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C++ Tutorial Part II - Advanced

Silan Liu

1. VPTR AND VTABLE4


1.1 A Class and its Objects in the Memory4
1.2 Linking of a Method Call4
1.3 Memory Footprint of a Non-polymorphic Object4
1.4 Non-virtual Function Call5
1.5 Virtual Function Call Using vPtr and vtable5
1.6 A Language Needs Compiler and Type Information to Utilize vtable6
1.7 Polymorphic Base Classes are placed at the front6
1.8 Inheritance of Base-class vPtrs6
1.9 De-referencing the vPtr7
2. MULTIPLE INHERITANCE8
2.1 Multiple Inheritance and Interface8
2.2 Virtual Inheritance8
2.3 Method Name Clash and Ambiguity in Multiple Inheritance8
3. TEMPLATES10
3.1 Function Template10
3.2 Class Templates10
3.3 The Power of Type Extensibility with Class Template11
3.4 Non-Type Parameters in Class Template11
3.5 Templates and Friends12

4. EXCEPTION HANDLING13
4.1 What is Exception Handling13
4.2 Do Not Use Exception Handling on Normal Application Code13
4.3 try Block13
4.4 throw13
4.5 Throw Point13
4.6 catch Block14
4.7 Rethrow an Exception14
4.8 Exception Specifications14
4.9 Stack Unwinding15
4.10 Exception Thrown from Constructor and Destructor16
4.11 Resource Leak17
4.12 Insufficient Memory when Using new17
4.13 Standard Library Exception Hierarchy17
4.14 Difference Between C++ and Java’s Exception Handling18
5. DATA STRUCTURES19
5.1 Data Structure19
5.2 Linked List19
5.3 Tree19
5.4 Struct19
5.5 Bitwise Operators19
5.6 Example: Display a Number in Binary Form20
5.7 Bit Field20
5.8 Character Handling Library20
5.9 String Conversion Methods21
5.10 String Handling Library “string.h”21
5.11 Error Message Method22
6. THE PREPROCESSOR23
6.1 #include23
6.2 Conditional Compilation24
6.3 #define Symbols for Conditional Compilation24
6.4 #define for Constants vs. C++ Constants25
6.5 #define for Macros vs. C++ Inline Template Functions25
6.6 Line Numbers26
6.7 Predefined Symbolic Constants26
7. C - LIKE CODE27
7.1 Redirecting Input & Output on UNIX/DOS Systems27
7.2 Variable-Length Argument List27
7.3 Command-Line Arguments28
7.4 Program Termination with Exit and Atexit28
7.5 Type Qualifier volatile28
7.6 Suffixes for Primitives28
7.7 Signal Handling28
7.8 C-Style Dynamic Memory Allocation29
7.9 Unconditional Branch: Goto29
7.10 Union30
7.11 Linkage Specification extern "C"30
7.12 __stdcall31
7.13 typedef31

8. CLASS STRING & STRING STREAM PROCESSING32


8.1 Basics of string32
8.2 String Assignment32
8.3 Creating Strings32
8.4 Appending Strings32
8.5 Comparing Strings32
8.6 Sub-string33
8.7 Swapping string33
8.8 Characteristics of string33
8.9 Finding Character in string33
8.10 Replacing Characters in a string33
8.11 Inserting Characters into a string33
8.12 Conversion to C-Style char *34
8.13 string Iterators34
8.14 String Stream Processing34
9. STANDARD TEMPLATE LIBRARY (STL)35
9.1 Introduction to Container35
9.2 Iterator35
9.3 Iterator Types36
9.4 Iterator Capabilities36
9.5 Iterator Capabilities Supported by Different Containers36
9.6 IO Iterators36
9.7 Operations Supported by Different Iterators37
9.8 Sequence Containers37
9.9 vector37
9.10 Binary Predicate Function39
9.11 List39
9.12 Deque40
9.13 Comparison of vector, list and deque40
9.14 Associative Containers40
9.15 Class pair40
9.16 multiset41
9.17 set41
9.18 multimap41
9.19 map42
9.20 Container Adapters42
9.21 Stack42
9.22 queue42
9.23 priority_queue43
9.24 Introduction to Algorithms43
9.25 Fill Container with Objects43
9.26 Compare Elements44
9.27 Remove Elements44
9.28 Replace Elements45
9.29 Mathematical Algorithms45
9.30 Searching and Sorting Elements45
9.31 Swap Elements46
9.32 Copy Elements46
9.33 Merge Containers46
9.34 Unify Elements47
9.35 Reverse Elements47
9.36 Locate Element in Sorted Container47
9.37 Heapsort47
9.38 min & max48
10. ANSI/ISO C++ STANDARD LANGUAGE ADDITIONS49
10.1 bool49
10.2 Four Casts49
10.3 Namespace50
10.4 Run-Time Type Information (RTTI)51
10.5 Operator Keywords52
10.6 explicit Constructor52
10.7 mutable Class Member52

11. SOME INDIVIDUAL TOPICS53


11.1 DOS Keyboard Characteristics53
11.2 Detach Method for Wrapper Classes53
1. VPTR AND VTABLE

1.1 A Class and its Objects in the Memory


When a class is first-time accessed in a program, e.g. an object of this class is created or a static method is called,
the class definition including one unique copy of its methods is loaded into the memory. Each method has its own
memory address.
Then, every time when an object of this class is created, a copy of the data members of this class is created and
put in a block of memory. Data members are placed in a fixed order one next to another. The address of an object
is the address of the first byte of its memory block.

1.2 Linking of a Method Call


When compiler sees a method call such as

Woman * pw = new Woman;


pw->MakeUp();
it needs to link the individual data copy of the object to the unique implementation of the method. If the method
is non-virtual, this task is done at compile time, while if the method is virtual, it is done at run time.

1.3 Memory Footprint of a Non-polymorphic Object


Suppose class Derived inherits from Base1, Base2, Base3, and none of them has virtual functions:

class Base1 {
public:
void Hi1()
{ printf("Hi from Base1!\n"); }
BYTE a1[100];
};

class Base2 {
public:
void Hi2()
{ printf("Hi from Base2!\n"); }
BYTE a2[100];
};

class Base3 {
public:
void Hi3()
{ printf("Hi from Base3!\n"); }
BYTE a3[100];
};

class Derived : public Base1, public Base2, public Base3 {


public:
void Hi()
{ printf("Hi from Derived!\n"); }
BYTE a[100];
};

void main()
{
Derived * pDerived = new Derived;
Base1 * pBase1 = (Base1 *)pDerived;
pBase1->Hi1();
Base2 * pBase2 = (Base2 *)pDerived;
pBase2->Hi2();
Base3 * pBase3 = (Base3 *)pDerived;
pBase3->Hi3();
}

The memory footprint of an object of class Derived and the addresses of the pointers will be like:
pDerived
pBase1 pBase2 pBase3
↓ ↓ ↓
a1 a2 a3 a
0 100 200 300 400
Fig 1. Memory footprint of a non-polymorphic type

From this footprint you can see some important facts:


An object of a non-polymorphic class doesn’t need to carry any information about addresses of the methods,
because the linking of non-virtual functions are already done by compiler at compile time. So the object
contains purely data members. The references such as pBase1, pBase2, pBase3, etc. are only used to access
the data members, not the methods.
The memory of base classes is allocated in front of the derived class, which conforms to the sequence of object
construction.
The address of the FIRST base class is the same as the derived class.
When a pointer of the derived class is casted to the base class, it is pointing to the base-class part of the memory.

1.4 Non-virtual Function Call


When compiler sees a call to a non-virtual method:

because only the class which declares the method can implement it, compiler will directly link the call to the
address of the specific method at compile time.

1.5 Virtual Function Call Using vPtr and vtable


When compiler sees a call to a virtual method:

void Go(Vehicle * pv)


{
pv->StartEngine();
pv->Accelerate();
}
it has no idea on the addresses of the virtual methods, because when method Go is called at run time, the
parameter Vehicle * pv can be passed a pointer to an object of any derived class, such as FamilyCar, 4WD,
PickUpTruck, Van, etc., each with its own implementations of StartEngine and Accelerate at different
memory locations.
Therefore, there must be a mechanism for a program to figure out the locations of the virtual methods at run time.
Now consider the following virtual function call:

pBase2->Hi2();
A late-binding process involves the following activities:
Compiler adds a hidden vPtr member to the class, and generates one unique vtable for the class.
At compilation time, when compiler sees the definition of a class with virtual methods, it will build a virtual
table (vtable) for the class, which is an array of function pointers to the implementations of all the virtual
methods, and add a hidden data member vPtr to the class definition as the FIRST data member.
Now suppose the methods of classes in Fig. 1 (Hi, Hi1, Hi2, Hi3) are all virtual functions. The memory
footprint of an object of class Derived becomes:

pDerived
pBase1 pBase2 pBase3
↓ ↓ ↓
vPtr a1 vPtr2 a2 vPtr3 a3 a
0 4 104 108 208 212
312 412
a1 are data members of base class 1, a2 are of base class2, …, a are of base class 1.
Fig. 2. Memory footprint of a polymorphic type object
As you can see in the memory footprint, if you use a Base2 pointer to receive a Derived object, for example,
this pointer will point to memory offset 104 as pBase2 does.
Note that each Derive object will have its own memory footprint, with the same structure but in different
memory locations. However, the vPtrs will all be pointing to the same method implementations, in other
words, the vPtr2 of two instances will contain the same address.
The derived-class and the first base class shares the same vPtr, which points to their shared merged vtable
(see following section “Inheritance of Base-class vPtrs” for details). The rest of the base classes have their
own vPtrs.
Note that no matter how complicated the inheritance hierarchy is, a function pointer in the vtable always
points to the latest/lowest implementation of the virtual function in the inheritance hierarchy.
Compiler generates code to do dynamic binding using the vtable.
At compilation time, when compiler sees a call to a virtual method thourgh a pointer (pBase2->Hi2( )), it
knows that the address of the function is only known at run time, so it will not try to find the implementation
of the function. Instead, it knows that the pointer (pBase2) will be pointing to a vPtr at run time. So it
generates code to go through the vPtr to find the vtable (whose composition is already know from the type
of the pointer), and go to a certain entry of that vtable, fatch that function pointer, and make the call.
At run time, when an object is created out of this class definition, its vPtr member will be assigned the address of
the class’s vtable.

1.6 A Language Needs Compiler and Type Information to Utilize vtable


To directly link the address of the implementation of a function at compile time (for a non-polymorphic object),
or to generate code to find it out at run time (for a polymorphic one), the compiler needs to access the class
definition of the pointer, and the type definition of the pointer is all it wants to know. Because of this, even if
pBase2 is actually pointing to an object of class Derived, it can not access class Derived’s method Hi, because
the code generated by the compiler only knows the vtable of class Base2. For the same reason, the following
function call doesn’t work:

void * pvoid = new Derived;


pvoid->Hi();
Scrip languages such as VBScript, JavaScript and early versions of VB do not have a compiler and do not do
compilation. They explain and run the code line by line at run time. Therefore, they can not generate code before
run to access the vtable. So they can not utilize vtable and can not directly use polymorphism.

1.7 Polymorphic Base Classes are placed at the front


Now suppose only Base2 and Base3 have virtual methods while Base1 doesn’t. The memory footprint of Derived
will become:

pDerived
pBase2 pBase3 pBase1
↓ ↓ ↓
vPtr a2 vPtr a3 a1 a
0 4 104 108 208 308 408
Fig. 3. Memory footprint of a polymorphically mixed type

You can see that the memory block of polymorphic base classes (Base2 and Base3) are moved to the front, while
the non-polymorphic base classes (Base1) are moved to the back.

1.8 Inheritance of Base-class vPtrs


From the Fig.2 you can see, the vPtr member of the second and third base class was inherited, but the vPtr of
the first base class is not. Suppose class D inherits only from C, C only from B, and B only from A. When
compiler construct the vtable for D, it directly merges the vtables of A, B and C into D’s, so that class D has
only one vPtr pointing to one vtable. The vtable contains function pointers to the lowest implementations of all
virtual functions across the inheritance hierarchy, no matter where they are defined.
However, due to multiple inheritance, a class may indirectly inherit from many classes. If we decide to merge the
vtables of all the base classes into one, the vtable may become very big. To avoid this, instead of discarding the
vPtrs and vtables of all base classes and merging all vtables into one, the compiler only does it to all the FIRST
base classes, and retains the vPtrs and vtables of all the subsequent base classes and their base classes.
In other words, in an object’s memory footprint, you can find the vPtrs of all its base classes all through the
hierarchy, except for all the “first-borns”.
In Fig. 2, virtual function Hi3 is defined in class Base3. When it is called:

pDerived->Hi3();
even if it is implemented in class Derived, the program will still go to the vPtr of Base3 (offset 208 in the
footprint), then to Base3’s vtable, then to Hi3’s function pointer, which points back to the implementation in
class Derived. We can prove it by setting Base3’s vPtr in offset 208 to 0. Thus the address of Base3’s vtable is
lost, and error will cause the program to be shut down:

pd->Hi3(); // virtual function Hi3 is defined in Base3. Works fine here


::memset( (Base3 *)((DWORD)pd + 208), 0, 4);
pd->Hi3(); // Error happens!
In a typical case, the derived class inherits from a group of base classes, which can be interfaces (classes with
only public pure virtual functions) or classes with some implementations. The derived class does not define any
new virtual function, it only implements the virtual functions defined in the base classes, or simply group the
services of the base classes together. In such a case, the vtable of the derived class is simply the vtable of the
first base class. Therefore, the first vPtr in the derived-class object points to the first base class’s vtable, the
second vPtr points to the second base class’s vtable, and so on. Everything is clean and neat.

1.9 De-referencing the vPtr


Comparing Fig.2 with Fig.1, because the binding of virtual methods are only done at run time, the object contains
not only data members but also vPtrs telling the addresses of all the virtual functions. When you have a reference
say pBase2, you know that the first four bytes from the given address is a vPtr of Base2, followed by the data
members of Base2.

Base2 * pBase2 = new Derived;


pBase2->Hi2(); // OK!
cout << pBase2->a2[3]; // OK!
pBase2->Hi3(); // Compile error: 'Hi2' : is not a member of 'Base3'
Because of this structure, if you only want to access virtual functions defined in Base2 and its own part of data
members, not the virtual functions and data members of other classes, what you really need is the address of
Base2’s vPtr.
2. MULTIPLE INHERITANCE

2.1 Multiple Inheritance and Interface


It is commonly believed that multiple inheritance tends to mass things up. That's why Java language which is a
simplified version of C++ forbids multiple inheritance. However, multiple inheritance from interfaces can be very
helpful. That's why Java specifically introduced the concept of interface. In C++ interface can be represented by
an abstract class with all methods being pure virtual.
An interface groups a number of methods which are logically closely related. It represents one of possibly many
aspects of a data type. For example, a Human class may depict many aspects of a person – a person has its
psychological aspect, physical aspect, experience aspect, technical skills aspect, hobbies aspect, family aspect,
etc. If all methods are grouped in one class, firstable there may be a hundred classes and it may appear to be quite
dounting, secondly if another program only wants to deal with one aspect of Human class say the physical aspect
such as weight, height, blood pressure, etc., it will have to store a reference to the whole class, and will be able to
know about all other unneeded aspects of the class such as the person's technical skills. This is typically not
desireable. We want objects to know as little as possible about each other, so that they are loosely coupled.
If we have a group of interfaces each representing one aspect of Human, and let Human inherit from and
implement all these interfaces, such as IPsychological, IPhysical, ITechnical, IFamily, then e.g. interface
IPhysical will only include methods such as GetHeight, GetWeight, GetBloodPressure, etc. It is logically
more simple, and more importantly, if an other program only wants to deal with the physical aspect of Human, it
can store a IPhysical reference, then it does not know any other aspects of the Human class. Information hiding
is much better achieved.
This mechanism is enforced in COM programming. Clients can never get a reference to the whole class. They
only get references to interfaces.

2.2 Virtual Inheritance


When one class inherits from more than one classes, that is called multiple inheritance. Among multiple
inheritance, there is a special case called diamond inheritance. One example is: class ostream and istream both
inherits from class ios, and class iostream inherits from both istream and ostream.
In polymorphism, when we let a base-class pointer point to a derived-class object, that pointer actually points to
the base-class object within the derived-class object. In diamond inheritance, however, because the derived class
contains two duplicated base-class objects, compiler doesn’t know which part the pointer should point to.
Therefore it will prompt an error message.
Example:

class Base {};


class Derived1 : public Base {};
class Derived2 : public Base {};
class Multi : public Derived1, public Derived2 {};
The following statement is illegal:

Base * ptr = new Multi;


But the following statements are legal:

Derived1 * ptr1 = new Multi;


Derived2 * ptr2 = new Multi;
because the compiler can locate the Derived1 or Derived2 part of object in Multi object.
To solve this problem, use virtual inheritance, which only allows one sub-object:

class Base {};


class Derived1 : virtual public Base {};
class Derived2 : virtual public Base {};
class Multi : public Derived1, public Derived2 {};

int main()
{ Base * ptr = new Multi; }

2.3 Method Name Clash and Ambiguity in Multiple Inheritance


Suppose class Derived inherits from two base classes Base1 and Base2, each has an implemented virtual method
Hi with the same signature. If class Derived provides its own implementation of Hi, then the function pointers of
method Hi in the two vtables of Base1 and Base2 will both point to Derived’s implementation. Therefore the
two different implementations provided by Base1 and Base2 are supressed.
If Derived does not provide its own implementation, the two implementations in the base classes are retained.
However, when you call this method through a reference of Derived, no one knows which implementation you
want to call. Compiler will complain over this call. You can only call through a base-class vPtr, so that the
program knows which implementation you are calling:

#include "stdafx.h"

struct Base1 {
virtual void Hi()
{ printf("Hi from Base1!\n"); }
};

struct Base2 {
virtual void Hi()
{ printf("Hi from Base2!\n"); }
};

struct Derived : public Base1, Base2 {};

int main(int argc, char* argv[])


{
Derived * pDerived = new Derived;
pDerived->Hi(); // Ambiguity!
((Base1 *)pDerived)->Hi(); // Base1::Hi will be called
((Base2 *)pDerived)->Hi(); // Base2::Hi will be called
return 0;
}
3. TEMPLATES

3.1 Function Template


Suppose we want to write a function which receives two numbers and prints them out. It may either receive an int
or a float or a char. If we use overloaded method, we have to create nine overloaded methods for the
combination, such as:

void print(int a, int b)


{ cout << a << b; }

void print(int a, float b)


{ cout << a << b; }

void print(int a, char b)


{ cout << a << b; }

void print(float a, int b)


{ cout << a << b; }

void print(float a, float b)


{ cout << a << b; }
But the implementations in different overloaded methods are identical. There is another more compact way –
using method template:

template < class T1, class T2 > // T1 & T2 are called “Type Parameter”.

void print(T1 a, T2 b)
{ cout << a << b; }
Then, when the compiler sees a method call

print(3.0, ‘M’)
it will match T1 with 3.0 i.e. float, and T2 with ‘M’ i.e. char. Then it will generate a brand new method from the
template:

void print(float a, char b)


{ cout << a << b; }
and then compile it.
Keyword class here means any user-defined or built-in type.
Method template can also be overloaded, just like overloading normal methods.
You may have noticed that in the method body the type parameter “T1” and “T2” never appears.

3.2 Class Templates


Class templates are also called parameterized types. The principle of class template is the same as method
template:

template < class T1, class T2 > // Before class definition!


class Test {
public:
Test(T1, T2);
void set(T1 a0, T2 b0);
void print() const;
private:
T1 a;
T2 b;
};

template < class T1, class T2 > // Before each method!


Test<T1, T2>::Test(T1 a0, T2 b0) // Class name is tied to the type parameters
:a(a0), b(b0) {}

template < class T1, class T2 >


void Test<T1, T2>::set(T1 a0, T2 b0)
{ a = a0;
b = b0; }

template < class T1, class T2 >


void Test<T1, T2>::print() const
{ cout << a << " " << b << endl; }

int main()
{
Test<float, int> t1(5.0, 5); // When creating object
Test<char, float> t2('X', 5.0);
t1.print();
t2.print();
}
Suppose “Test” is the name of a class template with type parameter “X”. When you declare new object of class
“Test” in the class definition of another class, always use the following format:

Test<X> t1;
When creating a new object, use the following format:

Test<int> t1;
Test<float> t2;

3.3 The Power of Type Extensibility with Class Template


Class template enables you to write a class which suits all types. Because user-defined types (classes) can also
use the same operators such as “=”, “= =”, “<<”, “>>” “+”, “-” etc. as primitives, virtually any user-defined type
can be used in any class template. In other words, when we are writing a template, virtually we shouldn’t pay any
attention to whether the operand is a built-in type object or a class object.

3.4 Non-Type Parameters in Class Template


For class templates, not only type can create different template classes, but also non-type parameters. Any
parameter can be used. Because only memory size must be fixed at compile time, all other parameters or
variables used in a program can be decided at run time, in real cases only memory size parameters are used as
non-type parameters to create template methods. Non-type parameters can have default arguments.
template<class T, int size = 1>
class Test{
private:
T array[size];
public:
Test();
void print() const;
};

template<class T, int size>


Test<T, size>::Test()
{ for(int i=0; i < size; i++)
cin >> array[i]; }

template<class T, int size>


void Test<T, size>::print() const
{ for(int i=0; i < size; i++)
cout << array[i] << endl; }

int main()
{ Test<int, 3> a1;
Test<float, 5> a2;
a1.print();
a2.print();
}
The use non-type parameter to create template classes with different memory sizes reminds us of using dynamic
memory allocation. To create array in a normal way requires you to determine the memory size when writing
your class; by using non-type parameter you can let the client who uses your code decide it; by using dynamic
memory allocation you can decide the memory size at run time. So the flexibility is different.
3.5 Templates and Friends
Inside a class template X that had been declared with

template < class T>


class X {
...
};
There are the following ways of friendship declaration:
1. friend void f1( );
f1( ) is a friend of all template classes.
2. friend void A::f1( );
method f1( ) of class A is a friend of all template classes.
3. friend void f1( X<T> & );
f1( X<float> & ) will be a friend of class X<float> only, and f1( X<int> & ) will be a friend of class X<int>
only.
4. friend void C<T>::f1( X<T> & );
method C<float>::f1( X<float> & ) will be a friend of class X<float> only. “C” is the name of another class.
5. friend class Y;
every method of class Y is a friend of all template classes.
6. friend class Y<T>;
class Y<float> is a friend of class X<float> only.
4. EXCEPTION HANDLING

4.1 What is Exception Handling


First consider a normal way to handle errors:

const float reciprocal( const float denominator )


{
if(denominator == 0)
{
cout << “Divide by zero! \n”; // Exception handling code
abort();
} // header file is <stdlib>
return 1/denominator;
}
This “reciprocal( )” method calculates the reciprocal of a given float number. The if block forms an exception
handler.
The problems with such normal way of error handling are:
When the exception handling code becomes more complicated, the normal part of program becomes “polluted”
with the exception handling code, and makes it more difficult and complicated to understand and maintain.
When you write a program you have to handle the errors yourself, or you should invoke a known class to handle
it. There is no way that you can just detect the error, “publish” the error message, so that the client who
makes use of your code can handle it in his own way.
The second reason is the major reason which calls for exception handling technique. There are cases when the
place where the error happens is not the right place to handle it. Instead it is more appropriate to notice the caller
of the method and let him handle it.

4.2 Do Not Use Exception Handling on Normal Application Code


There are the following reasons that exception handling shouldn't be used on normal application code:
Exception handling is designed for error handling which very seldom happens. So the compiler is not required to
optimize it well as it does on normal application code.
Flow of control with conventional control structures is generally clearer and more efficient than with exceptions.
When exceptions happens, the stack is unwound and resources allocated prior to the occurrence of the exception
may not be freed. This problem can be avoided by careful programming.

4.3 try Block


A try block contains the code which may throw the exception, or contains the code that calls the method which
may throw the exception.

4.4 throw
A throw keyword specifies an operand which can be of any type. The throw statement is actually passing
information to the exception handler in the catch block. This information can be either only be the type of the
thrown object – in many cases it is enough, or plus the extra information carried in the thrown object. The thrown
object can be a class object or just a character string:

int main()
{
try
{ throw ("Testing string!"); }
catch (char * s)
{ cout << s << endl; }
}

4.5 Throw Point


The point where the exception is thrown is called throw point. When an exception is thrown, the control leaves
the try block and searches for a catch block which can match this exception. If one catch block catches the
exception, the code included will be executed, then the control will resume to the first statement after the last
catch block. All codes between the throw point and the last catch block will be skipped. The control has no way
to return to the throw point.
If the exception is not caught, the method call stack is unwound and control will further more exit to the outer
scope and continue searching the following catch blocks. If it is already the most outer block such as main,
method terminate is called, which by default will call method abort.

4.6 catch Block


♦ Parameter Name in catch header
A catch keyword specifies in “( )” the type of the object to be caught, and an optional parameter name.
When exception happens, a temporary copy of the thrown object is created and initialized. If the catch block has
defined a parameter name of that type, this name will be given to this temporary object and used to access the
data members and methods of the object. If the catch block does not have an parameter name, then the thrown
object’s internal information can not be accessed, and it is only used to match the catch block. After handler
finishes, the temporary object is destroyed.
So if you want to pass addtional information from the thrown point to the catch block, you have to put this
information inside the thrown object (as its data member) and define an object name in the catch block, so that
you can access the information through it.
♦ catch all
The following catch specification

catch(...)
will catch all exceptions.
♦ catch through inheritance
Due to inheritance hierarchies, a derived-class object can be caught by a handler specifying either the derived-
class type or the base-class type.
As a general rule, put the specific type handlers in the front, such as derived-class type handlers, and put the
generic handlers after, such as base-class type handlers, and put “catch (... )” at the last. If you reverse the
sequence, the exceptions will all be caught by generic handlers and will never get to the specific ones.
A “void *” handler will catch all exceptions of pointer type.
♦ Release the Resource in catch Block
When an exception happens, the try block terminates and all automatic objects inside the try block are destroyed
before the handler begins executing. However, it is possible that some allocated resources are not yet released in
the try block. The catch handler, if possible, should release these resources, e.g., delete the space allocated by
new, and close any files opened in the try block.
♦ Copy Constructor of the Thrown Object
The handler must have access to the copy constructor of the thrown object. It means that the header file of the
thrown object should be included.

4.7 Rethrow an Exception


A catch handler itself can discover an error and throw an exception. Or it may do some primary handling and then
throw it again. To rethrow, simply say

throw;
A rethrown exception will exit the outer try block and search the following handlers.
“catch (... )” can be used to perform recovery that doesn’t depend on exception types, such as releasing common
resources. Then it may rethrow the exception to alert more specific catch handlers.

4.8 Exception Specifications


An exception specification (also called throw list) is throw followed by a list of types enclosed in "( )":

void print() throw(a, b, c)


{...}
It can be placed after any method header, to restrict the kind of exceptions that can be thrown by this method.
This is used to notice the client who make use of this code the types of possible exceptions your code may throw.
All derived-class types based on the throw list types can also be thrown.
If any exception not listed in the throw list is thrown, method unexpected is called, which will call the method
specified by method set_unexpected, or by default it will call method terminate.
Method terminate will call the method specified by method set_terminate, or by default it will call method
abort.
Header files of these methods
unexpected, set_unexpected: <unexpected>
terminate, set_terminate: <terminate>
abort: <stdlib>
Method set_unexpected and set_terminate take method names i.e. function pointer as arguments. The methods
must be with void return type and no arguments. Method set_unexpected and set_terminate returns a the name
of the method last called by terminate or unexpected. This enables the programmer to save the name and use it
later.
If the use-defined method specified in set_terminate or set_unexpected does not exit the program, method
abort will be automatically called to end the program execution at last.
If you include exception "std::bad_exception" (derived from base class "exception" whose prototype is in
header file <exception>) in the throw list of a method, when unexpected throw happens, method unexpected will
throw "bad_exception" instead of calling terminate by default or user-defined method specified by method
set_unexpected.
An empty throw list "throw" means that the method wouldn't throw any exception without alerting method
unexpected.

4.9 Stack Unwinding


When an exception is thrown but not caught in a certain scope, the method call stack is unwound , which means
that the method which throwns the exception terminates, all local objects destroyed, then control returns to the
point where this method was called.
If that calling point is in a try block, control will leave that try block and search the following handlers. If that
point is not in a try block or the search fails, stack unwinding will happen again -- until it reaches main, and
method terminate will be called, as said before.

#include <iostream>
#include <stdexcept>

using namespace std;

void method3() throw(runtime_error)


{
throw runtime_error( "Thrown by method 3!" );
cout << "In method3: shouldn't appear! \n";
}

void method2() throw(runtime_error)


{
method3();
cout << "In method2: shouldn't appear !\n";
}

void method1() throw(runtime_error)


{
method2();
cout << "In method1: shouldn't appear !\n";
}

int main()
{
try { method1(); }
catch ( runtime_error e )
{ cout << "Exception caught: " << e.what() << endl; }

cout << "In main: should appear! \n";


int a;
cin >> a;
}
As a general result, if you don’t provide any exception handling code and exception happens, the program will be
terminated. But if you provide a proper exception handling measure, the program can go on working.

4.10 Exception Thrown from Constructor and Destructor


When an exception is thrown in a constructor, destructors for all the local objects created as part of the object
being constructed will be called. If a destructor which is called to unwind the stack throws out an exception,
method terminate will be called.
Normally you should avoid throwing an exception out of a constructor without catching it and doing necessary
clean up in the constructor first. A simple solution is to use default constructor to create a very "safe" model of
object, then use another method which is typically called "Init" in many applications to initialize it.
The following example demonstrates why you should avoid throwing exception out of constructor without
catching and processing it first. Suppose in the constructor before the throw point you have allocated some
dynamic memory with operator new to a pointer data member:

class Employee {
...
Image * const m_pImage;
AudioClip * const m_pAudio;
};

Employee(..., string image, string audio) : ..., m_pImage(NULL), m_pAudio(NULL)


{
...
m_pImage = new Image(image);
m_pAudio = new AudioClip(audio); // throw point
}
When the exception is thrown by "new AudioClip(audio)", the constructor is exited, the dynamic memory
become memory leak. The destructor of the class is not called, because a destructor is only called for a fully
constructed object, and because the constructor is half-way termicated by the throwing of exception, the object is
not fully constructed.
The correct way to deal with such situation is to catch possible exception in the constructor, and in the catch
block, delete all dynamic allocated resources, then rethrow the exception again as a notification:

Employee(..., string image, string audio) : ..., m_pImage(NULL), m_pAudio(NULL)


{
...
try {
m_pImage = new Image(image);
m_pAudio = new AudioClip(audio);
}
catch(...)
{
delete m_pImage;
delete m_pAudio;
throw;
}
}
This solution works fine except if the class uses constant pointer members:

class Employee {
...
Image * const m_pImage;
AudioClip * const m_pAudio;
};
Such pointer members must be initialized in the member initializer, where you can not put try and catch blocks.
The ultimate solution is: use auto_ptr< > class or similar classes to wrap the raw pointers, so that they become
local objects:

class Employee {
...
auto_ptr<Image> m_image;
auto_ptr<AudioClip> m_audio;
};
As we already know, when a constructor is terminated by exception, all local objects are destroyed by calling
their destructors. The destructor of auto_ptr< > will delete the object pointed by the wrapped pointer.

4.11 Resource Leak


If a resource is allocated before the throw point and supposed to be released after the throw point, when
exception happens it prevents the resource from being released. This is called resource leak. If the resource is
memory, it is called memory leak.
One technique to resolve this problem is to create a local object with a pointer which points to this resource, and
define a proper destructor for this object to delete the resource. Then when exception happens, destructors for this
object will be called, and the resource will be released.
C++ has already provided a class template, auto_ptr, which contains a pointer pointing to a given type. The
destructor of this class destroys the resource to which the pointer points to. Operator "->" and "*" have been
overloaded, so that auto_ptr objects can be used as normal pointers to access and dereference. For example,

auto_ptr<int> ptr = new Employee("Frank Liu");


ptr will be treated as a local object and its destructor will be automatically called when leaving scope, in which
there is usually the following statement

delete ptr;
Header file of auto_ptr is <memory>.

4.12 Insufficient Memory when Using new


When new fails to obtain memory, older-version compilers will return 0. The ANSI/ISO C++ draft standard
version specifies that when new fails, it automatically throws out a "std::bad_alloc" exception defined in header
file <new>. If you still want new to return 0, you have to put "(nothrow)" after new:
int * ptr = new (nothrow) int[500];
If you pass the name of a user-defined function (which has void return type and no arguments) as an argument to
method "set_new_handler", whose header file is <new>, then new will not throw the "std::bad_alloc"
exception. Instead it will call that handler repeatedly until it sucessfully allocates memory. You can even
overload operator new and "set_new_handler" for the class in question. For details, see Ref1.

4.13 Standard Library Exception Hierarchy


Experience shows that exceptions fall nicely into a number of categories. The C++ draft standard includes a
hierarchy of exception classes. The base class is "exception", whose header file is <exception>, which offers the
method "what" to access the appropriate error message.
Exception class "runtime_error" and "logic_error" are immediately derived from "exception". Their header file
is <stdexcept>. Each of them has several derived classes.
From "logic_error" there are:
invalid_argument invalid arguments are passed to a method
length_error a length larger than the maximum size of the object is used to that object.
out_of_range a value is out of range, such as a subscript to an array.
From "runtime_error" there are:
overflow_error
underflow_error
Also derived from class "exception" are the exceptions thrown by C++ language features:
bad_alloc thrown by new when it fails to obtain memory
bad_typeid
bad_cast thrown by dynamic_cast.
4.14 Difference Between C++ and Java’s Exception Handling
The biggest difference is: Java compiler forces that all exceptions should be caught and handled.
5. DATA STRUCTURES

5.1 Data Structure


A collection of the same type of objects is called a data structure.

5.2 Linked List


If you want to maintain a collection of the same objects, you may first think of an array of that type of objects.
But as we already know, the size of the array have to be decided before compiling. Then we may think of using
dynamic memory allocation to create the array, so that we can decide the memory size at run time:

Test * array = new Test [size];


But still there is limitation: once the array is created, you can not vary the size, unless you delete the whole array
and create a new one. You can't expand or shrink the list dynamically.
In order to put a group of objects into a flexible data structure, you can use wrapper objects to wrap around the
original objects, with some additional pointers pointing to each other. Through these pointers, all the wrapper
objects can be linked together. Such a pointer-linked collection is called “linked list”.
The disadvantages of linked list is that you can not directly access one node with subscript like array. You have to
find the first one, go through the list through the pointers, until you reach the one you want. The other thing to
remember is: nodes in linked list are created dynamically. They are not as fast as automatic objects.
If in a data structure each of the nodes is only connected to one node downstream and one node upstream, such a
structure is called a "linear linked list".
There are "open-loop" lists, each has a start node and end node. The pointer of the end node is always set to 0 to
mark the end. There are also "close-loop" lists, whose start node and end node are connected together forming a
circular loop of nodes.
There are Singly-linked lists whose nodes only contain one pointer pointing to the downstream node. You can't
traverse upstream. There are also doubly-linked lists whose nodes each contains a pointer to both the upstream
and downstream node. You can traverse on both directions.
Using pointers to link objects you can create lists as queues, which only removes a node from the front and adds a
node to the back, or stacks, which only adds and removes nodes to and from the front, or any other types.

5.3 Tree
A tree is a structure whose nodes each connected to one upstream node and many down-stream nodes. A binary
tree is a structure which is connected to one upstream and two downstream nodes. A tree has a root node.

5.4 Struct
A structure is a simplified class with all public members:

struct Card {
char * face;
char * suit;
};
Structure members are not necessarily stored in consecutive bytes of memory. If the word length of the computer
is 2 bytes, and one data member is only one-byte long, there will be a one-byte hole between this member and the
next member. Because the value stored in the hole is undefined, a structure can not be compared.
A structure is initialized the same way as an array:

Card c1 = {“Three”, “Hearts”};


If the initialization list contains not enough initializers, the rest will be initialized to 0.

5.5 Bitwise Operators


Up to now data is regarded as a whole number without considering its bit status. Internally a number is
represented by binary bits. C++ provides the following bitwise operators:
&: bitwise AND. One bit is 1 if the corresponding bits of the both operands are both 1.
|: bitwise inclusive OR. One bit is 1 if one of both corresponding bits of the two operands is/are 1.
^: bitwise exclusive OR. One bit is 1 if the corresponding bits of the two operands are different: one is 1 and one
is 0
<<: left shift. Shifts the bits of the first operand left by the number of bits specified by the second operand; fill
from right with 0. For example, 0001 << 2 will be 0100. Result will be undefined if the second operand is
negative.
>>: right shift. Shifts the bits of the first operand right by the number of bits specified by the second operand; The
way of filling the left is machine-dependent, some use 0 and some use the sign bit.
~: complement. All 0 bits are 1 and all 1 bits are 0. For example, ~0101 will be 1010.
Assignment operators: &=, |=, ^=, <<=, >>=. For example: a &= b means a = a & b, a >>= b means a = a >> b.

5.6 Example: Display a Number in Binary Form

void BinaryDisplay1(unsigned value)


{
mask = 1 << 15; // 1000000000000000

for (int c = 1; c <= 16; c++)


{
cout << (value & mask ? ‘1’: ‘0’); // 1000000000000000 is regarded as true

if(c % 8 == 0)
cout << ‘ ‘;
}

cout << endl;


}

5.7 Bit Field


C++ provides the ability to specify the number of bits in which an unsigned or int member of a class or a
structure (or a union) is stored. Such a member is called a bit filed member:

struct Card {
unsigned face : 4;
unsigned suit : 2;
unsigned color: 1;
};
Therefore, three members are stored in one byte. The number of bits of one member is decided by the maximum
number it will represent. For example, the number of faces of cards is 13, less than 16, so member “face” can be
defined with four bits.
Bit field members are accessed the same way as normal members. But they can not have addresses, and “&” can
not be used, because there is no unique address of each part of one word.
Unnamed bit field with a width is used as padding, nothing can be stored in these padding bits:

structure Example {
unsigned a : 13;
unsigned : 3;
unsigned b : 4;
};
Unnamed bit field with 0 width is used to align the next bit field with next word:
structure Example {
unsigned a : 13;
unsigned : 0;
unsigned b : 4;
};
Although bit fields save space, it consumes more machine time, because extra codes have to be generated to deal
with them. This is one of the many examples of space-time trade off that occur in computer science.

5.8 Character Handling Library


Characters are often manipulated as integers. Header file of the character handling library is <ctype.h>.
int isdigit(int c): returns true if c is a digit -- '0' to '9'.
int isxdigit(int c): returns true if c is a hex digit -- '0', '1',..., 'E', 'F'.
int isalpha(int c): returns true if c is a letter.
int isalnum(int c): returns true if c is a letter or a digit.
int islower(int c): returns true if c is a lower case
int isupper(int c): returns true if c is a upper case
int tolower(int c): if c is upper case then return c in lower case, otherwise return c unchanged
int toupper(int c): if c is lower case then return c in upper case, otherwise return c unchanged.
int isspace(int c): returns true if c is a whitespace character: newline('\n'), space, form feed('\f'), carriage
return('\r'), horizontal tab('\t'), or vertical tab('\v').
int iscntrl(int c): returns true if c is a control character.
int ispunct(int c): returns true if c is a printing character other than a space, a digit or a letter.
int isprint(int c): returns true if c is a printing character including space.
int isgraph(int c): returns true if c is a printing character other than space.

5.9 String Conversion Methods


String conversion methods are in <stdlib.h>.
double atof(const char *): converts a numbered string to double. E.g.: if ptr = "23.85", double 23.85 will be
returned.
int atoi(const char *): converts a numbered string to integer. E.g.: if ptr = "2593", integer 2593 will be returned.
long atol(const char *): converts a numbered string to long integer.
double strtod(const char *, char **): converts the double portion of string ptr1 to double, and locate the second
pointer at the first remaining character in the first string. E.g.: if ptr1 = "1234.2ABCD", double 1234.2 will
be returned and second pointer will be "ABCD".
long strtol(const char * ptr1, char ** ptr2, int base): converts the long int portion of string ptr1 to long integer,
and locate pointer ptr2 at the first remaining character in ptr1. The long integer can be in any base: if base =
0, then it can be decimal, octal or hexadecimal; if base = 8, it is octal; if base = 10, it is decimal; if base = 16,
it is hexadecimal. But the base can be any value from 2 to 36, limited only by the number of Latin letters A-
Z. Using NULL for the second argument will cause the remaining portion be ignored.
unsigned long strtoul(const char * ptr1, char ** ptr2, int base): only difference with method strtol is the integer
is unsigned.

5.10 String Handling Library “string.h”


♦ Searching character in string
char * strchr(const char * s, int c): locate the first c in string s, or return NULL if not found.
size_t strcspn(const char * s1, const char * s2): return the length of the initial segment of s1 which consists of
characters not included in s2.
size_t strspn(const char * s1, const char * s2): return the length of the initial segment of string s1 which consists
only characters in s2.
char * strpbrk(const char * s1, const char * s2): locate the first occurrence in s1 of any character contained in s2
or NULL if not found.
char * strrchr(const char * s, int c): locate the last occurrence of c in s or NULL if not found.
char * strstr(const char * s1, const char * s2): locate the first occurrence in s1 of s2 or NULL if not found.
♦ Memory manipulating methods
The basic unit of memory is byte, and a byte can be regarded as a character. The following methods manipulate
memory buffers in characters. The pointer parameters in these methods are declared "void *". Because pointers of
any type can be directly assigned to a pointer of type "void *", therefore methods can receive pointers of any
type.
void * memcpy(void * s1, const void * s2, size_t n)
Copies n characters from buffer s2 to s1, and return a pointer to the resulting buffer.
void * memmove(void * s1, const void * s2, size_t n)
The same as memcpy, but the characters are first copied from s2 into a temporary location, then copied to s1.
This allows to copy part of one object and overlap with itself:

int main()
{
char x[] = "123 456 789";
cout << (char *)memmove(x, x+4, 3);
}
then x will become "456 456 789".
int memcmp(const void * s1, const void s2, size_t n)
Compares the first n characters of object s1 and s2, and returns 0, <0, or >0.
void * memchr(const void * s, int c, size_t n)
Locates the first occurrence of c in the first n characters of object s, or return 0 if not found.
void * memset(void * s, int c, size_t n)
Set the first n characters of object s to character c, and return a pointer to the result:

int main()
{
char x[] = "AAAA";
cout << (char *)memset(x, 'B', 2);
}
result will be "BBAA".

5.11 Error Message Method

char * strerror(int code);


Error messages have their codes. This method maps the error code into a full text string in a system dependent
way, and returns a pointer to that mapped message.
6. THE PREPROCESSOR

6.1 #include
The #include preprocessor directive causes a copy of a specific file to be pasted in place of the directive before
compilation. It is used when another file contains the type definition that you want to use. For global variables
and functions contained in another file, you do not include that file. Instead you inform the compiler with the
following line before you use it that it is a global variable or function and the compiler should find it out itself:

extern ULONG m_refCount; // global variable


extern void Lock(BOOL fLock); // global function
There are two forms of the #include directive:

#include <filename>
#include “filename”
File included in “< >” will be searched in the system’s pre-defined locations, while the file included by quotes
will be first searched in the current directory, then the pre-defined locations. “< >” is used for standard library
files.
Most included files are *.h header files. But other files such as *.cpp source files can also be included, as long as
the definition you want to invoke.
If header file A makes use of a type defined in file B, normally it should include B before using that type. Such a
file can be called “self-contained”. Not all files are “self-contained”. Some library header files are very
comprehensive and contains lots of type definitions. Different definitions may use other definitions defined in
other files. If we want such files to be self contained, we may virtually end up with each header file including all
other header files. Considering that most clients include such a header file just to use one or two definitions in it,
it will be a big waste of space. Therefore, such a header may decide not to include some other files. If you want
to include use type A defined in file X, and type A uses type B which is defined in file Y, it is your duty to insure
that file Y is included in front of file X:

// ******* header1.h *********


#define _STRUCT_A
struct A {
int a;
};

// ******* header2.h *********


#define _STRUCT_B
struct B {
int b;
};

// ******* header3.h **********


#if defined _ STRUCT_A
struct C {
int c;
A a;
};
#endif

#if defined _ STRUCT_B


struct D {
int d;
B b;
};
#endif

// ******** main ***********


// header1 must proceed header 3, while header 2 is not necessary
#include "header1.h"
#include "header3.h"

void main(int argc, char* argv[])


{
C c;
}
6.2 Conditional Compilation

#if expression
...
#endif
Two special expression are:

#if !defined (SYMBOL)


#if defined (SYMBOL)
Their simplified forms are:

#ifdef
#ifndef
Conditional compilation is commonly used as a debugging aid. You can first use

#define DEBUG 1
then enclose all debugging codes in

#if DEBUG
#endif
Then after debugging is finished you only need to change “1” to “0” to disable all debugging codes.

6.3 #define Symbols for Conditional Compilation


The #define preprocessor directive creates a file-scope symbolic constant. When preprocessor sees

#define <constant>
it will create a constant named "CONSTANT" in the scope of this file. Then "defined CONSTANT" will return
true. Therefore, you can use the following predirectives to wrap some code:

#if !defined _ANY_SYMBOL // “#ifndef _ANY_SYMBOL” is a simplified version


#define _ANY_SYMBOL
...
#endif
The first time preprocessor sees a #include and opens this file, _ANY_SYMBOL is not defined, so the
preprocessor defins _ANY_SYMBOL and goes on. Next time when preprocessor sees another include of this file
and encounters the #if, it will skip the whole block. This is how you can avoid the enclosed code from being
included for more than once, which may cause serious problems.
The constant can be anything. In convention we use the capitialized file name. For example, if the header file is
"Employee.h", the constant may be "EMPLOYEE_H", "_EMPLOYEE", "_EMPLOYEE_H", etc. Sometimes a
globally unique ID may be used so that there won't be any confusion.
A file-scope constant applies only to the code after this. To undefine it, say

#undef <constant>
A preprocessor constant can also be defined in a global scope. In Visual C++, the constants you put in the
"Project | Settings | C/C++ | Preprocessor directives" field will be defined in global scope. Some commonly used
constants like "WIN32" and "_DEBUG" are defined in that field. When you choose "Win32 Debug" in "Project |
Settings", the "_DEBUG" constant will be added automatically. If you choose "Win32 Release", constant
"NDEBUG" will be added. Then lots of Win32 macros such as assert and your own code may check this
constants and decide what to behave. For example, if "NDEBUG" is defined, the code within assert will be
skipped to increase performance:

void assert(...)
{
#if defined NDEBUG
// assertion work to be done
#enif
}
Look at the following example. Suppose you have two classes defined in two different header files

class A
{
public:
A()
{
#if defined _SAYHELLO
printf("Hellow from class A!\n");
#else
printf("Hi from class A!\n");
#endif
}
};

class B
{
public:
B()
{
#if defined _SAYHELLO
printf("Hellow from class B!\n");
#else
printf("Hi from class B!\n");
#endif
}
};
If you put "#define _SAYHELLO" in one of the header files, only one constructor will say "Hello" and the other
will say "Hi". If you put "_SAYHELLO" into the project setting, both constructors will say "Hello".

6.4 #define for Constants vs. C++ Constants

#define MAX_POWER 15.3


#define OVERFLOW_MSG "Data overflow!"
#define constants such "MAX_POWER" can not be seen by compiler. It is C-style. C++ style constants would be
using constants. Specifically, if you want to restrain the constant within the scope of a class, use a constant static
class member:

private:
const static int I;
In the implementation file, you have to initialize it as

const int A::I = 3;


However, if you want to use I as array size, compiler has to know its value, and the above way does not work.
You can use a "enum hack":

private:
enum {I = 5};
float a[I];

6.5 #define for Macros vs. C++ Inline Template Functions


Macros are C-style. It has two advantages: it can be applied to different types and it saves a method call. Its
disadvantage is that there is no type checking. In C++ it can be replaced by template and inline methods which
has all the benefits of macros and meanwhile performs type checking.

#define area(r) (3.1416 * (r) * (r))


“( )” around the argument r and the entire expression forces the proper order of evaluation when the argument is
an expression.
Then when preprocessor sees a line like

area = 3.3 - area(c + 2);


it will just replace it with

area = 3.3 - (3.1416 * (c + 2) * (c + 2));


Such a C-style macro can be replaced by a C++ inline template function with all macro benefits but without
macro drawback:

template <class T>


inline const T & Area(const T & r)
{
return 3.1416 * r * r;
}
If the replacement text in a macro is longer than a line, backslash “\” must be put at the end of the line to indicate
that the replacement text continues in the next line:

#define check(msg) if(FAILED(hr)) \


{\
::MessageBox(NULL, msg, "Server", MB_OK | MB_TOPMOST); \
return; \
}\

♦ #define macros with stringizing operator #


In the macro body, if you put # operator in front of the parameter, the preprocessor will wrap the parameter with
double quotes. So if a macro defines as

#define m(msg) ::MessageBox(NULL, msg, "Server", MB_OK | MB_TOPMOST);


if you say it will become

m(buf);
It will become

::MessageBox(NULL, buf, "Server", MB_OK | MB_TOPMOST);


If the macro is

#define m(msg) ::MessageBox(NULL, #msg, "Server", MB_OK | MB_TOPMOST);


if will become

::MessageBox(NULL, "buf", "Server", MB_OK | MB_TOPMOST);

♦ #define macros with token pasting operator ##


## is used to join two tokens together. So if the macro is defined as

#define m(x) parameter##x


then if you say

cout <<m(12);
it becomes

cout << parameter12;

6.6 Line Numbers

#line 100
#line 100 “file1.c”
The first line causes the following line numbers to start from 100, and all compiler messages is written into
“file1.c”. It is used to make the messages produced by syntax errors and compiler warnings more meaningful.

6.7 Predefined Symbolic Constants


They start and end with two underscores:
__LINE__ line number of current source line – an integer
__FILE__ presumed name of the source file – a string
__DATE__ the date the source file is compiled – a string such as “Jan 19 1999”
__TIME__ the time the source file is compiled – a string such as “15:25:35”
__STDC__ integer constant 1. This is intend to indicate that the implementation is ANSI compliant
7. C - LIKE CODE

7.1 Redirecting Input & Output on UNIX/DOS Systems


Normally a program’s input comes from keyboard and output goes to screen. In most of the computer systems –
UNIX and DOS systems in particular – it is possible to redirect inputs to come from a file, or redirect outputs to a
file. They can be achieved on the system command line.
♦ Redirect Input and pipelining
Key in the following on the command line in either UNIX or DOS:

$ program-name < filename


it runs the program with its input directed to the file. "<" is called the redirect input symbol.
The other method to redirect input is pipelining. A pipeline "|" causes the output of one program to be directed as
the input to another program:

$ program1 | program2
This causes the output of program 1 to become the input of program 2.
♦ Redirect Output

$ program-name > filename


it runs the program, with its output redirected to the file. ">" is called the redirect output symbol.
Using the append output symbol ">>", the program output can be appended to the end of one file:

$ program-name >> filename

7.2 Variable-Length Argument List


This feature is a C feature. In C++ we use method overloading.
To indicate that a method receives an unspecified number and type of arguments, put "..." in the end of the
argument list. The header file of the macros and definitions is in <stdarg.h>.

int sum(int i, ...)


{
int sum = 0;
va_list a;
va_start(a, i);

for (int k = 1; k <= i; k++)


sum += va_arg(a, int);

va_end(a);
return sum;
}

int main()
{
int a = 1, b = 2, c = 3, d = 4;
cout << sum(1, a);
cout << sum(2, a, b);
cout << sum(3, a, b, c);
cout << sum(4, a, b, c, d);
}
va_list is a type. a is an object of va_list type, which will be used by other macros to get each argument from the
list.
va_start initializes the va_list object, taking 2 arguments: the ap1 object and the last argument before the "...".
va_arg(a, int) takes two arguments: the va_list object and the type of the object expected in the argument list, and
returns the next argument in the argument list.
va_end(ap1) facilitate a normal return to the caller.
7.3 Command-Line Arguments
In many systems – UNIX and DOS in particular – it is possible to pass arguments to main from a command line.
This is achieved by including two parameters in main's parameter list: integer argc indicates the number of
passed arguments, and argv is an array of strings to hold the arguments. This method can be used to pass
information to a program, such as options and filename.
Command line:

$ program-name file1 file2


Program:

int main(int argc, char * argv[])


{
if(argc != 3)
cout << "Wrong arguments! \n";
else
{
ifstream file1(argv[1], ios::in);
ofstream file2(argv[2], ios::out);
...
}
}

7.4 Program Termination with Exit and Atexit


The general utilities library <stdlib> provides methods to terminate program execution other than conventional
return from main.
Method exit forces a program to terminate as if it executes normally. It is often used when an error is detected in
input or file can not be opened. It has one argument, which is normally one of the two symbolic constants:
EXIT_SUCCESS and EXIT_FAILURE. This argument is returned to the calling environment.
Method atexit takes a method name as argument. It registers this termination method to the program, so that
when the program has a successful termination – either when return from main or exit called, that termination
method will be called. This method can not have arguments or return type.

7.5 Type Qualifier volatile


Type qualifier volatile is used on the definition of a variable, to notify the compiler that this variable may be
altered from outside the program so it is not under complete control of the local program. Thus, compiler can not
perform optimization on it.

7.6 Suffixes for Primitives


u or U unsigned. 174U
l or L long integer or long double 35L, 78.3L
ul or UL unsigned long 2387UL
f or F float 33.2F

7.7 Signal Handling


Unexpected events, also called signals, can terminate a program prematurely. For some of these signals, symbolic
constants had been defined in signal handling library <signal.h>:
SIGABRT Abnormal termination of the program such as a call to abort
SIGFPE An erroneous arithmetic operation such as divide-by-zero or overflow
SIGILL Detection of an illegal instruction
SIGINT Receipt of an interactive attention signal
SIGSEGV An invalid access to storage
SIGTERM A termination request sent to the program
When the event happens, the corresponding signal happens.
The signal handling library provides method signal to catch the signal. It has two arguments: the name of the
signal and the name of a signal handling method. It registers a signal handling method for a specific signal to the
program, so that when that signal happens, that corresponding method will be called to handle that signal.

#include <iostream>
#include <signal>

void handling(int signal)


{ cout << "Signal SIGFPE is trapped! \n"; }

int main()
{
signal(SIGFPE, handling);
int a = 3, b;
cout << "Please input b as 0: \n";
cin >> b;
cout << a/b << endl;
}

7.8 C-Style Dynamic Memory Allocation


In addition to malloc and free, the general utilities library <stdlib> provides two other methods for dynamic
memory allocation – calloc and realloc, to create and modify dynamic arrays.
Method calloc dynamic allocates memory for an array:

void * calloc(size_t number, size_t size);


the first argument is the number of elements and the second is the size of each element. Altogether it determines
the memory size needed. All the elements are initialized to 0. The method returns a pointer to the allocated
memory, or NULL if memory is not allocated.
Method realloc changes the size of an array created by calloc:

void * realloc(void * ptr, size_t size);


the first argument is a pointer to the original object, second is the new size. The method returns either a pointer to
the new memory or NULL if not successful. If the memory is reduced, the untouched part of memory remain
unchanged.
If ptr is 0, it works exactly as calloc. If size is 0, all the memory is freed.

7.9 Unconditional Branch: Goto


There are mainly two situations that you need to use this unstructured programming technique:
Performance is more important than the structure of the program;
To exit nested control structures.
Try not to use goto except for this two reasons. Unstructured programming can lead to programs which are more
difficult to debug, maintain and modify.
A goto statement is used together with a label. A label is an identifier followed by a colon.

int main()
{
fstream file("test.txt", ios::out);

for (int i = 0; i < 4; i++)


{
file << "Outer loop: i = " << i << endl;

for (int j = 0; j < 4; j++)


{
file << "Inner loop: j = " << j << endl;
if(i == 2 && j == 2) goto bottom;
}

file << endl;


}

bottom: file.close();
return 0;
}
Output will be:

** Outer loop: i = 0
Inner loop: j = 0
Inner loop: j = 1
Inner loop: j = 2
Inner loop: j = 3

** Outer loop: i = 1
Inner loop: j = 0
Inner loop: j = 1
Inner loop: j = 2
Inner loop: j = 3

** Outer loop: i = 2
Inner loop: j = 0
Inner loop: j = 1
Inner loop: j = 2

7.10 Union
A union can have several members of different types including user-defined types. But these different members
are actually sharing the same block of memory space. At one time a union can only hold one member.
At different times during a program’s execution, not all objects are relevant in the meantime. So a union
combines a group of objects which are never used at one time to save space. The number of bytes used to store a
union is at least the size of the largest member.
A union is declared in the same way as a struct or a class:

union Number {
int x;
float y;
};

Number n1;
n1.x = 33;
The following operations can be performed on an union:
Assignment (between same type of unions);
Take reference (&);
Access union members through “.” and “->”;
Unions can not be compared with each other for the same reason as structures.
An union can also have constructor, destructor or other methods, just like a class. But there is no inheritance or
virtual issues for union.
An anonymous union is a union without a type name. Such a union can not be used to define objects later, but
itself defines an object, whose members can be directly accessed in its scope just like normal variables, without
using “.” or “->” operators:

union {
int x;
float y;
};

x = 33;

7.11 Linkage Specification extern "C"


This is to tell the compiler that the following function is not defined in this program, and it is the compiler's job to
look for the definition. This is also to inform the compiler that the following function was compiled as C code.
C++ specially encodes method names for type-safe linkage, but C doesn’t. So when an attempt is made to link C
code with C++ code, the method compiled in C will not be directly recognized.
For a single method:
extern “C” method prototype
For multiple methods:

extern “C”
{ method prototypes }

7.12 __stdcall
This is to indicate the calling convention which is used to call Win32 API functions. The callee cleans the stack,
so the compiler makes vararg functions __cdecl. Functions that use this calling convention require a function
prototype. The following list shows the implementation of this calling convention:
Argument-passing order: Right to left.
Argument-passing convention: By value, unless a pointer or reference type is passed.
Stack-maintenance responsibility: Called function pops its own arguments from the stack.
Name-decoration convention: An underscore (_) is prefixed to the name. The name is followed by the at
sign (@) followed by the number of bytes (in decimal) in the argument list.
Therefore, the function declared as int func( int a, double b ) is decorated as
follows: _func@12

7.13 typedef
typedef is used to assign an alias to an existing data type. Then this synonym can be used in place of the original
data type:

typedef Card * PCARD;


...
PCARD pCard;
typedef can make a program easier to understand and modify, more portable. It can also be used to represent a
very long type. In C programming, especially, if you define a struct in the following way

struct Employee {
LPSTR name;
LPSTR dept;
short age;
};
When you create an instance of the struct, you have to say

struct Employee e1;


While if you use typedef to define the structure:

typedef struct {
LPSTR name;
LPSTR dept;
short age;
} Employee;
when you create an instance you can say

Employee e1;
8. CLASS STRING & STRING STREAM PROCESSING

8.1 Basics of string

string s1("Hello!"); // create a string "Hello!"


string s1 = "Hello!";
string s1(5, 'X'); // create a string "XXXXX"
s1 = 'a';
Constructing a string that is too long will throw a length_error exception.
Unlike C-style string “char *”, string is not required to end with NULL. NULL is regarded as a normal character
in string.
Stream insertion and extraction operator (<< and >>) and method getline have been overloaded for string.

8.2 String Assignment


Assignment such as “s1 = s2” is not allowed for char * but allowed for string, because string is a class and
operator = has been properly overloaded. Or you can explicitly call string’s assign method

s1.assign(s2);
s1.assign(s2, start, number);
The second call assigns “number” of characters of s2 to s1, starting from subscript "start":
A character in a string can be accessed by

s1[2] = 'a'; // or
s1.at[2] = 'a';
[ ] operator doesn't provide range check, while at method does.

8.3 Creating Strings


There are two ways to create a string:

string name(“Frank Liu”);


or

string name = “Frank Liu”;


The first one is more efficient than the second, becasue the first one only calls class string’s constructor, while the
second one calls string’s default constructor first, then its assignment operator.

8.4 Appending Strings

string s1 = “Frank”;
string s2 = s1 + “ Liu”;
s2 will be “Frank Liu”. Or you can explicitly call string’s append method:
s1.append(" Liu"); // or
s1.append(s2, start, end);
The second call appends part of s2 to s1, from subscript “start” to “end”.

8.5 Comparing Strings


The following operation can be done:

==
!=
> & >=
< & <=
Or you can explicitly call string’s compare method
int result = s1.compare(s2);
which returns the result as positive if s1 > s2, zero if s1 == s2, negative if s2 < s2.
result = s1.compare(start1, length, s2, start2, length); // or
result = s1.compare(start1, length, s2);
compare part of s2 with part of s1. s1 starts from "start1", s2 starts from "start2", number of characters is
"length".

8.6 Sub-string
cout << s1.substr(start, length);
method substr returns a string made from s1, starting from "start" and number of characters is "length".

8.7 Swapping string


s1.swap(s2);
swaps the value of s1 with s2.

8.8 Characteristics of string


Class string has the following methods to return the characteristics of a string:
capacity returns the number of characters that can be stored in s1 without increasing the memory capacity.
max_size returns the size of the largest possible string that can be stored in a string object.
size and length returns the number of characters currently stored in s1.
empty returns true if s1 is empty.

8.9 Finding Character in string


string::npos is a public static constant defined in class string, representing the maximum string length.

int result = s1.find("ABC");

looks for string "ABC" in string s1, and returns the subscript of the location, or string::npos.

result = s1.rfind("ABC");
searches string s1 backwards.

result = s1.find_first_of("ABC");
searches for the first occurrence in s1 of any character contained in "ABC". Searching starts from the beginning
of s1.

result = s1.find_last_of("ABC");
searches for the last occurrence in s1 of any character contained in "ABC". Searching starts from the end of s1.

result = s1.find_first_not_of("ABC");
searches for the first character in s1 which is not contained in "ABC".
result = s1.find_last_not_of("ABC");
searches for the last character in s1 which is not contained in "ABC".

8.10 Replacing Characters in a string


s1.erase(23);
erases characters form 23 to the end.

s1.replace(start, number, "ABC");


replaces part of s1 with string "ABC", starting from "start", number of characters is "number".
s1.replace(start1, number1, s2, start2, number2);
replaces part of s1 with part of s2.

8.11 Inserting Characters into a string


s1.insert(before, s2);
inserts s1 into s1 before "before".

s1.insert(before, s2, start, number);


insert part of s2 into s1 before "before".

8.12 Conversion to C-Style char *


const char * ptr = s1.data();
returns the content of s1 to ptr, without terminating NULL character. So you must add NULL to the end of string
ptr.

s1.copy(ptr, length, 0);


copy s1 to ptr, without terminating NULL character.
s1.c_str() returns a NULL-terminated const char *.
Whenever possible, always use string instead of C-style char *.
Converting a string containing NULL characters to C-style char * may cause logic errors.

8.13 string Iterators


string::const_iterator i1 = s1.begin();
cout << *i;

8.14 String Stream Processing


In addition to standard stream IO and file stream IO, stream IO includes capabilities for inputting from string and
output to string in memory. These capabilities are often referred to as in-memory IO or string stream
processing.
Input from string is supported by class istringstream, while output by class ostringstream. To use them you
must include <sstream> and <iostream>.
One application of these techniques is data validation. You first input from standard input stream to a string, then
do some modification or validation on it, then input from that string.

string s1 = "Hello! \n";


string s2 = "Good Morning! \n";
string s3 = "How are you? \n";
ostringstream output;
output << s1 << s2 << s3 << endl;
istringstream input("How are you?");
input >> a >> b;
9. STANDARD TEMPLATE LIBRARY (STL)

9.1 Introduction to Container


Containers are objects that contains objects. In STL, containers only encapsulates some primitive operations. The
algorithms are independent of the containers. They manipulate containers using iterators.
♦ Containers Categories
Sequence Containers: organize a collection of objects into a strictly linear arrangement. There are four types of
sequence containers: normally arrays, vectors, lists and deques.
Sorted Associative Containers: a collection which is kept sorted with keys. There are four kinds of associative
containers: sets, multisets, maps and multimaps.
Adapters: inherit from the two first-class containers and modify their interfaces. There are three major types:
stack, queue, priority_queue
♦ Common methods of all containers
default constructor, copy constructor, destructor;
operator =, <, <=, >, >=, ==, !=;
empty: return true if container has no element
max_size: maximum number of elements for a container
size: number of elements currently in the container
swap: swaps the elements
♦ Common methods of all containers
begin: returns an iterator or const_iterator to the first element of the container
end: returns an iterator or const_iterator to the next position after the end of the container
rbegin: returns an reverse_iterator or const_reverse_iterator to the last element of the container.
rend: returns an reverse_iterator or const_reverse_iterator to the position before the first element of the
container
erase: erases one or more elements from the container
clear: erases all elements from the container
♦ Type of Container Element
Container element can be of any type, both built-in types or user-defined types. However, user-defined types
which is to be stored in containers must support a minimum set of methods. When an element is inserted into a
container, a copy of the element is made. If default memberwise copy can not do the job, then the type must
provide its own copy constructor and assignment operator. Also, associative containers and many algorithms
require elements to be compared. So the element type should provide overloaded operator = = and <.

9.2 Iterator
Iterators are sophisticated pointers pointing to container elements. Except for vectors which can manipulate its
elements through integer subscripts (such as v[1], v[2]), all container methods and STL algorithms manipulate
container elements through iterators.
There are two kinds of container methods: methods which return iterators and methods which modifies the
elements.
Iterator-returning methods return iterators pointing to some special elements such as the first or the last element,
or an element which conforms to a certain rule (e.g., the one pointing to an element which is equal to the
passed object). With these returned iterators, container's element modifying methods and STL algorithms can
then modify the elements through them.
Element-modifying methods have quite limited functionality – much of the job is done through independent STL
algorithms, which are more abstracted from containers.
Iterators are designed to act as a medium to separate "how" from "what": new STL algorithms and client
applications are supposed to be developed with only iterators, without knowing the type of the container and the
type of its elements. Java achieved this goal. All containers hold only one type: class Object, and all containers
use one type of iterator.
However, C++ did not achieve such a complete abstraction. When you create an iterator, you have to specify the
type of container it belongs to – a vector, a map, a multiset, etc., and the type of the container element - integer,
string, or other user-defined types.
We can not create an iterator pointing to a certain element in a container. We can only ask a container to return an
interator pointing to a certain element.
Normal arrays are random access containers, pointer to arrays i.e. array names are random access iterators.

9.3 Iterator Types


iterator: refer to objects which can be modified
const_iterator: refer to objects which can not be modified
reverse_iterator
const_reverse_iterator
To create an iterator, Three kinds of information need to be provided: container type, element type and iterator
type. It is not abstracted enough.

vector<int>::reverse_iterator p1;

9.4 Iterator Capabilities


Input iterator: used to read an element from a container. It can only move in the forward direction one element
at a time, and only support one-pass algorithms.
Output iterator: used to write an element to a container. It can only move in the forward direction one element
at a time, and only support one-pass algorithms.
Forward iterator: combines the capabilities of the input and output iterator, and retains their position in the
container as state information.
bidirectional iterator: add the ability to move in both backward and forward directions.
Random access iterator: add the ability to directly access any element – such as a pointer to an array.
The capability of an iterator is is decided by the container to which it belongs. Different kinds of containers
provide iterators of different capabilities.

9.5 Iterator Capabilities Supported by Different Containers


vector: random access
list: bidirectional
deque: random access
set: bidirectional
multiset: bidirectional
map: bidirectional
multimap: bidirectional
stack: no iterator supported
queue: no iterator supported
priority_queue: no iterator supported
Different types of STL algorithms requires iterators of different capabilities.

9.6 IO Iterators
There are other two types of iterators which do not belong to any container: istream_iterator and
ostream_iterator. They are used to input and output a certain type of object in a type-safe manner from/to an IO
object such as cin and cout.
9.7 Operations Supported by Different Iterators
All iterators:

++p
p++
Input iterators:

*p
p1 = p2
p1 == p2
p1 != p2
Output iterators:

*p
p1 = p2
Forward iterators:
provide all the methodality of both input and output iterators.
Bidirectional iterators:

-- p
p —-
Random access iterators

p + i
p – i
p += i
p -= i
p[i]
p1 < p2
p1 <= p2
p1 > p2
p1 >= p2

9.8 Sequence Containers


Sequence containers include vector, list and deque. vector stores elements contiguously in memory, list is linked
with double pointers, and deque combines the advantages of vector and deque.
They have some common methods:
front: return an iterator to the first element in the container
back: return an iterator to the last element in the container
push_back: insert a new element at the end of the container
pop_back: remove the last element of the container
insert: insert one or a range of elements into the container – before the indicated location.

9.9 vector
vector is the most commonly used container in STL.
Class vector provides a data structure with contiguous memory locations. This enables efficient, direct access to
any element via subscript operator [ ] like arrays. So a vector is a more intelligent and complex array.
A vector returns random access iterators.
Because only random access iterators support “<” operator. So it is always safer to use “!=” operator, which is
supported by all iterators except for output iterators.
Header file of vectors is <vector>.
♦ Element insertion and deletion
Because vector elements occupies contiguous memory, it is OK to insert or delete new element at the back, but
expensive at the front or middle, for the entire portion of the vector after the inserted or deleted element have to
be moved to keep it contiguous.
Suppose you have a vector of 9 elements, now you delete the 5th. The vector will call element’s assignment
operator to assign the 6th element to the 5th, the 7th to 6th, ... , finally the 9th to the 8th. Then it will delete the
last element. So you can see, to keep a contiguous memory a great deal of work needs to be done if you delete or
add from the middle. In contrast, for a linked list, all you need to do is to point the pointer in the 4th element to
the 6th. Therefore, if you need to frequently insert and delete from the middle, use a linked list.
When an element is inserted, the compiler will first call copy constructor to create a new element at the end, and
use assignment operator to assign the second last to the last, and so on, and finally assign the object which is to be
inserted to the original object which is at the insertion point.
vector's elements can be accessed with subscription just like arrays. Operator [ ] does not perform range check,
but method at does.
If a new element is added to a full vector, the vector increases its size automatically – some would double its
size, so would increase a certain amount.
♦ Two more methods of its own
vector has two more methods of its own:
capacity: vector’s capacity is not always its number of elements. When a full vector receives a new element, it
may double its size. So if a vector has 4 elements and one is added, it will have a size of 5 and capacity of 8.
resize: if you think the doubled capacity consumes too much memory, you can use it to resize the vector.
♦ Sample codes and explanations:

const int SIZE = 6;


int a[SIZE] = {1,2,3,4,5,6};
vector<int> v1; // create an empty vector
vector<int> v2(a, a + size); // create a vector using part of an array
v1.push_back(11); // insert an element at the back of the vector
v1.push_back(22);
vector<int>::iterator p1; // create an iterator

// traverse a vector with iterator:


for(p1 = v1.begin(); p1 != v1.end(); p1++)
cout << *p1;

vector<int>::reverse_iterator p2; // create a reverse_iterator

// traverse a vector with reverse_iterator


for(p2 = v2.rbegin(); p2 != v2.rend(); p2++)
cout << *p2;

cout << v2.size(); // size of vector


cout << v2.capacity(); // capacity of vector

v1[0] = 7; // set first element to 7 – no range checking


v1.at(2) = 7; // set third element to 7 – with range checking
If the argument at receives is out of range, it will throw a “out_of_range” exception, which is in <stdexcept>.

v1.insert(v1.begin()+3, 22); // insert 22 as 4th element


v2.insert(v1.begin()+3, v2.begin(),v2.begin()+5);

This is to insert the first 6 elements of vector v2 into the vector v1, to start as from the 4th element of vector.
istream_iterator<int> input(cin);
int a, b;
a = *input;
++ input;
b = *input;
This is to declare an istream_iterator to input integers from cin.

ostream_iterator<int> output(cout, “ “);


*output = a + b;
This is to declare an ostream_iterator to output integers to cout. Each outputted value is to be separated by a
space character specified as the second argument.
v1.erase(v1.begin()+3); // remove the 4th element from vector
v1.erase(v1.begin(), v1.end()); // remove a range of elements from vector
v1.clear(); // remove all elements from vector

9.10 Binary Predicate Function


A function supplied as an argument to other functions such as container methods and STL algorithms, which
takes two arguments, performs a comparison, and returns a bool value indicating the result. The algorithms only
call the passed function to perform the comparison, but how to implement the comparison is customized with this
function. This technique is also called “call back”, which is an effort to separate “what to do” from “how to do”.

template < class T >

bool myCompare(T a, T b)
{ return a < b; }

9.11 List
Class list is implemented as a doubly-linked list, so it can not be randomly accessed, and it only supports
bidirectional iterators. As said before, because the list elements are not stored contiguous and only connected one
by one through doubly links, it is convenient to insert or delete an element at any location of the list.
Header file of lists is <list>.
♦ Methods
splice: remove elements from a list and insert into another
push_front: insert an element at the front
pop_front: remove an element at the front
remove
unique
merge
reverse
sort
♦ Sample program

list<int> l1, l2; // create an empty list


l1.sort();
Method “sort” sorts the elements in the list in ascending order by calling element's operator "<". If the element
type does not provide a "<" operator, or you want to compare two elements in a different way, or the list elements
are pointers to other objects, you will need to provide a comparing method yourself. The second version of “sort”
allows the programmer to supply a binary predicate function.

l1.splice(l1.end(), l2);
This is to remove all the elements of l2 and insert them into l1 before the iterator position, which is the end.

l1.splice(l1.end(), l2, l2.begin() + 1);


This is to remove the l2’s second element, and insert it into l1 as the last element.

l1.splice(l1.begin(), l2, l2.begin(), l2.begin() + 2);


This is to remove l2’s first three elements and insert them into l1 at the beginning.
l1.merge(l2);
This is to remove all elements from l2 and insert them into l2, and the result is in sorted order. Before this
operation, the two lists must already be in sorted order. The second version of “merge” takes another argument –
a binary predicate method to determine the actually sorting order.

l1.unique();
This is to remove duplicated elements in the list. Before this operation the list must already be in sorted order. A
second version of “unique” method takes an argument as a predicate method, to determine whether two elements
are equal.
l1.swap(l2); // exchange the contents of l1 with l2
l1.assign(l2.begin(), l2.end());
This is to replace the content of l1 with content of l2 in the specified range.

v1.remove(44); // remove all elements with value 44


You can see that list has much more methods than vector. It is because vector can access its elements randomly
via subscripts, most of these functionality can be done very easily by clients. There is no need to provide such
methods.

9.12 Deque
Class deque is designed to combine the advantages of vector and list together. Like a vector, a deque can be
randomly accessed via subscripts, and like a list, elements can be conveniently inserted and deleted at both ends
of the deque. Because of this combination, a deque iterator must be more intelligent than a vector iterator.
Insertion and deletion at the middle of a deque is optimized to minimize the number of elements copied.
Header file of deque is <deque>.
deque has two more methods of its own:
push_front
pop_front

9.13 Comparison of vector, list and deque


Vector has the best random access performance. So a vector is always the first choice if delete and insert only
happens at the back of the collection. If insertion and deletion frequently happens at both ends, a deque is
preferred than a list because it is more efficient. If frequent insertion and deletion also happens in the middle of
the collection, then we should use a list.

9.14 Associative Containers


All associative containers store and retrieve elements essentially in pairs: one is the key, one is the value.
Multisets and sets use their values as keys, while multimaps and maps use a separate key for each of the value.
In an associative container, the way to quickly search for an element by its key is to put all the keys and the
addresses of the elements or records in a look-up table arranged with searching algorithms such as binary tree, b
tree or b+ tree. The size of the look-up table should be minimal to speed up the searching process, so the size of
the key itself must be minimal. Because sets uses elements themselves as keys, its elements must be of minimal
size. If the element size is too big to be a key, then you should use a separate key to represent the value, that is to
say, you have to use maps. The separate key may very probably be a field of the element, such as the employee
number of class Employee.
Therefore, the key difference between sequential containers and associative containers is: sequential container
elements are stored in by themselves, while associative container elements are stored with a look-up table.
Regardless of the sequence in which the elements are inserted, they are always in sorted order.
♦ Common Methods
find
lower_bound
upper_bound
count
Because associative containers can only be accessed through keys, all their methods are key-related.

9.15 Class pair


Class pair has two public data members of any two types:

template<class T1, class T2>


class pair {
public:
T1 first;
T2 second;
pair() {}
pair(const T1 & x, const T2 & y)
: first(x), second(y) {}
};
It is used to store a pair of values so that a method can return a pair of values. In <bool>.

9.16 multiset
The elements themselves are used as keys. The ordering of the elements is decided by a comparator method
object such as “less<Type>”.
The type of the key must support appropriate comparison, e.g., keys sorted with “less<Type>” must support
operator<.
A multiset container supports bidirectional iterators.
Header file of multiset is <set>.
♦ Sample Program
typedef multiset<int, less<int> > ims1; // declare an alias of multiset type
ims1 m1; // create an empty multiset
cout << m1.count(15); // count the number of keys with value of 15
m1.insert(15);
This is to insert 15 into the multiset. The second version of insert takes an iterator and a value as arguments and
begins the search for the insertion point from the iterator position specified.

m1.insert(a, a + SIZE);
The above third version takes two iterators as arguments to specify a range of values from another container to
add into the multiset:

ims1 const_iterator result;


result = m1.find(15);
Method “find” returns an iterator or a const_iterator pointing to the first element with value 15. If not found, it
will return an iterator to the position after the last element.

cout << *( m1.upper_bound(15) ) << *( m1.lower_bound(15) );


Method “upper_bound” returns an iterator or const_iterator to the first element with value 15, while method
“lower_bound” returns an iterator or const_iterator to the location after the last element with value 15. If not
found, they both return an iterator to the position after the last element.

pair< ims1::const_iterator, ims1::const_iterator > p1;


p = m1.equal_range(22);
cout << *(p1.first) << *(p1.second);
Method “equal_range” returns a pair object containing the lower_bound and upper_bound of 22. Then we can
access the two elements through the two iterators stored in the pair.

9.17 set
The methods of set are identical to multiset, except that a set must not have duplicated keys.
typedef set< double, less<double> > double_set;//define an alias of a set type
double_set s1(a, a + size); // create a set out of part of an array
pair< double_set1::const_iterator, bool > p;
p = s1.insert(13.8);
Method "insert" will first search for the element of 13.8. If element found, it will return an iterator to the found
element and a false value to indicate that the value was not inserted. If the element is not found, it will insert that
value in the set, return an iterator to the inserted element and a true value to indicate the successful insertion.

9.18 multimap
Elements of maps are sorted and organized very similar to sets. Many of their methods are the same. The only
difference is that in a map a separate key is used to represent a value. Both the key and the value can be of any
type. Just as the sets, the ordering of the keys is determined by a predicate method such as less<Type>. The
maps support bidirectional iterators.
Multimaps allows duplicated keys, so you can have duplicated values with the same key. This is called "one-to-
many" relationship.
typedef multimap< int, double, less<int> > mmid1;
mmid1 m1;
m1.insert( mmid1::value_type( 15, 2.73 ) );
"value_type" is one of those pre-defined types just like iterators, const_iterators. It represents the type used in
the container.

for(mmid1::const_iterator i = m1.begin(); i != m1.end(); i++)


cout << i->first << i->second;
This is to traverse the multiset with a const_iterator and print out the key and the value of each element.
Header file of both multimap and map is <map>.

9.19 map
Duplicated keys are not allowed in a map, so only a single value can be associated with each key. This is called
a "one-to-one mapping".
Because of this "one-to-one mapping", you can specify the key and get back the associated value quickly. A map
is also called an "associative array", for you can provide the key in subscript operator [] and locate the
element. Insertion and deletion can be done anywhere efficiently.
typedef map< int, double, less<int> > mid;
mid m1;
m1.insert( mid::value_type(15, 2.73) );
m1[13] = 8.93;
When key 13 is in the map, operator[ ] returns a reference to the element, so that it can be assigned 8.93. If key
13 is not in the map, operator[ ] inserts the key and returns a reference to the value.

9.20 Container Adapters


Container adapters are implemented upon first-class containers, just like shrinking inheritance. Some extra
implementations can also be added to achieve more specific task, such as the sorting of priority_queue. They
don't support iterators. There are three types of adapters: stack, queue and priority_queue. Their common
methods are push and pop.

9.21 Stack
A stack enables insertion and deletion at the same end of the underlying data structure, commonly referred to as a
last-in-first-out data structure. A stack can be implemented with any of the sequence containers: vector, list and
deque. By default it is deque. For best performance, use vector or deque as the underlying container.
All stack methods are implemented as inline to avoid an extra method call.
Header file of stack is <stack>.
♦ Methods
push: insert an element by calling underlying container method push_back
pop: remove an element by calling pop_back
top: return a reference to the top element by calling back
empty: determine if the stack is empty by calling empty
size: return the size of the stack by calling stack
♦ Sample Program

stack<int> s1; // using a deque<int> as underlying container


stack<int, vector<int>> s2; // using a vector<int> as underlying container
stack<int, list<int>> s3; // using a list<int> as underlying container

9.22 queue
A queue enables insertion at one end of the underlying container, and deletion from the other end. This is
referred to as FIFO data structure. A queue can be implemented with deque and list. By default it is deque. It
can perform better than list.
All queue methods are implemented as inline to avoid an extra method call.
Header file of queue is <queue>.
♦ Methods
push: insert at the back by calling underlying container method push_back
pop: remove at the front by calling pop_front (that is the reason why vector can not be used)
front: return a reference to the first element by calling front
back: return a reference to the last element by calling back
empty
size

9.23 priority_queue
A priority_queue can be implemented with vector and deque. By default it is vector. A priority_queue is a
sorted vector. When adding elements to priority_queue, the elements are automatically inserted in priority
order, so that the highest priority element i.e. the largest element is always the first to be removed. This is
accomplished by using a sorting technique called "heapsort", and such a data structure is called a "heap".
The ordering of the elements is performed with comparator method object less<Type>. Programmer can also
supply their own comparator.
♦ Methods
push: insert an element at the proper location, by calling push_back then sorting the container using heapsort
pop: remove the highest-priority element by calling pop_back
top: return a reference to the top element by calling front
empty
size

9.24 Introduction to Algorithms


Only some basic functionality is implemented through container’s methods, while most of the implementations
are provided by independent STL algorithms. Such separation makes it easier to add new algorithms without
modifying containers.
Algorithms operate on containers through iterators, and many of them use a pair of iterators specifying a range of
elements in a container. This pair of iterators is most commonly provided by container method begin and end.
Header file of algorithms is <algorithm> or <algo>.
♦ Common Non-mutating Algorithms
adjacent-find
count
count-if
equal
find
for_each
mismatch
search
search_n
♦ Numerical algorithms from <numeric>
accumulate
inner_product
partial_sum
adjacent_difference

9.25 Fill Container with Objects


fill(c1.begin(), c1.end(), ‘A’);
set every element to be ‘A’. Takes at least forward iterators.

fill_n(c1.begin(), 5, ‘A’);
set the first 5 elements to be ‘A’. Takes at least output iterators.

generate(c1.begin(), c1.end(), myFill);

char myFill() // generator method


{
static char c = ‘A’;
return c++;
}
set all elements of the container with objects provided by a generator method. Takes at least forward iterators.

generate_n(c1.begin(), 5, generate);
set first 5 elements. Takes at least output iterator.

9.26 Compare Elements


bool result = equal( c1.begin(), c1.end(), c2.begin() );
compare elements of two containers using their operator = =. Takes at least input iterators.

typedef vector<int>::iterator vv1;


pair<vv, vv1> location;
location = mismatch( c1.begin(), c1.end(), c2.begin() );
compare elements of two containers using their operator = =, and return a pair of iterators pointing to the
mismatching element in both containers. If all equal, the pair will be equal to the last iterator. Takes at least
input iterators.

char c1[8] = “Hello”, c2[8] = “Good-bye”;


bool result = lexicographical_compare(c1, c1 + 8, c2, c2 + 8);
return true if first is greater than second.

if( includes(a1, a1 + SIZE1, a2, a2 + SIZE2) )


method “includes” compares the two sets of sorted values, and returns true if set is include in set 1. Takes at
least input iterators.

9.27 Remove Elements


vector<int>::iterator i = remove( c1.begin(), c1.end(), 10);
eliminate all elements with value of 10. It doesn’t erase the element like erase method, it only move all
untouched elements forward, leaving all eliminated elements at the back, with undefined values. It returns an
iterator pointing to the last retained element. So the size of the container is not changed. Takes at least forward
iterators.
i = remove_copy(c1.begin(), c1.end(), c2.begin(), 10);
copy all elements that DO NOT have the value of 10 from container c1 into container c2. It returns an iterator to
the last copied element in c2. The first two arguments must be at least input iterators, while the third must be at
least output iterators.

i = remove_if(c1.begin(), c1.end(), myJudge);

bool myJudge(int x)
{ return x > 9; }
eliminates all elements that the user-defined unary predicate method will return true. It does the same thing on
eliminated elements like remove. Takes at least forward iterators.

i = remove_copy_if(c1.begin(), c1.end(), c2.begin(), judge);


combination of remove_if and remove_copy.
9.28 Replace Elements
replace(c1.begin(), c1.end(), 10, 100);
replace all elements with a value of 10 with 100. Takes at least forward iterators.
replace_copy(c1.begin(), c1.end(), c2.begin(), 10, 100);
copy all elements in c1 in the specified range into c2, replacing all values of 10 with 100. Returns an iterator to
the last copied element in c2. The first two arguments must be at least input iterators, while the third must be at
least output iterators.
replace_if(c1.begin(), c1.end(), judge, 100);
replace all elements that the user-defined unary predicate method returns true with value 100. Takes at least
forward iterators.
replace_copy_if(c1.begin(), c1.end(), c2.begin(), judge, 100);
combination of replace_if and replace_copy.

9.29 Mathematical Algorithms


random_shuffle(c1.begin(), c1.end());
randomly shuffle the elements in the specified range. Takes random-access iterators.
int result = count(c1.begin(), c1.end(), 8);
count the number of elements with value of 8. Takes at least input iterators.

result = count_if(c1.begin(), c1.end(), myJudge);


count the number of elements that the user-defined unary predicate method will return true. Takes at least input
iterators.

vector<int>::iterator i1, i2;


i1 = min_element(c1.begin(), c1.end());
i2 = max_element(c1.begin(), c1.end());
return an iterator to the smallest/largest element in the specified range. Takes at least input iterators.
result = accumulate(c1.begin(), c1.end(), 0);
sums up the elements, with initial value as the third argument. Operator += should be implemented. Takes at least
input iterators.

result = accumulate(c1.begin(), c1.end(), myCalculate, 0);

int myCalculate(int accumulation, int element)


{ return accumulation += element * element; }
A second version of accumulate takes as its third argument a name of a user-defined method which determines
how to accumulate.
for_each(c1.begin(), c1.end(), myMethod);
applies myMethod which takes one element as argument to each element. The method can not modify the
elements. If you want to modify, use method transform. Takes at least input iterators.

transform(c1.begin(), c1.end(), c2.begin(), myMethod);


applies myMethod to each of the elements in c1, and place result in c2. c2 can be also c1. Takes at least input
iterators.

9.30 Searching and Sorting Elements


vector<int>::iterator i;
i = find(c1.begin(), c1.end(), 16);
return an iterator to the element of value 16. Takes at least input iterators.

i = find_if(c1.begin(), c1.end(), myJudge);


return an iterator to the element that the user-defined unary predicate method returns true. Takes at least input
iterators.
sort(c1.begin(), c1.end());
sort the elements in ascending order. A second version takes a third argument as a binary predicate method which
returns a bool type to decide the sorting order.

bool result = binary_search(c1.begin(), c1.end(), 223);


use binary search to determine whether 223 is in the specified range.

9.31 Swap Elements


swap(a[0], a[1]);
swap the two arguments.

iter_swap(v1.begin(), v1.begin + 3);


exchange the first and fourth element.

swap_ranges(a, a+5, a+10);


exchange a range of elements from a to (but not including) a + 5, with a range of elements starting from a + 10.
Taks three forward iterators.

9.32 Copy Elements


copy_backward(v1.begin(), v1.end(), v2.end());
copy a range of elements from one container to another, starting from the element before v1.end to v1.begin,
returning an iterator at the last elements copied (v1.begin). Takes three bidirectional iterators.
The main difference between algorithm copy and copy_backward is: copy returns an iterator after the last
copied element, while copy_backward returns an iterator at the last copied element.

unique_copy(v1.begin(), v1.end(), back_inserter(v2));


use back_inserter to insert all unique values into container v2. Takes at least output iterators.

reverse_copy(v1.begin(), v1.end(), back_inserter(v2));


make a reversed copy of v1 and insert into v2. First two iterators to be at least bidirectional, and third to be
output.

i = set_difference(v1.begin(), v1.end(), v2.begin(), v2.end(), v3);


copy the elements in v1 which are not in v2 into v3. Both v1 and v2 must be in ascending order. It returns an
output iterator at the last copied element in v3. The first four iterators must be at least input iterators, while the
last output iterator.
i = set_intersection(v1.begin(), v1.end(), v2.begin(), v2.end(), v3);
copy the elements in v1 which are also in v2 into v3. Both v1 and v2 must be in ascending order. It returns an
output iterator at the last copied element in v3. The first four iterators must be at least input iterators, while the
last output iterator.

i = set_symmetric_difference(v1.begin(), v1.end(), v2.begin(), v2.end(), v3);


copy elements in v1 that are not in v2 and elements in v2 that are not in v1 into v3. Both v1 and v2 must be in
ascending order. It returns an output iterator at the last copied element in v3. The first four iterators must be at
least input iterators, while the last output iterator.

i = set_union(v1.begin(), v1.end(), v2.begin(), v2.end(), v3);


copy elements that are either in one of v1 and v2 or in both of them into v3. Elements that are both in v1 and v2
are only copied from v1. Both v1 and v2 must be in ascending order. It returns an output iterator at the last copied
element in v3. The first four iterators must be at least input iterators, while the last output iterator.

9.33 Merge Containers


merge(v1.begin(), v1.end(), v2.begin(), v2.end(), v3.begin());
combine two sorted ascending sequences of values into a third sorted ascending sequence. The first four iterators
must be at least input iterators, while the last output iterator.
merge(v1.begin(), v1.end(), v2.begin(), v2.end(), back_inserter(v3));
merge(v1.begin(), v1.end(), v2.begin(), v2.end(), front_inserter(v3));
merge(v1.begin(), v1.end(), v2.begin(), v2.end(),inserter(v3, v3.begin() + 2));
template method back_inserter is in <iterators>. It calls the container’s method push_back to insert an element
at the back of the container v3. There are two other inserters.

inplace_merge(v1.begin(), v1.begin + 5, v1.begin() + 10);


Reorders the sequences designated by iterators in the two ranges [0, 5) and [5, 10), each ordered by operator<, to
form a merged sequence of length 10 beginning at first, also ordered by operator<. The merge occurs without
altering the relative order of elements within either original sequence. Moreover, for any two elements from
different original sequences that have equivalent ordering, the element from the ordered range [0, 5) precedes the
other. Takes at least bidirectional iterators.

9.34 Unify Elements


i = unique(v1.begin(), v1.end());
after unique is applied to the range of elements, only a single copy of each value is left. It returns an iterators after
the last legal element in the sequence – the rest of values are undefined. Takes at least forward iterators.

9.35 Reverse Elements


reverse(v1.begin(), v1.end());
reverse the elements. Takes at least bidirectional iterators.

9.36 Locate Element in Sorted Container


i = lower_bound(v1.begin(), v1.end(), 233);
return an iterator to locate the first right location in an ascending-order sequence, at which the value 233 can be
inserted, while still keeping the new sequence in ascending order. Takes at least forward iterators.

i = upper_bound(v1.begin(), v1.end(), 233);


return an iterator to locate the last right location in an ascending-order sequence, at which the value 233 can be
inserted, while still keeping the new sequence in ascending order. Takes at least forward iterators.

typedef vector<int>::iterator vv1;


pair<vv1, vv1> p1;
p1 = equal_range(v1.begin(), v1.end(), 233);
return a pair of iterators to locate both the first and the last right location in an ascending-order sequence, at
which the value 233 can be inserted, while still keeping the new sequence in ascending order. Takes at least
forward iterators.
These three algorithms are usually used to locate insertion point in sorted sequences.

9.37 Heapsort
Heapsort is a sorting method, in which an array of elements is arranged into a special binary tree called a heap.
The key features of a heap are that the largest element is always at the top of the heap, and the values of the
children of any node in the binary tree are always less than or equal to that node’s value. Such a heap is called a
maxheap.

make_heap(v1.begin(), v1.end());
take the values and create a heap, so that it can be sorted. Only takes random-access iterators – therefore only can
be used on arrays, vectors and deques.

sort_heap(v1.begin(), v1.end());
sort a sequence which had been arranged in a heap. Only takes random-access iterators.

push_heap(v1.begin(), v1.end());
add a new value into a heap. Each time push_heap is called, it assumes that the last element in the vector is the
one newly added and all the rest elements have already been arranged as a heap. Only takes random-access
iterators.
for ( i = 0; i < v1.size(); ++i)
pop_heap(v1.begin(), v1.end() – i);
swap the top element with the one before v1.end – i. Finally results in a sorted sequence. The method assumes
that the range of values specified by the two arguments has already been a heap.

9.38 min & max


determine the minimum and maximum of two containers.
10. ANSI/ISO C++ STANDARD LANGUAGE ADDITIONS

10.1 bool
In C++ zero represents false and non-zero represents true. But bool type true and false is clearer and is preferred.

10.2 Four Casts


The ANSI/ISO C++ draft standard introduces four new cast operators to replace the old-style cast, which do all
kinds of casting jobs. The new casts are less powerful and more specific, and each of them has separate purposes,
thus give the program more precise control. Old casting is still legal, but new casts are preferable.
♦ static_cast and dynamic_cast
static_cast operator and dynamic_cast is mainly used to cast up or dow the inheritance hierarchy – to cast base-
class objects or pointers to derived-class objects or pointers, or vice versa. Consider the following example:

class Base {
public:
Method1() {};
};

class Derived : public Base {


public:
Method2() {};
};

void DoSomething(Base * pBase)


{
Derived * pDerived1 = static_cast<Derived *>(pBase);
pDerived1->Method2();

Derived * pDerived2 = dynamic_cast<Derived *>(pBase);


pDerived2->Method2();
}
static_cast only perform type checking at compile time. So it is safer than casting with "( )". But it does not
perform run-time type checking, so it is the programmer's responsibility to make sure that pBase is pointing to a
Derived object. If not, there will be a run time error.
In contrast, dynamic_cast performs RTTI, and if pBase is only pointing to Base object, dynamic_cast will find
out and return 0. Therefore, you can decide the whether the cast is successful by checking this:

if(dynamic_cast<Derived *>(ptr) == 0)

♦ const_cast
const_cast casts away const or volatile. It only works on pointers, not objects. You can use it to modify a data
member in a const method:

void Test::print() const // Test is a class


{
const_cast<Test *>(this)->member1++; // member1 is a data member of Test
cout << member1 << endl;
}
Such a capability can solve the problem for an intelligent pointer class:

#ifndef POINTER_H
#define POINTER_H

template <class Type>


class Pointer
{
public:
Pointer() : ptr(0), owner(false) {}

Pointer(Type * p) :ptr(p), owner(true) {}

Pointer(const Pointer & obj)


{
ptr = obj. ptr;

if(obj. owner == true)


{
owner = true;
const_cast< Pointer * >(&obj)->owner = false; }
else
owner = false;
}

const Pointer & operator=(const Pointer & obj)


{
ptr = obj. ptr;

if(obj. owner == true)


{
owner = true;
const_cast< Pointer * >(&obj)->owner = false;
}
else
owner = false;

return *this;
}

~ Pointer()
{ if(owner == true) delete ptr; }

int operator==(const Pointer &other) const { return ptr == other. ptr; }


Type * pointer() const { return ptr; }
Type * operator->() const { return ptr; }
Type & operator*() const { return *ptr; }

private:
Type * ptr;
bool owner;
};

#endif
Such a pointer object is fully intelligent: it allows shallow copy – multiple pointer objects pointing to the same
server object – to avoid the copy of pointed objects which is most probably unnecessary and time consuming. It
knows to delete the server object to which it is pointing, and meanwhile avoiding multiple deleting on the same
object.
The key point of this class is an extra data member “owner”, representing whether a pointer object is the owner of
its server object. There may be multiple pointer objects pointing to the same server object, but among them there
is only one owner, and only the owner will delete the server object.
To accomplish this, in its copy constructor and assignment operator, it transfers the ownership from “right” object
to “this” object, setting the right object’s owner to be false. Considering that the right object in these two methods
must be constant (otherwise it can not be applied on constant objects), we need const_cast to cast away the const
of the right object before we modify its data member “owner”.
♦ reinterpret_cast
reinterpret_cast is used for cases that yeilds implementation-dependent results, such as casing between function
pointer types.
Because it allows you to do nonstandard strange conversions, dangerous manipulations can be done, and the
result may be machine-dependent.

10.3 Namespace
Each namespace defines a scope where global identifiers and variables are placed:
namespace Test1 {
const double PI = 3.14159;
const double E = 2.71828
void print();

namespace Inner {
enum Day {Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday};
}
}

void Test1::print()
{ cout << PI << Inner::Monday; }
Notice that unlike classes, there is no semicolon after the definition.
Namespace can be nested.
The definition of a namespace must either occupy the scope or be nested within other namespace.
Because method “print” is a member of namespace Test1, it can directly access other data members of Test1, and
access nested namespace Inner through its name.
To use a namespace member, the member’s name must be qualified with the namespace name and binary scope
resolution operator:

double area = Test1::PI * 2.0 * Radius;


if(day == Test1::Inner::Tuesday)
In case a namespace’s members are frequently used in a file, to simplify the invoking process, place statement

using namespace Test1;


then in the following part of the file the namespace members do not need to be proceeded with “Test::”. It can
also be used to directly access only one member of the namespace:

using namespace Test1::PI;


using namespace std;
informs the compiler that namespace std is being used. The contents of header file <iostream> are all defined as
part of namespace std.
Unnamed namespace members occupy the global namespace, are directly accessible and do not have to be
qualified with a namespace name. Global variables are actually part of global namespace.
Ideally, in large programs, every entity should be declared in a class, method, block, or namespace. This helps
clarify every entity’s role.
Classes do provide us with named scopes, but namespaces allow us to manage things more precisely. Before
namespaces were introduced we had to create classes just for the purpose of defining a named scope, and we had
to use typedef to get some of the control namespaces give us.

10.4 Run-Time Type Information (RTTI)


Because of polymorphism, when you write your program, you may not be able to know the exact type you are
dealing with. But there are cases in which you do need to find out the exact type of the polymorphic object and
deal with it differently according to its type. Run-time type information (RTTI) is used to find out the type of a
polymorphic object.
Header file <typeinfo> defines operator typeid. It returns a const reference of class type_info, which is a class
description of the operand. Class type_info has a method name, which returns a char * which is the type name of
the operand.

class Base { ... }


class Derived : public Base { ... }

int main()
{
Base1 * pBase1 = new Derived;
const type_info & t1 = typeid(pBase1);
const type_info & t2 = typeid(*pBase1);
cout << "typeid(pBase1) = " << t1.name() << endl;
cout << "typeid(*pBase1) = " << t2.name() << endl;
}
If class Base and Derived are polymorphic types i.e. they have virtual functions, the output will be:

typeid(pBase1) = class Base1 *


typeid(*pBase1) = class Derived
If class Base and Derived do not have virtual functions, the output will be:
typeid(pBase1) = class Base1 *
typeid(*pBase1) = class Base

10.5 Operator Keywords


The ANSI/ISO standard provides operator keywords that can be used in place of some operators, in case that the
keyboard you are using does not have these keys. For example, “and” can be used for “&&”, “bitand” for “&”,
etc.

10.6 explicit Constructor


When a method is expecting an object which has a one-argument constructor but you pass the argument, compiler
will implicitly call that one-argument constructor and convert that passed argument to the object:

class Base {
public:
Base(int a) : member(a)
{ cout << "Base constructor called with " << a << endl; }

int member;
};

void test(Base obj1)


{ cout << "Base object's member = " << obj1.member; }

int main()
{ test(333); }
The output will be:

Base constructor called with 333


Base object's member = 333
In same cases such an automatic implicit conversion may cause trouble. You can use keyword explicit in front of
the constructor to suppress the implicit conversion. If you want to convert, you have to use explicit conversion
such as static_cast, without which compiler will reject the conversion and prompt error message.

class Base {
public:
explicit Base(int a) : member(a)
{ cout << "Base constructor called with " << a << endl; }

int member;
};

void test(Base obj1)


{ cout << "Base object's member = " << obj1.member; }

int main()
{
test( static_cast<Base>(333) );
}

10.7 mutable Class Member


C++ provides mutable class member as an alternative to const_cast. A mutable data member is always
modifiable even in a const method of a const object. The difference between const_cast and mutable is: for a
non-mutable data member in a const method, every time you modify it, you have to use const_cast. This actually
reduces the chance of accidental modification.
11. SOME INDIVIDUAL TOPICS

11.1 DOS Keyboard Characteristics


When any key on the keyboard is pressed, a parameter in the operating system is set, and this parameter can be
checked through method kbhit( ) in <conio>. Then we can get this character through method getch in <conio>.
Method getch returns one char at a time. If the key can be represented in ASCII, the ASCII code of the character
is returned. But many keys cannot be represented in ASCII, for example the F1 key and the PageDown key.
When they have been pressed, first a zero is returned, then the next value we get will tell us which key it was.

11.2 Detach Method for Wrapper Classes


Some wrapper classes has a pointer to another dynamic object. In its destructor it usually delete that object to free
the space. However, if some one calls its “get” method which returns this pointer to the outside world, then the
dynamic object is taken care of by another program and should be “detached” from the wrapper class, so that the
destructor is no longer responsible to delete that dynamic object.:

class Person {
private:
char * m_strName;

public:
Person(char * name = NULL) : m_strName(name)
{}

~Person()
{
if(m_strName != 0)
delete m_strName;
}

char * Detach()
{
char * temp;
temp = m_strName;
m_strName = 0;
return temp;
}
}

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