, and double. The prototypes are on lines 6-9, and the definitions are on lines 41-63.
In the body of the main program, eight local variables are declared. On lines 13-16, four of the values are initialized, and on lines 28-31, the other four are assigned the results of passing the first four to the Double() function. Note that when Double() is called, the calling function does not distinguish which one to call; it just passes in an argument, and the correct one is invoked.
The compiler examines the arguments and chooses which of the four Double() functions to call. The output reveals that each of the four was called in turn, as you would expect.
Inline Functions
When you define a function, normally the compiler creates just one set of instructions in memory. When you call the function, execution of the program jumps to those instructions, and when the function returns, execution jumps back to the next line in the calling function. If you call the function 10 times, your program jumps to the same set of instructions each time. This means there is only one copy of the function, not 10.
There is some performance overhead in jumping in and out of functions. It turns out that some functions are very small, just a line or two of code, and some efficiency can be gained if the program can avoid making these jumps just to execute one or two instructions. When programmers speak of efficiency, they usually mean speed: the program runs faster if the function call can be avoided.
If a function is declared with the keyword inline, the compiler does not create a real function: it copies the code from the inline function directly into the calling function. No jump is made; it is just as if you had written the statements of the function right into the calling function.
Note that inline functions can bring a heavy cost. If the function is called 10 times, the inline code is copied into the calling functions each of those 10 times. The tiny improvement in speed you might achieve is more than swamped by the increase in size of the executable program. Even the speed increase might be illusory. First, today's optimizing compilers do a terrific job on their own, and there is almost never a big gain from declaring a function inline. More important, the increased size brings its own performance cost.
What's the rule of thumb? If you have a small function, one or two statements, it is a candidate for inline. When in doubt, though, leave it out. Listing 5.9 demonstrates an inline function.
Demonstrates an inline function.
1: // demonstrates inline functions
2:
3: #include <iostream.h>
4:
5: inline int Double(int);
6:
7: int main()
8: {
9: int target;
10:
11: cout << "Enter a number to work with: ";
12: cin >> target;
13: cout << "\n";
14:
15: target = Double(target);
16: cout << "Target: " << target << endl;
17:
18: target = Double(target);
19: cout << "Target: " << target << endl;
20:
21:
22: target = Double(target);
23: cout << "Target: " << target << endl;
24: return 0;
25: }
26:
27: int Double(int target)
28: {
29: return 2*target;
30: }
Output: Enter a number to work with: 20
Target: 40
Target: 80
Target: 160
Analysis: On line 5, Double() is declared to be an inline function taking an int parameter and returning an int. The declaration is just like any other prototype except that the keyword inline is prepended just before the return value.
This compiles into code that is the same as if you had written the following:
target = 2 * target;
everywhere you entered
target = Double(target);
By the time your program executes, the instructions are already in place, compiled into the OBJ file. This saves a jump in the execution of the code, at the cost of a larger program.
Recursion
A function can call itself. This is called recursion, and recursion can be direct or indirect. It is direct when a function calls itself; it is indirect recursion when a function calls another function that then calls the first function.
Some problems are most easily solved by recursion, usually those in which you act on data and then act in the same way on the result. Both types of recursion, direct and indirect, come in two varieties: those that eventually end and produce an answer, and those that never end and produce a runtime failure. Programmers think that the latter is quite funny (when it happens to someone else).
It is important to note that when a function calls itself, a new copy of that function is run. The local variables in the second version are independent of the local variables in the first, and they cannot affect one another directly, any more than the local variables in main() can affect the local variables in any function it calls, as was illustrated in Listing 5.4.
To illustrate solving a problem using recursion, consider the Fibonacci series:
1,1,2,3,5,8,13,21,34...
Each number, after the second, is the sum of the two numbers before it. A Fibonacci problem might be to determine what the 12th number in the series is.
One way to solve this problem is to examine the series carefully. The first two numbers are 1. Each subsequent number is the sum of the previous two numbers. Thus, the seventh number is the sum of the sixth and fifth numbers. More generally, the nth number is the sum of n - 2 and n - 1, as long as n > 2.
Recursive functions need a stop condition. Something must happen to cause the program to stop recursing, or it will never end. In the Fibonacci series, n < 3 is a stop condition.
The algorithm to use is this:
1. Ask the user for a position in the series.
2. Call the fib() function with that position, passing in the value the user entered.
3. The fib() function examines the argument (n). If n < 3 it returns 1; otherwise, fib() calls itself (recursively) passing in n-2, calls itself again passing in n-1, and returns the sum.
If you call fib(1), it returns 1. If you call fib(2), it returns 1. If you call fib(3), it returns the sum of calling fib(2) and fib(1). Because fib(2) returns 1 and fib(1) returns 1, fib(3) will return 2.
If you call fib(4), it returns the sum of calling fib(3) and fib(2). We've established that fib(3) returns 2 (by calling fib(2) and fib(1)) and that fib(2) returns 1, so fib(4) will sum these numbers and return 3, which is the fourth number in the series.
Taking this one more step, if you call fib(5), it will return the sum of fib(4) and fib(3). We've established that fib(4) returns 3 and fib(3) returns 2, so the sum returned will be 5.
This method is not the most efficient way to solve this problem (in fib(20) the fib() function is called 13,529 times!), but it does work. Be careful: if you feed in too large a number, you'll run out of memory. Every time fib() is called, memory is set aside. When it returns, memory is freed. With recursion, memory continues to be set aside before it is freed, and this system can eat memory very quickly. Listing 5.10 implements the fib() function.
WARNING: When you run Listing 5.10, use a small number (less than 15). Because this uses recursion, it can consume a lot of memory.
Demonstrates recursion using the Fibonacci series.
1: // demonstrates recursion
2: // Fibonacci find.
3: // Finds the nth Fibonacci number
4: // Uses this algorithm: Fib(n) = fib(n-1) + fib(n-2)
5: // Stop conditions: n = 2 || n = 1
6:
7: #include <iostream.h>
8:
9: int fib(int n);
10:
11: int main()
12: {
13:
14: int n, answer;
15: cout << "Enter number to find: ";
16: cin >> n;
17:
18: cout << "\n\n";
19:
20: answer = fib(n);
21:
22: cout << answer << " is the " << n << "th Fibonacci number\n";
23: return 0;
24: }
25:
26: int fib (int n)
27: {
28: cout << "Processing fib(" << n << ")... ";
29:
30: if (n < 3 )
31: {
32: cout << "Return 1!\n";
33: return (1);
34: }
35: else
36: {
37: cout << "Call fib(" << n-2 << ") and fib(" << n-1 << ").\n";
38: return( fib(n-2) + fib(n-1));
39: }
40: }
Output: Enter number to find: 5
Processing fib(5)... Call fib(3) and fib(4).
Processing fib(3)... Call fib(1) and fib(2).
Processing fib(1)... Return 1!
Processing fib(2)... Return 1!
Processing fib(4)... Call fib(2) and fib(3).
Processing fib(2)... Return 1!
Processing fib(3)... Call fib(1) and fib(2).
Processing fib(1)... Return 1!
Processing fib(2)... Return 1!
5 is the 5th Fibonacci number
Analysis: The program asks for a number to find on line 15 and assigns that number to target. It then calls fib() with the target. Execution branches to the fib() function, where, on line 28, it prints its argument.
The argument n is tested to see whether it equals 1 or 2 on line 30; if so, fib() returns. Otherwise, it returns the sums of the values returned by calling fib() on n-2 and n-1.
In the example, n is 5 so fib(5) is called from main(). Execution jumps to the fib() function, and n is tested for a value less than 3 on line 30. The test fails, so fib(5) returns the sum of the values returned by fib(3) and fib(4). That is, fib() is called on n-2 (5 - 2 = 3) and n-1 (5 - 1 = 4). fib(4) will return 3 and fib(3) will return 2, so the final answer will be 5.
Because fib(4) passes in an argument that is not less than 3, fib() will be called again, this time with 3 and 2. fib(3) will in turn call fib(2) and fib(1). Finally, the calls to fib(2) and fib(1) will both return 1, because these are the stop conditions.
The output traces these calls and the return values. Compile, link, and run this program, entering first 1, then 2, then 3, building up to 6, and watch the output carefully. Then, just for fun, try the number 20. If you don't run out of memory, it makes quite a show!
Recursion is not used often in C++ programming, but it can be a powerful and elegant tool for certain needs.
Basic Classes
Classes extend the built-in capabilities of C++ to assist you in representing and solving complex, real-world problems. Today you will learn
What classes and objects are.
How to define a new class and create objects of that class.
What member functions and member data are.
What constructors are and how to use them.
Creating New Types
You've already learned about a number of variable types, including unsigned integers and characters. The type of a variable tells you quite a bit about it. For example, if you declare Height and Width to be unsigned integers, you know that each one can hold a number between 0 and 65,535, assuming an integer is two bytes. That is the meaning of saying they are unsigned integers; trying to hold anything else in these variables causes an error. You can't store your name in an unsigned short integer, and you shouldn't try.
Just by declaring these variables to be unsigned short integers, you know that it is possible to add Height to Width and to assign that number to another number.
The type of these variables tells you:
Their size in memory.
What information they can hold.
What actions can be performed on them.
More generally, a type is a category. Familiar types include car, house, person, fruit, and shape. In C++, the programmer can create any type needed, and each of these new types can have all the functionality and power of the built-in types.
Why Create a New Type?
Programs are usually written to solve real-world problems, such as keeping track of employee records or simulating the workings of a heating system. Although it is possible to solve complex problems by using programs written with only integers and characters, it is far easier to grapple with large, complex problems if you can create representations of the objects that you are talking about. In other words, simulating the workings of a heating system is easier if you can create variables that represent rooms, heat sensors, thermostats, and boilers. The closer these variables correspond to reality, the easier it is to write the program.
Classes and Members
You make a new type by declaring a class. A class is just a collection of variables--often of different types--combined with a set of related functions.
One way to think about a car is as a collection of wheels, doors, seats, windows, and so forth. Another way is to think about what a car can do: It can move, speed up, slow down, stop, park, and so on. A class enables you to encapsulate, or bundle, these various parts and various functions into one collection, which is called an object.
Encapsulating everything you know about a car into one class has a number of advantages for a programmer. Everything is in one place, which makes it easy to refer to, copy, and manipulate the data. Likewise, clients of your class--that is, the parts of the program that use your class--can use your object without worry about what is in it or how it works.
A class can consist of any combination of the variable types and also other class types. The variables in the class are referred to as the member variables or data members. A Car class might have member variables representing the seats, radio type, tires, and so forth.
New Term: Member variables , also known as data members , are the variables in your class. Member variables are part of your class, just like the wheels and engine are part of your car.
The functions in the class typically manipulate the member variables. They are referred to as member functions or methods of the class. Methods of the Car class might include Start() and Brake(). A Cat class might have data members that represent age and weight; its methods might include Sleep(), Meow(), and ChaseMice().
New Term: Member functions , also known as methods , are the functions in your class. Member functions are as much a part of your class as the member variables. They determine what the objects of your class can do.
Declaring a Class
To declare a class, use the class keyword followed by an opening brace, and then list the data members and methods of that class. End the declaration with a closing brace and a semicolon. Here's the declaration of a class called Cat:
class Cat
{
unsigned int itsAge;
unsigned int itsWeight;
Meow();
};
Declaring this class doesn't allocate memory for a Cat. It just tells the compiler what a Cat is, what data it contains (itsAge and itsWeight), and what it can do (Meow()). It also tells the compiler how big a Cat is--that is, how much room the compiler must set aside for each Cat that you create. In this example, if an integer is two bytes, a Cat is only four bytes big: itsAge is two bytes, and itsWeight is another two bytes. Meow() takes up no room, because no storage space is set aside for member functions (methods).
A Word on Naming Conventions
As a programmer, you must name all your member variables, member functions, and classes. "Variables and Constants," these should be easily understood and meaningful names. Cat, Rectangle, and Employee are good class names. Meow(), ChaseMice(), and StopEngine() are good function names, because they tell you what the functions do. Many programmers name the member variables with the prefix its, as in itsAge, itsWeight, and itsSpeed. This helps to distinguish member variables from nonmember variables.
C++ is case-sensitive, and all class names should follow the same pattern. That way you never have to check how to spell your class name; was it Rectangle, rectangle, or RECTANGLE? Some programmers like to prefix every class name with a particular letter--for example, cCat or cPerson--whereas others put the name in all uppercase or all lowercase. The convention that I use is to name all classes with initial-capitalization, as in Cat and Person.
Similarly, many programmers begin all functions with capital letters and all variables with lowercase. Words are usually separated with an underbar--as in Chase_Mice--or by capitalizing each word--for example, ChaseMice or DrawCircle.
The important idea is that you should pick one style and stay with it through each program. Over time, your style will evolve to include not only naming conventions, but also indentation, alignment of braces, and commenting style.
NOTE: It's common for development companies to have house standards for many style issues. This ensures that all developers can easily read one another's code.
Defining an Object
You define an object of your new type just as you define an integer variable:
unsigned int GrossWeight; // define an unsigned integer
Cat Frisky; // define a Cat
This code defines a variable called Gross Weight whose type is an unsigned integer. It also defines Frisky, which is an object whose class (or type) is Cat.
Classes Versus Objects
You never pet the definition of a cat; you pet individual cats. You draw a distinction between the idea of a cat, and the particular cat that right now is shedding all over your living room. In the same way, C++ differentiates between the class Cat, which is the idea of a cat, and each individual Cat object. Thus, Frisky is an object of type Cat in the same way in which GrossWeight is a variable of type unsigned int.
New Term: An object is an individual instance of a class.
Accessing Class Members
Once you define an actual Cat object--for example, Frisky--you use the dot operator (.) to access the members of that object. Therefore, to assign 50 to Frisky's Weight member variable, you would write
Frisky.Weight = 50;
In the same way, to call the Meow() function, you would write
Frisky.Meow();
When you use a class method, you call the method. In this example, you are calling Meow() on Frisky.
Assign to Objects, Not to Classes
In C++ you don't assign values to types; you assign values to variables. For example, you would never write
int = 5; // wrong
The compiler would flag this as an error, because you can't assign 5 to an integer. Rather, you must define an integer variable and assign 5 to that variable. For example,
int x; // define x to be an int
x = 5; // set x's value to 5
This is a shorthand way of saying, "Assign 5 to the variable x, which is of type int." In the same way, you wouldn't write
Cat.age=5; // wrong
???
The compiler would flag this as an error, because you can't assign 5 to the age part of a Cat. Rather, you must define a Cat object and assign 5 to that object. For example,
Cat Frisky; // just like int x;
Frisky.age = 5; // just like x = 5;
If You Dont Declare It, Your Class Wont Have It
Try this experiment: Walk up to a three-year-old and show her a cat. Then say, "This is Frisky. Frisky knows a trick. Frisky, bark." The child will giggle and say, "No, silly, cats can't bark."
If you wrote
Cat Frisky; // make a Cat named Frisky
Frisky.Bark() // tell Frisky to bark
the compiler would say, No, silly, Cats can't bark. (Your compiler's wording may vary). The compiler knows that Frisky can't bark because the Cat class doesn't have a Bark() function. The compiler wouldn't even let Frisky meow if you didn't define a Meow() function.
DO use the keyword class to declare a class. DON'T confuse a declaration with a definition. A declaration says what a class is. A definition sets aside memory for an object. DON'T confuse a class with an object. DON'T assign values to a class. Assign values to the data members of an object. DO use the dot operator (.) to access class members and functions.
Private Versus Public
Other keywords are used in the declaration of a class. Two of the most important are public and private.
All members of a class--data and methods--are private by default. Private members can be accessed only within methods of the class itself. Public members can be accessed through any object of the class. This distinction is both important and confusing. To make it a bit clearer, consider an example from earlier in this chapter:
class Cat
{
unsigned int itsAge;
unsigned int itsWeight;
Meow();
};
In this declaration, itsAge, itsWeight, and Meow() are all private, because all members of a class are private by default. This means that unless you specify otherwise, they are private.
However, if you write
Cat Boots;
Boots.itsAge=5; // error! can't access private data!
the compiler flags this as an error. In effect, you've said to the compiler, "I'll access itsAge, itsWeight, and Meow() only from within member functions of the Cat class." Yet here you've accessed the itsAge member variable of the Boots object from outside a Cat method. Just because Boots is an object of class Cat, that doesn't mean that you can access the parts of Boots that are private.
This is a source of endless confusion to new C++ programmers. I can almost hear you yelling, "Hey! I just said Boots is a cat. Why can't Boots access his own age?" The answer is that Boots can, but you can't. Boots, in his own methods, can access all his parts--public and private. Even though you've created a Cat, that doesn't mean that you can see or change the parts of it that are private.
The way to use Cat so that you can access the data members is
class Cat
{
public:
unsigned int itsAge;
unsigned int itsWeight;
Meow();
};
Now itsAge, itsWeight, and Meow() are all public. Boots.itsAge=5 compiles without problems.
shows the declaration of a Cat class with public member variables.
Accessing the public members of a simple class.
1: // Demonstrates declaration of a class and
2: // definition of an object of the class,
3:
4: #include <iostream.h> // for cout
5:
6: class Cat // declare the class object
7: {
8: public: // members which follow are public
9: int itsAge;
10: int itsWeight;
11: };
12:
13:
14: void main()
15: {
16: Cat Frisky;
17: Frisky.itsAge = 5; // assign to the member variable
18: cout << "Frisky is a cat who is " ;
19: cout << Frisky.itsAge << " years old.\n";
20:
Output: Frisky is a cat who is 5 years old.
Analysis: Line 6 contains the keyword class. This tells the compiler that what follows is a declaration. The name of the new class comes after the keyword class. In this case, it is Cat.
The body of the declaration begins with the opening brace in line 7 and ends with a closing brace and a semicolon in line 11. Line 8 contains the keyword public, which indicates that everything that follows is public until the keyword private or the end of the class declaration.
Lines 9 and 10 contain the declarations of the class members itsAge and itsWeight.
Line 14 begins the main function of the program. Frisky is defined in line 16 as an instance of a Cat--that is, as a Cat object. Frisky's age is set in line 17 to 5. In lines 18 and 19, the itsAge member variable is used to print out a message about Frisky.
NOTE: Try commenting out line 8 and try to recompile. You will receive an error on line 17 because itsAge will no longer have public access. The default for classes is private access.
Make Member Data Private
As a general rule of design, you should keep the member data of a class private. Therefore, you must create public functions known as accessor methods to set and get the private member variables. These accessor methods are the member functions that other parts of your program call to get and set your private member variables.
New Term: A public accessor method is a class member function used either to read the value of a private class member variable or to set its value.
Why bother with this extra level of indirect access? After all, it is simpler and easier to use the data, instead of working through accessor functions.
Accessor functions enable you to separate the details of how the data is stored from how it is used. This enables you to change how the data is stored without having to rewrite functions that use the data.
If a function that needs to know a Cat's age accesses itsAge directly, that function would need to be rewritten if you, as the author of the Cat class, decided to change how that data is stored. By having the function call GetAge(), your Cat class can easily return the right value no matter how you arrive at the age. The calling function doesn't need to know whether you are storing it as an unsigned integer or a long, or whether you are computing it as needed.
This technique makes your program easier to maintain. It gives your code a longer life because design changes don't make your program obsolete.
Listing 6.2 shows the Cat class modified to include private member data and public accessor methods. Note that this is not an executable listing.
. A class with accessor methods.
1: // Cat class declaration
2: // Data members are private, public accessor methods
3: // mediate setting and getting the values of the private data
4:
5: class Cat
6: {
7: public:
8: // public accessors
9: unsigned int GetAge();
10: void SetAge(unsigned int Age);
11:
12: unsigned int GetWeight();
13: void SetWeight(unsigned int Weight);
14:
15: // public member functions
16: Meow();
17:
18: // private member data
19: private:
20: unsigned int itsAge;
21: unsigned int itsWeight;
22:
23: };
Analysis: This class has five public methods. Lines 9 and 10 contain the accessor methods for itsAge. Lines 12 and 13 contain the accessor methods for itsWeight. These accessor functions set the member variables and return their values.
The public member function Meow() is declared in line 16. Meow() is not an accessor function. It doesn't get or set a member variable; it performs another service for the class, printing the word Meow.
The member variables themselves are declared in lines 20 and 21.
To set Frisky's age, you would pass the value to the SetAge() method, as in
Cat Frisky;
Frisky.SetAge(5); // set Frisky's age using the public accessor
Privacy Versus Security
Declaring methods or data private enables the compiler to find programming mistakes before they become bugs. Any programmer worth his consulting fees can find a way around privacy if he wants to. Stroustrup, the inventor of C++, said, "The C++ access control mechanisms provide protection against accident--not against fraud." (ARM, 1990.)
The class keyword
Syntax for the class keyword is as follows.
class class_name
{
// access control keywords here
// class variables and methods declared here
};
You use the class keyword to declare new types. A class is a collection of class member data, which are variables of various types, including other classes. The class also contains class functions--or methods--which are functions used to manipulate the data in the class and to perform other services for the class. You define objects of the new type in much the same way in which you define any variable. State the type (class) and then the variable name (the object). You access the class members and functions by using the dot (.) operator. You use access control keywords to declare sections of the class as public or private. The default for access control is private. Each keyword changes the access control from that point on to the end of the class or until the next access control keyword. Class declarations end with a closing brace and a semicolon. Example 1
class Cat
{
public:
unsigned int Age;
unsigned int Weight;
void Meow();
};
Cat Frisky;
Frisky.Age = 8;
Frisky.Weight = 18;
Frisky.Meow();
Example
class Car
{
public: // the next five are public
void Start();
void Accelerate();
void Brake();
void SetYear(int year);
int GetYear();
private: // the rest is private
int Year;
Char Model [255];
}; // end of class declaration
Car OldFaithful; // make an instance of car
int bought; // a local variable of type int
OldFaithful.SetYear(84) ; // assign 84 to the year
bought = OldFaithful.GetYear(); // set bought to 84
OldFaithful.Start(); // call the start method
DO declare member variables private. DO use public accessor methods. DON'T try to use private member variables from outside the class. DO access private member variables from within class member functions.
Implementing Class Methods
As you've seen, an accessor function provides a public interface to the private member data of the class. Each accessor function, along with any other class methods that you declare, must have an implementation. The implementation is called the function definition.
A member function definition begins with the name of the class, followed by two colons, the name of the function, and its parameters. Listing 6.3 shows the complete declaration of a simple Cat class and the implementation of its accessor function and one general class member function.
Implementing the methods of a simple class.
1: // Demonstrates declaration of a class and
2: // definition of class methods,
3:
4: #include <iostream.h> // for cout
5:
6: class Cat // begin declaration of the class
7: {
8: public: // begin public section
9: int GetAge(); // accessor function
10: void SetAge (int age); // accessor function
11: void Meow(); // general function
12: private: // begin private section
13: int itsAge; // member variable
14: };
15:
16: // GetAge, Public accessor function
17: // returns value of itsAge member
18: int Cat::GetAge()
19: {
20: return itsAge;
21: }
22:
23: // definition of SetAge, public
24: // accessor function
25: // returns sets itsAge member
26: void Cat::SetAge(int age)
27: {
28: // set member variable its age to
29: // value passed in by parameter age
30: itsAge = age;
31: }
32:
33: // definition of Meow method
34: // returns: void
35: // parameters: None
36: // action: Prints "meow" to screen
37: void Cat::Meow()
38: {
39: cout << "Meow.\n";
40: }
41:
42: // create a cat, set its age, have it
43: // meow, tell us its age, then meow again.
44: int main()
45: {
46: Cat Frisky;
47: Frisky.SetAge(5);
48: Frisky.Meow();
49: cout << "Frisky is a cat who is " ;
50: cout << Frisky.GetAge() << " years old.\n";
51: Frisky.Meow();
52; return 0;
53: }
Output: Meow.
Frisky is a cat who is 5 years old.
Meow.
Analysis: Lines 6-14 contain the definition of the Cat class. Line 8 contains the keyword public, which tells the compiler that what follows is a set of public members. Line 9 has the declaration of the public accessor method GetAge(). GetAge() provides access to the private member variable itsAge, which is declared in line 13. Line 10 has the public accessor function SetAge(). SetAge() takes an integer as an argument and sets itsAge to the value of that argument.
Line 11 has the declaration of the class method Meow(). Meow() is not an accessor function. Here it is a general method that prints the word Meow to the screen.
Line 12 begins the private section, which includes only the declaration in line 13 of the private member variable itsAge. The class declaration ends with a closing brace and semicolon in line 14.
Lines 18-21 contain the definition of the member function GetAge(). This method takes no parameters; it returns an integer. Note that class methods include the class name followed by two colons and the function name (Line 18). This syntax tells the compiler that the GetAge() function that you are defining here is the one that you declared in the Cat class. With the exception of this header line, the GetAge() function is created like any other function.
The GetAge() function takes only one line; it returns the value in itsAge. Note that the main() function cannot access itsAge because itsAge is private to the Cat class. The main() function has access to the public method GetAge(). Because GetAge() is a member function of the Cat class, it has full access to the itsAge variable. This access enables GetAge() to return the value of itsAge to main().
Line 26 contains the definition of the SetAge() member function. It takes an integer parameter and sets the value of itsAge to the value of that parameter in line 30. Because it is a member of the Cat class, SetAge() has direct access to the member variable itsAge.
Line 37 begins the definition, or implementation, of the Meow() method of the Cat class. It is a one-line function that prints the word Meow to the screen, followed by a new line. Remember that the \n character prints a new line to the screen.
Line 44 begins the body of the program with the familiar main() function. In this case, it takes no arguments and returns void. In line 46, main() declares a Cat named Frisky. In line 47, the value 5 is assigned to the itsAge member variable by way of the SetAge() accessor method. Note that the method is called by using the class name (Frisky) followed by the member operator (.) and the method name (SetAge()). In this same way, you can call any of the other methods in a class.
Line 48 calls the Meow() member function, and line 49 prints a message using the GetAge() accessor. Line 51 calls Meow() again.
Constructors and Destructors
There are two ways to define an integer variable. You can define the variable and then assign a value to it later in the program. For example,
int Weight; // define a variable
... // other code here
Weight = 7; // assign it a value
Or you can define the integer and immediately initialize it. For example,
int Weight = 7; // define and initialize to 7
Initialization combines the definition of the variable with its initial assignment. Nothing stops you from changing that value later. Initialization ensures that your variable is never without a meaningful value.
How do you initialize the member data of a class? Classes have a special member function called a constructor. The constructor can take parameters as needed, but it cannot have a return value--not even void. The constructor is a class method with the same name as the class itself.
Whenever you declare a constructor, you'll also want to declare a destructor. Just as constructors create and initialize objects of your class, destructors clean up after your object and free any memory you might have allocated. A destructor always has the name of the class, preceded by a tilde (~). Destructors take no arguments and have no return value. Therefore, the Cat declaration includes
~Cat();
Default Constructors and Destructors
If you don't declare a constructor or a destructor, the compiler makes one for you. The default constructor and destructor take no arguments and do nothing.
What good is a constructor that does nothing? In part, it is a matter of form. All objects must be constructed and destructed, and these do-nothing functions are called at the right time. However, to declare an object without passing in parameters, such as
Cat Rags; // Rags gets no parameters
you must have a constructor in the form
Cat();
When you define an object of a class, the constructor is called. If the Cat constructor took two parameters, you might define a Cat object by writing
Cat Frisky (5,7);
If the constructor took one parameter, you would write
Cat Frisky (3);
In the event that the constructor takes no parameters at all, you leave off the parentheses and write
Cat Frisky ;
This is an exception to the rule that states all functions require parentheses, even if they take no parameters. This is why you are able to write
Cat Frisky;
which is a call to the default constructor. It provides no parameters, and it leaves off the parentheses. You don't have to use the compiler-provided default constructor. You are always free to write your own constructor with no parameters. Even constructors with no parameters can have a function body in which they initialize their objects or do other work.
As a matter of form, if you declare a constructor, be sure to declare a destructor, even if your destructor does nothing. Although it is true that the default destructor would work correctly, it doesn't hurt to declare your own. It makes your code clearer.
Listing 6.4 rewrites the Cat class to use a constructor to initialize the Cat object, setting its age to whatever initial age you provide, and it demonstrates where the destructor is called.
Using constructors and destructors.
1: // Demonstrates declaration of a constructors and
2: // destructor for the Cat class
3:
4: #include <iostream.h> // for cout
5:
6: class Cat // begin declaration of the class
7: {
8: public: // begin public section
9: Cat(int initialAge); // constructor
10: ~Cat(); // destructor
11: int GetAge(); // accessor function
12: void SetAge(int age); // accessor function
13: void Meow();
14: private: // begin private section
15: int itsAge; // member variable
16: };
17:
18: // constructor of Cat,
19: Cat::Cat(int initialAge)
20: {
21: itsAge = initialAge;
22: }
23:
24: Cat::~Cat() // destructor, takes no action
25: {
26: }
27:
28: // GetAge, Public accessor function
29: // returns value of itsAge member
30: int Cat::GetAge()
31: {
32: return itsAge;
33: }
34:
35: // Definition of SetAge, public
36: // accessor function
37:
38: void Cat::SetAge(int age)
39: {
40: // set member variable its age to
41: // value passed in by parameter age
42: itsAge = age;
43: }
44:
45: // definition of Meow method
46: // returns: void
47: // parameters: None
48: // action: Prints "meow" to screen
49: void Cat::Meow()
50: {
51: cout << "Meow.\n";
52: }
53:
54: // create a cat, set its age, have it
55 // meow, tell us its age, then meow again.
56: int main()
57: {
58: Cat Frisky(5);
59: Frisky.Meow();
60: cout << "Frisky is a cat who is " ;
61: cout << Frisky.GetAge() << " years old.\n";
62: Frisky.Meow();
63: Frisky.SetAge(7);
64: cout << "Now Frisky is " ;
65: cout << Frisky.GetAge() << " years old.\n";
66; return 0;
67: }
Output: Meow.
Frisky is a cat who is 5 years old.
Meow.
Now Frisky is 7 years old.
Analysis: Listing 6.4 is similar to 6.3, except that line 9 adds a constructor that takes an integer. Line 10 declares the destructor, which takes no parameters. Destructors never take parameters, and neither constructors nor destructors return a value--not even void.
Lines 19-22 show the implementation of the constructor. It is similar to the implementation of the SetAge() accessor function. There is no return value.
Lines 24-26 show the implementation of the destructor ~Cat(). This function does nothing, but you must include the definition of the function if you declare it in the class declaration.
Line 58 contains the definition of a Cat object, Frisky. The value 5 is passed in to Frisky's constructor. There is no need to call SetAge(), because Frisky was created with the value 5 in its member variable itsAge, as shown in line 61. In line 63, Frisky's itsAge variable is reassigned to 7. Line 65 prints the new value.
DO use constructors to initialize your objects. DON'T give constructors or destructors a return value. DON'T give destructors parameters.
const Member Functions
If you declare a class method const, you are promising that the method won't change the value of any of the members of the class. To declare a class method constant, put the keyword const after the parentheses but before the semicolon. The declaration of the constant member function SomeFunction() takes no arguments and returns void. It looks like this:
void SomeFunction() const;
Accessor functions are often declared as constant functions by using the const modifier. The Cat class has two accessor functions:
void SetAge(int anAge);
int GetAge();
SetAge() cannot be const because it changes the member variable itsAge. GetAge(), on the other hand, can and should be const because it doesn't change the class at all. GetAge() simply returns the current value of the member variable itsAge. Therefore, the declaration of these functions should be written like this:
void SetAge(int anAge);
int GetAge() const;
If you declare a function to be const, and the implementation of that function changes the object by changing the value of any of its members, the compiler flags it as an error. For example, if you wrote GetAge() in such a way that it kept count of the number of times that the Cat was asked its age, it would generate a compiler error. This is because you would be changing the Cat object by calling this method.
NOTE: Use const whenever possible. Declare member functions to be const whenever they should not change the object. This lets the compiler help you find errors; it's faster and less expensive than doing it yourself.
It is good programming practice to declare as many methods to be const as possible. Each time you do, you enable the compiler to catch your errors, instead of letting your errors become bugs that will show up when your program is running.
Interface Versus Implementation
As you've learned, clients are the parts of the program that create and use objects of your class. You can think of the interface to your class--the class declaration--as a contract with these clients. The contract tells what data your class has available and how your class will behave.
For example, in the Cat class declaration, you create a contract that every Cat will have a member variable itsAge that can be initialized in its constructor, assigned to by its SetAge() accessor function, and read by its GetAge() accessor. You also promise that every Cat will know how to Meow().
If you make GetAge() a const function--as you should--the contract also promises that GetAge() won't change the Cat on which it is called.
C++ is strongly typed, which means that the compiler enforces these contracts by giving you a compiler error when you violate them. Listing 6.5 demonstrates a program that doesn't compile because of violations of these contracts.
WARNING: does not compile!
A demonstration of violations of the interface.
1: // Demonstrates compiler errors
2:
3:
4: #include <iostream.h> // for cout
5:
6: class Cat
7: {
8: public:
9: Cat(int initialAge);
10: ~Cat();
11: int GetAge() const; // const accessor function
12: void SetAge (int age);
13: void Meow();
14: private:
15: int itsAge;
16: };
17:
18: // constructor of Cat,
19: Cat::Cat(int initialAge)
20: {
21: itsAge = initialAge;
21: cout << "Cat Constructor\n";
22: }
23:
24: Cat::~Cat() // destructor, takes no action
25: {
26: cout << "Cat Destructor\n";
27: }
28: // GetAge, const function
29: // but we violate const!
30: int Cat::GetAge() const
31: {
32: return (itsAge++); // violates const!
33: }
34:
35: // definition of SetAge, public
36: // accessor function
37:
38: void Cat::SetAge(int age)
39: {
40: // set member variable its age to
41: // value passed in by parameter age
42: itsAge = age;
43: }
44:
45: // definition of Meow method
46: // returns: void
47: // parameters: None
48: // action: Prints "meow" to screen
49: void Cat::Meow()
50: {
51: cout << "Meow.\n";
52: }
53:
54: // demonstrate various violations of the
55 // interface, and resulting compiler errors
56: int main()
57: {
58: Cat Frisky; // doesn't match declaration
59: Frisky.Meow();
60: Frisky.Bark(); // No, silly, cat's can't bark.
61: Frisky.itsAge = 7; // itsAge is private
62: return 0;
63: }
Analysis: As it is written, this program doesn't compile. Therefore, there is no output.
This program was fun to write because there are so many errors in it.
Line 11 declares GetAge() to be a const accessor function--as it should be. In the body of GetAge(), however, in line 32, the member variable itsAge is incremented. Because this method is declared to be const, it must not change the value of itsAge. Therefore, it is flagged as an error when the program is compiled.
In line 13, Meow() is not declared const. Although this is not an error, it is bad programming practice. A better design takes into account that this method doesn't change the member variables of Cat. Therefore, Meow() should be const.
Line 58 shows the definition of a Cat object, Frisky. Cats now have a constructor, which takes an integer as a parameter. This means that you must pass in a parameter. Because there is no parameter in line 58, it is flagged as an error.
Line 60 shows a call to a class method, Bark(). Bark() was never declared. Therefore, it is illegal.
Line 61 shows itsAge being assigned the value 7. Because itsAge is a private data member, it is flagged as an error when the program is compiled.
Classes with Other Classes as Member Data
It is not uncommon to build up a complex class by declaring simpler classes and including them in the declaration of the more complicated class. For example, you might declare a wheel class, a motor class, a transmission class, and so forth, and then combine them into a car class. This declares a has-a relationship. A car has a motor, it has wheels, and it has a transmission.
Consider a second example. A rectangle is composed of lines. A line is defined by two points. A point is defined by an x-coordinate and a y-coordinate. Listing 6.8 shows a complete declaration of a Rectangle class, as might appear in RECTANGLE.HPP. Because a rectangle is defined as four lines connecting four points and each point refers to a coordinate on a graph, we first declare a Point class, to hold the x,y coordinates of each point. Listing 6.9 shows a complete declaration of both classes.
Declaring a complete class.
1: // Begin Rect.hpp
2: #include <iostream.h>
3: class Point // holds x,y coordinates
4: {
5: // no constructor, use default
6: public:
7: void SetX(int x) { itsX = x; }
8: void SetY(int y) { itsY = y; }
9: int GetX()const { return itsX;}
10: int GetY()const { return itsY;}
11: private:
12: int itsX;
13: int itsY;
14: }; // end of Point class declaration
15:
16:
17: class Rectangle
18: {
19: public:
20: Rectangle (int top, int left, int bottom, int right);
21: ~Rectangle () {}
22:
23: int GetTop() const { return itsTop; }
24: int GetLeft() const { return itsLeft; }
25: int GetBottom() const { return itsBottom; }
26: int GetRight() const { return itsRight; }
27:
28: Point GetUpperLeft() const { return itsUpperLeft; }
29: Point GetLowerLeft() const { return itsLowerLeft; }
30: Point GetUpperRight() const { return itsUpperRight; }
31: Point GetLowerRight() const { return itsLowerRight; }
32:
33: void SetUpperLeft(Point Location) {itsUpperLeft = Location;}
34: void SetLowerLeft(Point Location) {itsLowerLeft = Location;}
35: void SetUpperRight(Point Location) {itsUpperRight = Location;}
36: void SetLowerRight(Point Location) {itsLowerRight = Location;}
37:
38: void SetTop(int top) { itsTop = top; }
39: void SetLeft (int left) { itsLeft = left; }
40: void SetBottom (int bottom) { itsBottom = bottom; }
41: void SetRight (int right) { itsRight = right; }
42:
43: int GetArea() const;
44:
45: private:
46: Point itsUpperLeft;
47: Point itsUpperRight;
48: Point itsLowerLeft;
49: Point itsLowerRight;
50: int itsTop;
51: int itsLeft;
52: int itsBottom;
53: int itsRight;
54: };
55: // end Rect.hpp
Listing 6.9. RECT.CPP.
1: // Begin rect.cpp
2: #include "rect.hpp"
3: Rectangle::Rectangle(int top, int left, int bottom, int right)
4: {
5: itsTop = top;
6: itsLeft = left;
7: itsBottom = bottom;
8: itsRight = right;
9:
10: itsUpperLeft.SetX(left);
11: itsUpperLeft.SetY(top);
12:
13: itsUpperRight.SetX(right);
14: itsUpperRight.SetY(top);
15:
16: itsLowerLeft.SetX(left);
17: itsLowerLeft.SetY(bottom);
18:
19: itsLowerRight.SetX(right);
20: itsLowerRight.SetY(bottom);
21: }
22:
23:
24: // compute area of the rectangle by finding corners,
25: // establish width and height and then multiply
26: int Rectangle::GetArea() const
27: {
28: int Width = itsRight-itsLeft;
29: int Height = itsTop - itsBottom;
30: return (Width * Height);
31: }
32:
33: int main()
34: {
35: //initialize a local Rectangle variable
36: Rectangle MyRectangle (100, 20, 50, 80 );
37:
38: int Area = MyRectangle.GetArea();
39:
40: cout << "Area: " << Area << "\n";
41: cout << "Upper Left X Coordinate: ";
42: cout << MyRectangle.GetUpperLeft().GetX();
43: return 0;
44: }
Output: Area: 3000
Upper Left X Coordinate: 20
Analysis: Lines 3-14 in Listing 6.8 declare the class Point, which is used to hold a specific x,y coordinate on a graph. As written, this program doesn't use Points much. However, other drawing methods require Points.
Within the declaration of the class Point, you declare two member variables (itsX and itsY) on lines 12 and 13. These variables hold the values of the coordinates. As the x-coordinate increases, you move to the right on the graph. As the y-coordinate increases, you move upward on the graph. Other graphs use different systems. Some windowing programs, for example, increase the y-coordinate as you move down in the window.
The Point class uses inline accessor functions to get and set the X and Y points declared on lines 7-10. Points use the default constructor and destructor. Therefore, you must set their coordinates explicitly.
Line 17 begins the declaration of a Rectangle class. A Rectangle consists of four points that represent the corners of the Rectangle.
The constructor for the Rectangle (line 20) takes four integers, known as top, left, bottom, and right. The four parameters to the constructor are copied into four member variables (Listing 6.9) and then the four Points are established.
In addition to the usual accessor functions, Rectangle has a function GetArea() declared in line 43. Instead of storing the area as a variable, the GetArea() function computes the area on lines 28-29 of Listing 6.9. To do this, it computes the width and the height of the rectangle, and then it multiplies these two values.
Getting the x-coordinate of the upper-left corner of the rectangle requires that you access the UpperLeft point, and ask that point for its X value. Because GetUpperLeft()is ()a method of Rectangle, it can directly access the private data of Rectangle, including itsUpperLeft. Because itsUpperLeft is a Point and Point's itsX value is private, GetUpperLeft() cannot directly access this data. Rather, it must use the public accessor function GetX() to obtain that value.
Line 33 of Listing 6.9 is the beginning of the body of the actual program. Until line 36, no memory has been allocated, and nothing has really happened. The only thing you've done is tell the compiler how to make a point and how to make a rectangle, in case one is ever needed.
In line 36, you define a Rectangle by passing in values for Top, Left, Bottom, and Right.
In line 38, you make a local variable, Area, of type int. This variable holds the area of the Rectangle that you've created. You initialize Area with the value returned by Rectangle's GetArea() function.
A client of Rectangle could create a Rectangle object and get its area without ever looking at the implementation of GetArea().
RECT.HPP is shown in Listing 6.8. Just by looking at the header file, which contains the declaration of the Rectangle class, the programmer knows that GetArea() returns an int. How GetArea() does its magic is not of concern to the user of class Rectangle. In fact, the author of Rectangle could change GetArea() without affecting the programs that use the Rectangle class.
while Loops
A while loop causes your program to repeat a sequence of statements as long as the starting condition remains true. In the example of goto, in Listing 7.1, the counter was incremented until it was equal to 5. shows the same program rewritten to take advantage of a while loop.
while loops.
1: //
2: // Looping with while
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter = 0; // initialize the condition
9:
10: while(counter < 5) // test condition still true
11: {
12: counter++; // body of the loop
13: cout << "counter: " << counter << "\n";
14: }
15:
16: cout << "Complete. Counter: " << counter << ".\n";
17: return 0;
18: }
Output: counter: 1
counter: 2
counter: 3
counter: 4
counter: 5
Complete. Counter: 5.
Analysis: This simple program demonstrates the fundamentals of the while loop. A condition is tested, and if it is true, the body of the while loop is executed. In this case, the condition tested on line 10 is whether counter is less than 5. If the condition is true, the body of the loop is executed; on line 12 the counter is incremented, and on line 13 the value is printed. When the conditional statement on line 10 fails (when counter is no longer less than 5), the entire body of the while loop (lines 11-14) is skipped. Program execution falls through to line 15.
The while Statement
The syntax for the while statement is as follows:
while ( condition )
statement;
condition is any C++ expression, and statement is any valid C++ statement or block of statements. When condition evaluates to TRUE (1), statement is executed, and then condition is tested again. This continues until condition tests FALSE, at which time the while loop terminates and execution continues on the first line below statement.
Example
// count to 10
int x = 0;
while (x < 10)
cout << "X: " << x++;
More Complicated while Statements
The condition tested by a while loop can be as complex as any legal C++ expression. This can include expressions produced using the logical && (AND), || (OR), and ! (NOT) operators. Listing 7.3 is a somewhat more complicated while statement.
Complex while loops.
1: //
2: // Complex while statements
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: unsigned short small;
9: unsigned long large;
10: const unsigned short MAXSMALL=65535;
11:
12: cout << "Enter a small number: ";
13: cin >> small;
14: cout << "Enter a large number: ";
15: cin >> large;
16:
17: cout << "small: " << small << "...";
18:
19: // for each iteration, test three conditions
20: while (small < large && large > 0 && small < MAXSMALL)
21:
22: {
23: if (small % 5000 == 0) // write a dot every 5k lines
24: cout << ".";
25:
26: small++;
27:
28: large-=2;
29: }
30:
31: cout << "\nSmall: " << small << " Large: " << large << endl;
32: return 0;
33: }
Output: Enter a small number: 2
Enter a large number: 100000
small: 2.........
Small: 33335 Large: 33334
Analysis: This program is a game. Enter two numbers, one small and one large. The smaller number will count up by ones, and the larger number will count down by twos. The goal of the game is to guess when they'll meet.
On lines 12-15, the numbers are entered. Line 20 sets up a while loop, which will continue only as long as three conditions are met:
small is not bigger than large.
large isn't negative.
small doesn't overrun the size of a small integer (MAXSMALL).
On line 23, the value in small is calculated modulo 5,000. This does not change the value in small; however, it only returns the value 0 when small is an exact multiple of 5,000. Each time it is, a dot (.) is printed to the screen to show progress. On line 26, small is incremented, and on line 28, large is decremented by 2.
When any of the three conditions in the while loop fails, the loop ends and execution of the program continues after the while loop's closing brace on line 29.
NOTE: The modulus operator (%) and compound conditions are covered on Day 3, "Variables and Constants."
continue and break
At times you'll want to return to the top of a while loop before the entire set of statements in the while loop is executed. The continue statement jumps back to the top of the loop.
At other times, you may want to exit the loop before the exit conditions are met. The break statement immediately exits the while loop, and program execution resumes after the closing brace.
demonstrates the use of these statements. This time the game has become more complicated. The user is invited to enter a small number and a large number, a skip number, and a target number. The small number will be incremented by one, and the large number will be decremented by 2. The decrement will be skipped each time the small number is a multiple of the skip. The game ends if small becomes larger than large. If the large number reaches the target exactly, a statement is printed and the game stops.
The user's goal is to put in a target number for the large number that will stop the game.
break and continue.
1: //
2: // Demonstrates break and continue
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: unsigned short small;
9: unsigned long large;
10: unsigned long skip;
11: unsigned long target;
12: const unsigned short MAXSMALL=65535;
13:
14: cout << "Enter a small number: ";
15: cin >> small;
16: cout << "Enter a large number: ";
17: cin >> large;
18: cout << "Enter a skip number: ";
19: cin >> skip;
20: cout << "Enter a target number: ";
21: cin >> target;
22:
23: cout << "\n";
24:
25: // set up 3 stop conditions for the loop
26: while (small < large && large > 0 && small < 65535)
27:
28: {
29:
30: small++;
31:
32: if (small % skip == 0) // skip the decrement?
33: {
34: cout << "skipping on " << small << endl;
35: continue;
36: }
37:
38: if (large == target) // exact match for the target?
39: {
40: cout << "Target reached!";
41: break;
42: }
43:
44: large-=2;
45: } // end of while loop
46:
47: cout << "\nSmall: " << small << " Large: " << large << endl;
48: return 0;
49: }
Output: Enter a small number: 2
Enter a large number: 20
Enter a skip number: 4
Enter a target number: 6
skipping on 4
skipping on 8
Small: 10 Large: 8
Analysis: In this play, the user lost; small became larger than large before the target number of 6 was reached.
On line 26, the while conditions are tested. If small continues to be smaller than large, large is larger than 0, and small hasn't overrun the maximum value for a small int, the body of the while loop is entered.
On line 32, the small value is taken modulo the skip value. If small is a multiple of skip, the continue statement is reached and program execution jumps to the top of the loop at line 26. This effectively skips over the test for the target and the decrement of large.
On line 38, target is tested against the value for large. If they are the same, the user has won. A message is printed and the break statement is reached. This causes an immediate break out of the while loop, and program execution resumes on line 46.
NOTE: Both continue and break should be used with caution. They are the next most dangerous commands after goto, for much the same reason. Programs that suddenly change direction are harder to understand, and liberal use of continue and break can render even a small while loop unreadable.
The continue Statement
continue; causes a while or for loop to begin again at the top of the loop. Example
if (value > 10)
goto end;
if (value < 10)
goto end;
cout << "value is 10!";
end:
cout << "done";
The break Statement
break; causes the immediate end of a while or for loop. Execution jumps to the closing brace. Example
while (condition)
{
if (condition2)
break;
// statements;
}
while (1) Loops
The condition tested in a while loop can be any valid C++ expression. As long as that condition remains true, the while loop will continue. You can create a loop that will never end by using the number 1 for the condition to be tested. Since 1 is always true, the loop will never end, unless a break statement is reached. Listing 7.5 demonstrates counting to 10 using this construct.
while (1) loops.
1: //
2: // Demonstrates a while true loop
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter = 0;
9:
10: while (1)
11: {
12: counter ++;
13: if (counter > 10)
14: break;
15: }
16: cout << "Counter: " << counter << "\n";
17: return 0;
18:
Output: Counter: 11
Analysis: On line 10, a while loop is set up with a condition that can never be false. The loop increments the counter variable on line 12 and then on line 13 tests to see whether counter has gone past 10. If it hasn't, the while loop iterates. If counter is greater than 10, the break on line 14 ends the while loop, and program execution falls through to line 16, where the results are printed.
This program works, but it isn't pretty. This is a good example of using the wrong tool for the job. The same thing can be accomplished by putting the test of counter's value where it belongs--in the while condition.
WARNING: Eternal loops such as while (1) can cause your computer to hang if the exit condition is never reached. Use these with caution and test them thoroughly.
C++ gives you many different ways to accomplish the same task. The real trick is picking the right tool for the particular job.
DON'T use the goto statement. DO use while loops to iterate while a condition is true. DO exercise caution when using continue and break statements. DO make sure your loop will eventually end.
do...while Loops
It is possible that the body of a while loop will never execute. The while statement checks its condition before executing any of its statements, and if the condition evaluates false, the entire body of the while loop is skipped. Listing 7.6 illustrates this.
Skipping the body of the while Loop.
1: //
2: // Demonstrates skipping the body of
3: // the while loop when the condition is false.
4:
5: #include <iostream.h>
6:
7: int main()
8: {
9: int counter;
10: cout << "How many hellos?: ";
11: cin >> counter;
12: while (counter > 0)
13: {
14: cout << "Hello!\n";
15: counter--;
16: }
17: cout << "Counter is OutPut: " << counter;
18: return 0;
19: }
Output: How many hellos?: 2
Hello!
Hello!
Counter is OutPut: 0
How many hellos?: 0
Counter is OutPut: 0
Analysis: The user is prompted for a starting value on line 10. This starting value is stored in the integer variable counter. The value of counter is tested on line 12, and decremented in the body of the while loop. The first time through counter was set to 2, and so the body of the while loop ran twice. The second time through, however, the user typed in 0. The value of counter was tested on line 12 and the condition was false; counter was not greater than 0. The entire body of the while loop was skipped, and Hello was never printed.
What if you want to ensure that Hello is always printed at least once? The while loop can't accomplish this, because the if condition is tested before any printing is done. You can force the issue with an if statement just before entering the while:
if (counter < 1) // force a minimum value
counter = 1;
but that is what programmers call a "kludge," an ugly and inelegant solution.
do...while
The do...while loop executes the body of the loop before its condition is tested and ensures that the body always executes at least one time. Listing 7.7 rewrites Listing 7.6, this time using a do...while loop.
Demonstrates do...while loop.
1: //
2: // Demonstrates do while
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter;
9: cout << "How many hellos? ";
10: cin >> counter;
11: do
12: {
13: cout << "Hello\n";
14: counter--;
15: } while (counter >0 );
16: cout << "Counter is: " << counter << endl;
17: return 0;
18: }
Output: How many hellos? 2
Hello
Hello
Counter is: 0
Analysis: The user is prompted for a starting value on line 9, which is stored in the integer variable counter. In the do...while loop, the body of the loop is entered before the condition is tested, and therefore the body of the loop is guaranteed to run at least once. On line 13 the message is printed, on line 14 the counter is decremented, and on line 15 the condition is tested. If the condition evaluates TRUE, execution jumps to the top of the loop on line 13; otherwise, it falls through to line 16.
The continue and break statements work in the do...while loop exactly as they do in the while loop. The only difference between a while loop and a do...while loop is when the condition is tested.
The do...while Statement
The syntax for the do...while statement is as follows:
do
statement
while (condition);
statement is executed, and then condition is evaluated. If condition is TRUE, the loop is repeated; otherwise, the loop ends. The statements and conditions are otherwise identical to the while loop. Example 1
// count to 10
int x = 0;
do
cout << "X: " << x++;
while (x < 10)
Example 2
// print lowercase alphabet.
char ch = `a';
do
{
cout << ch << ` `;
ch++;
} while ( ch <= `z' );
DO use do...while when you want to ensure the loop is executed at least once. DO use while loops when you want to skip the loop if the condition is false. DO test all loops to make sure they do what you expect.
for Loops
When programming while loops, you'll often find yourself setting up a starting condition, testing to see if the condition is true, and incrementing or otherwise changing a variable each time through the loop. Listing 7.8 demonstrates this.
While reexamined.
1: //
2: // Looping with while
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter = 0;
9:
10: while(counter < 5)
11: {
12: counter++;
13: cout << "Looping! ";
14: }
15:
16: cout << "\nCounter: " << counter << ".\n";
17: return 0;
18: }
Output: Looping! Looping! Looping! Looping! Looping!
Counter: 5.
Analysis: The condition is set on line 8: counter is initialized to 0. On line 10, counter is tested to see whether it is less than 5. counter is incremented on line 12. On line 16, a simple message is printed, but you can imagine that more important work could be done for each increment of the counter.
A for loop combines three steps into one statement. The three steps are initialization, test, and increment. A for statement consists of the keyword for followed by a pair of parentheses. Within the parentheses are three statements separated by semicolons.
The first statement is the initialization. Any legal C++ statement can be put here, but typically this is used to create and initialize a counting variable. Statement 2 is the test, and any legal C++ expression can be used here. This serves the same role as the condition in the while loop. Statement 3 is the action. Typically a value is incremented or decremented, though any legal C++ statement can be put here. Note that statements 1 and 3 can be any legal C++ statement, but statement 2 must be an expression--a C++ statement that returns a value. demonstrates a for loop.
Demonstrating the for loop.
1: //
2: // Looping with for
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter;
9: for (counter = 0; counter < 5; counter++)
10: cout << "Looping! ";
11:
12: cout << "\nCounter: " << counter << ".\n";
13: return 0;
14: }
Output: Looping! Looping! Looping! Looping! Looping!
Counter: 5.
Analysis: The for statement on line 8 combines the initialization of counter, the test that counter is less than 5, and the increment of counter all into one line. The body of the for statement is on line 9. Of course, a block could be used here as well.
The for Statement
The syntax for the for statement is as follows:
for (initialization; test; action )
statement;
The initialization statement is used to initialize the state of a counter, or to otherwise prepare for the loop. test is any C++ expression and is evaluated each time through the loop. If test is TRUE, the action in the header is executed (typically the counter is incremented) and then the body of the for loop is executed. Example 1
// print Hello ten times
for (int i = 0; i<10; i++)
cout << "Hello! ";
Example 2
for (int i = 0; i < 10; i++)
{
cout << "Hello!" << endl;
cout << "the value of i is: " << i << endl;
}
Advanced for Loops
for statements are powerful and flexible. The three independent statements (initialization, test, and action) lend themselves to a number of variations.
A for loop works in the following sequence:
1. Performs the operations in the initialization.
2. Evaluates the condition.
3. If the condition is TRUE, executes the action statement and the loop.
After each time through, the loop repeats steps 2 and 3. Multiple Initialization and Increments It is not uncommon to initialize more than one variable, to test a compound logical expression, and to execute more than one statement. The initialization and the action may be replaced by multiple C++ statements, each separated by a comma. Listing 7.10 demonstrates the initialization and increment of two variables.
Demonstrating multiple statements in for loops.
1: //
2: // demonstrates multiple statements in
3: // for loops
4:
5: #include <iostream.h>
6:
7: int main()
8: {
9: for (int i=0, j=0; i<3; i++, j++)
10: cout << "i: " << i << " j: " << j << endl;
11: return 0;
12: }
Output: i: 0 j: 0
i: 1 j: 1
i: 2 j: 2
Analysis: On line 9, two variables, i and j, are each initialized with the value 0. The test (i<3) is evaluated, and because it is true, the body of the for statement is executed, and the values are printed. Finally, the third clause in the for statement is executed, and i and j are incremented.
Once line 10 completes, the condition is evaluated again, and if it remains true the actions are repeated (i and j are again incremented), and the body of loop is executed again. This continues until the test fails, in which case the action statement is not executed, and control falls out of the loop. Null Statements in for Loops Any or all of the statements in a for loop can be null. To accomplish this, use the semicolon to mark where the statement would have been. To create a for loop that acts exactly like a while loop, leave out the first and third statements. Listing 7.11 illustrates this idea.
Null statements in for loops.
1: //
2: // For loops with null statements
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter = 0;
9:
10: for( ; counter < 5; )
11: {
12: counter++;
13: cout << "Looping! ";
14: }
15:
16: cout << "\nCounter: " << counter << ".\n";
17: return 0;
18: }
output: Looping! Looping! Looping! Looping! Looping!
Counter: 5.
Analysis: You may recognize this as exactly like the while loop illustrated in Listing 7.8! On line 8, the counter variable is initialized. The for statement on line 10 does not initialize any values, but it does include a test for counter < 5. There is no increment statement, so this loop behaves exactly as if it had been written:
while (counter < 5)
Once again, C++ gives you a number of ways to accomplish the same thing. No experienced C++ programmer would use a for loop in this way, but it does illustrate the flexibility of the for statement. In fact, it is possible, using break and continue, to create a for loop with none of the three statements. Listing 7.12 illustrates how.
Illustrating empty for loop statement.
1: //
2: //empty for loop statement
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int counter=0; // initialization
9: int max;
10: cout << "How many hellos?";
11: cin >> max;
12: for (;;) // a for loop that doesn't end
13: {
14: if (counter < max) // test
15: {
16: cout << "Hello!\n";
17: counter++; // increment
18: }
19: else
20: break;
21: }
22: return 0;
23: }
Output: How many hellos?3
Hello!
Hello!
Hello!
Analysis: The for loop has now been pushed to its absolute limit. Initialization, test, and action have all been taken out of the for statement. The initialization is done on line 8, before the for loop begins. The test is done in a separate if statement on line 14, and if the test succeeds, the action, an increment to counter, is performed on line 17. If the test fails, breaking out of the loop occurs on line 20.
While this particular program is somewhat absurd, there are times when a for(;;) loop or a while (1) loop is just what you'll want. You'll see an example of a more reasonable use of such loops when switch statements are discussed later today.
Empty for Loops
So much can be done in the header of a for statement, there are times you won't need the body to do anything at all. In that case, be sure to put a null statement (;) as the body of the loop. The semicolon can be on the same line as the header, but this is easy to overlook. Listing 7.13 illustrates how to use a null body in a for loop.
Illustrates the null statement in a for loop.
1: //
2: //Demonstrates null statement
3: // as body of for loop
4:
5: #include <iostream.h>
6: int main()
7: {
8: for (int i = 0; i<5; cout << "i: " << i++ << endl)
9: ;
10: return 0;
11: }
Output: i: 0
i: 1
i: 2
i: 3
i: 4
Analysis: The for loop on line 8 includes three statements: the initialization statement establishes the counter i and initializes it to 0. The condition statement tests for i<5, and the action statement prints the value in i and increments it.
There is nothing left to do in the body of the for loop, so the null statement (;) is used. Note that this is not a well-designed for loop: the action statement is doing far too much. This would be better rewritten as
8: for (int i = 0; i<5; i++)
9: cout << "i: " << i << endl;
While both do exactly the same thing, this example is easier to understand.
Nested Loops
Loops may be nested, with one loop sitting in the body of another. The inner loop will be executed in full for every execution of the outer loop. Listing 7.14 illustrates writing marks into a matrix using nested for loops.
Illustrates nested for loops.
1: //
2: //Illustrates nested for loops
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: int rows, columns;
9: char theChar;
10: cout << "How many rows? ";
11: cin >> rows;
12: cout << "How many columns? ";
13: cin >> columns;
14: cout << "What character? ";
15: cin >> theChar;
16: for (int i = 0; i<rows; i++)
17: {
18: for (int j = 0; j<columns; j++)
19: cout << theChar;
20: cout << "\n";
21: }
22: return 0;
23: }
Output: How many rows? 4
How many columns? 12
What character? x
xxxxxxxxxxxx
xxxxxxxxxxxx
xxxxxxxxxxxx
xxxxxxxxxxxx
Analysis: The user is prompted for the number of rows and columns and for a character to print. The first for loop, on line 16, initializes a counter (i) to 0, and then the body of the outer for loop is run.
On line 18, the first line of the body of the outer for loop, another for loop is established. A second counter (j) is also initialized to 0, and the body of the inner for loop is executed. On line 19, the chosen character is printed, and control returns to the header of the inner for loop. Note that the inner for loop is only one statement (the printing of the character). The condition is tested (j < columns) and if it evaluates true, j is incremented and the next character is printed. This continues until j equals the number of columns.
Once the inner for loop fails its test, in this case after 12 Xs are printed, execution falls through to line 20, and a new line is printed. The outer for loop now returns to its header, where its condition (i < rows) is tested. If this evaluates true, i is incremented and the body of the loop is executed.
In the second iteration of the outer for loop, the inner for loop is started over. Thus, j is reinitialized to 0 and the entire inner loop is run again.
The important idea here is that by using a nested loop, the inner loop is executed for each iteration of the outer loop. Thus the character is printed columns times for each row.
NOTE: As an aside, many C++ programmers use the letters i and j as counting variables. This tradition goes all the way back to FORTRAN, in which the letters i, j, k, l, m, and n were the only legal counting variables. Other programmers prefer to use more descriptive counter variable names, such as Ctrl and Ctr2. Using i and j in for loop headers should not cause much confusion, however.
Scoping in for Loops
You will remember that variables are scoped to the block in which they are created. That is, a local variable is visible only within the block in which it is created. It is important to note that counting variables created in the header of a for loop are scoped to the outer block, not the inner block. The implication of this is that if you have two for loops in the same function, you must give them different counter variables, or they may interfere with one another.
Summing Up Loops
On Day 5, "Functions," you learned how to solve the Fibonacci series problem using recursion. To review briefly, a Fibonacci series starts with 1, 1, 2, 3, and all subsequent numbers are the sum of the previous two:
1,1,2,3,5,8,13,21,34...
The nth Fibonacci number is the sum of the n-1 and the n-2 Fibonacci numbers. The problem solved on Day 5 was finding the value of the nth Fibonacci number. This was done with recursion.
Solving the nth Fibonacci numberusing iteration.
1: //
2: // Demonstrates solving the nth
3: // Fibonacci number using iteration
4:
5: #include <iostream.h>
6:
7: typedef unsigned long int ULONG;
8:
9: ULONG fib(ULONG position);
10: int main()
11: {
12: ULONG answer, position;
13: cout << "Which position? ";
14: cin >> position;
15: cout << "\n";
16:
17: answer = fib(position);
18: cout << answer << " is the ";
19: cout << position << "th Fibonacci number.\n";
20: return 0;
21: }
22:
23: ULONG fib(ULONG n)
24: {
25: ULONG minusTwo=1, minusOne=1, answer=2;
26:
27: if (n < 3)
28: return 1;
29:
30: for (n -= 3; n; n--)
31: {
32: minusTwo = minusOne;
33: minusOne = answer;
34: answer = minusOne + minusTwo;
35: }
36:
37: return answer;
38: }
Output: Which position? 4
3 is the 4th Fibonacci number.
Which position? 5
5 is the 5th Fibonacci number.
Which position? 20
6765 is the 20th Fibonacci number.
Which position? 100
3314859971 is the 100th Fibonacci number.
Analysis: Listing 7.15 solves the Fibonacci series using iteration rather than recursion. This approach is faster and uses less memory than the recursive solution.
On line 13, the user is asked for the position to check. The function fib() is called, which evaluates the position. If the position is less than 3, the function returns the value 1. Starting with position 3, the function iterates using the following algorithm:
1. Establish the starting position: Fill variable answer with 2, minusTwo with 0 (answer-2), and minusOne with 1 (answer-1). Decrement the position by 3, because the first two numbers are handled by the starting position.
2. For every number, count up the Fibonacci series. This is done by
a. Putting the value currently in minusOne into minusTwo.
b. Putting the value currently in answer into minusOne.
c. Adding minusOne and minusTwo and putting the sum in answer.
d. Decrementing n.
3. When n reaches 0, return the answer.
This is exactly how you would solve this problem with pencil and paper. If you were asked for the fifth Fibonacci number, you would write:
1, 1, 2,
and think, "two more to do." You would then add 2+1 and write 3, and think, "one more to find." Finally you would write 3+2 and the answer would be 5. In effect, you are shifting your attention right one number each time through, and decrementing the number remaining to be found.
Note the condition tested on line 30 (n). This is a C++ idiom, and is exactly equivalent to n != 0. This for loop relies on the fact that when n reaches 0 it will evaluate false, because 0 is false in C++. The for loop header could have been written:
for (n-=3; n>0; n++)
which might have been clearer. However, this idiom is so common in C++ that there is little sense in fighting it.
Compile, link, and run this program, along with the recursive solution offered on Day 5. Try finding position 25 and compare the time it takes each program. Recursion is elegant, but because the function call brings a performance overhead, and because it is called so many times, its performance is noticeably slower than iteration. Microcomputers tend to be optimized for the arithmetic operations, so the iterative solution should be blazingly fast.
Be careful how large a number you enter. fib grows quickly, and long integers will overflow after a while.
switch Statements
On Day 4, you saw how to write if and if/else statements. These can become quite confusing when nested too deeply, and C++ offers an alternative. Unlike if, which evaluates one value, switch statements allow you to branch on any of a number of different values. The general form of the switch statement is:
switch (expression)
{
case valueOne: statement;
break;
case valueTwo: statement;
break;
....
case valueN: statement;
break;
default: statement;
}
expression is any legal C++ expression, and the statements are any legal C++ statements or block of statements. switch evaluates expression and compares the result to each of the case values. Note, however, that the evaluation is only for equality; relational operators may not be used here, nor can Boolean operations.
If one of the case values matches the expression, execution jumps to those statements and continues to the end of the switch block, unless a break statement is encountered. If nothing matches, execution branches to the optional default statement. If there is no default and there is no matching value, execution falls through the switch statement and the statement ends.
NOTE: It is almost always a good idea to have a default case in switch statements. If you have no other need for the default, use it to test for the supposedly impossible case, and print out an error message; this can be a tremendous aid in debugging.
It is important to note that if there is no break statement at the end of a case statement, execution will fall through to the next case statement. This is sometimes necessary, but usually is an error. If you decide to let execution fall through, be sure to put a comment, indicating that you didn't just forget the break.
illustrates use of the switch statement.
Demonstrating the switch statement.
1: //
2: // Demonstrates switch statement
3:
4: #include <iostream.h>
5:
6: int main()
7: {
8: unsigned short int number;
9: cout << "Enter a number between 1 and 5: ";
10: cin >> number;
11: switch (number)
12: {
13: case 0: cout << "Too small, sorry!";
14: break;
15: case 5: cout << "Good job!\n"; // fall through
16: case 4: cout << "Nice Pick!\n"; // fall through
17: case 3: cout << "Excellent!\n"; // fall through
18: case 2: cout << "Masterful!\n"; // fall through
19: case 1: cout << "Incredible!\n";
20: break;
21: default: cout << "Too large!\n";
22: break;
23: }
24: cout << "\n\n";
25: return 0;
26: }
Output: Enter a number between 1 and 5: 3
Excellent!
Masterful!
Incredible!
Enter a number between 1 and 5: 8
Too large!
Analysis: The user is prompted for a number. That number is given to the switch statement. If the number is 0, the case statement on line 13 matches, the message Too small, sorry! is printed, and the break statement ends the switch. If the value is 5, execution switches to line 15 where a message is printed, and then falls through to line 16, another message is printed, and so forth until hitting the break on line 20.
The net effect of these statements is that for a number between 1 and 5, that many messages are printed. If the value of number is not 0-5, it is assumed to be too large, and the default statement is invoked on line 21.
The switch Statement
The syntax for the switch statement is as follows:
switch (expression)
{
case valueOne: statement;
case valueTwo: statement;
....
case valueN: statement
default: statement;
}
The switch statement allows for branching on multiple values of expression. The expression is evaluated, and if it matches any of the case values, execution jumps to that line. Execution continues until either the end of the switch statement or a break statement is encountered. If expression does not match any of the case statements, and if there is a default statement, execution switches to the default statement, otherwise the switch statement ends. Example 1
switch (choice)
{
case 0:
cout << "Zero!" << endl;
break
case 1:
cout << "One!" << endl;
break;
case 2:
cout << "Two!" << endl;
default:
cout << "Default!" << endl;
}
Example 2
switch (choice)
{
choice 0:
choice 1:
choice 2:
cout << "Less than 3!";
break;
choice 3:
cout << "Equals 3!";
break;
default:
cout << "greater than 3!";
}
Up coming topics: Pointers, Arrays , Inheritance.
© Jesse Liberty (C++ in 21 Days)