[PDF] C Programming for Engineers Pointers


C Programming for Engineers Pointers


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pointer is an address in the memory One of the unique advantages of using C is that it provides direct access to a memory location through its address A variable declared as int x has the address given by &x & is a unary operator that allows the programmer to access the address of a single variable declared

What is a pointer in C and C++?

    A pointer in C and C++ is a variable that contains a memory address which is usually the address/ location of another variable in the memory. So, for example, if I say the pointer variable 'ptr' points to variable x, I mean that 'ptr' holds the memory location or the exact address where x is stored in the memory.

How to pointer to an int variable in C?

    A pointer or address variable to an int is defined as: int* ptr; The * can be placed anywhere between int and ptr. Compiler will consider ptr to be an address of a variable of int type. Therefore any dereferencing of the ptr variable will cause the program to look for 4 bytes of memory.

What is the memory size of a pointer in C?

    The memory size of a C pointer for a 16-bit system is 2 bytes. We must understand the use of two operators (& and *) for using pointers in C. The unary operator, &, is used for getting the address of the variable. If you use '&' before a variable name, it returns the address of that variable.

What is a pointer in Java?

    What are Pointers? A pointer is a variable whose value is the address of another variable, i.e., direct address of the memory location. Like any variable or constant, you must declare a pointer before using it to store any variable address. The general form of a pointer variable declaration is ?

1C Programming for EngineersPointers ICEN 360-Spring 2017Prof. Dola Saha

2PointersØPointers are variables whose values are memory addresses. ØA variable name directlyreferences a value, and a pointer indirectlyreferences a value.ØReferencing a value through a pointer is called indirection.

3Declaring PointersØPointers must be defined before they can be used. ØThe definitionoint*countPtr, count; specifies that variable countPtris of type int*(i.e., a pointer to an integer).ØThe variable countis defined to be an int, nota pointer to an int.

4Initializing Pointers ØPointers should be initialized when they're defined or they can be assigned a value. ØA pointer may be initialized to NULL, 0 or an address. ØA pointer with the value NULLpoints to nothing. ØNULLis a symbolic constant defined in the header (and several other headers, such as ). ØInitializing a pointer to 0is equivalent to initializing a pointer to NULL, but NULLis preferred. ØWhen 0is assigned, it's first converted to a pointer of the appropriate type. ØThe value 0is the onlyinteger value that can be assigned directly to a pointer variable.

5Pointer OperatorØThe &, or address operator, is a unary operator that returns the address of its operand. ØExample definitionointy = 5;int*yPtr;the statementoyPtr= &y;assigns the addressof the variable y to pointer variable yPtr. ØVariable yPtris then said to "point to" y. Graphical RepresentationMemory Representation

6Indirection(*) OperatorØThe unary *operator, commonly referred to as the indirection operatoror dereferencing operator, returns the valueof the object to which its operand (i.e., a pointer) points. ØExample:oprintf("%d", *yPtr);prints the value of variable that yPtris pointing toIn this case it is y, whose value is 5. ØUsing *in this manner is called dereferencing a pointer.

7Using &and *

8Pass by value

9Pass by reference -simulating with Pointer

10Pass by value (1)

11Pass by value (2)

12Pass by value (3)

13Pass by reference (1)

14Pass by reference (2)

15Determine Size of Data Types (1)

16Determine Size of Data Types (2)

17Pointer ArithmeticØA pointer may be §incremented(++) or decremented(--), §an integer may be addedto a pointer (+ or +=), §an integer may be subtractedfrom a pointer (-or -=) §one pointer may be subtracted from another - this last operation is meaningful only when bothpointers point to elements of the samearray.ØWhen an integer n is added to or subtracted from a pointer§Pointer is incremented or decremented by that integer times the size of the object to which the pointer refers. vPtr+=2;

18Pointer and ArrayØArrays and pointers are intimately related in C and often may be used interchangeably. ØAn array name can be thought of as a constant pointer. ØPointers can be used to do any operation involving array indexing. ØSet bPtrequal to the address of the first element in array bwith the statement §bPtr= b;ØAddress of the array's first element:§bPtr= &b[0];

19Pointer and ArrayØArray element b[3] with pointer expression§*(bPtr+ 3)§The 3in the expression is the offsetto the pointer. ØThis notation is referred to as pointer/offset notation. ØAddress of b[3] can be referenced as§&b[3]§(bPtr+3)

20Access array elements by pointer (1)

21Access array elements by pointer (2)

22Classroom AssignmentØWrite a function encrypt() and a function decrypt() to change each of the characters in a string shift by a given value.ØSample output where the values are shifted by 5.String given = This is confidential informationString encrypted = Ymnx%nx%htsknijsynfq%nsktwrfyntsString decrypted = This is confidential information

23Pointer Notation with Arrays (1)

24Pointer Notation with Arrays (2)

25Pointer Notation with Arrays (3)

26Array of PointersØArrays may contain pointers304Chapter 7C Pointers

string is essentially a pointer to its first character. So each entry in an array of strings is ac- tually a pointer to the first character of a string. Consider the definition of string array suit, which might be useful in representing a deck of cards. The suit[4] portion of the definition indicates an array of 4 elements. The char * por- tion of the declaration indicates that each element of array suit is of type "pointer to char." Qualifier const indicates that the strings pointed to by each element pointer will not be modified. The four values to be placed in the array are "Hearts", "Diamonds", "Clubs" and "Spades". Each is stored in memory as a null-terminated character string that's one character longer than the number of characters between quotes. The four strings are 7, 9, 6 and 7 characters long, respectively. Although it appears as though these strings are being placed in the suit array, only pointers are actually stored in the array (Fig.7.22). Each pointer points to the first character of its corresponding string. Thus, even though the suit array is fixed in size, it provides access to character strings of any length. This flexibility is one example of C's powerful data-structuring capabilities. The suits could have been placed in a two-dimensional array, in which each row would represent a suit and each column would represent a letter from a suit name. Such a data structure would have to have a fixed number of columns per row, and that number would have to be as large as the largest string. Therefore, considerable memory could be wasted when storing a large number of strings of which most were shorter than the longest string. We use string arrays to represent a deck of cards in the next section.

7.11Case Study: Card Shuffling and Dealing Simulation

In this section, we use random number generation to develop a card shuffling and dealing simulation program. This program can then be used to implement programs that play specific card games. To reveal some subtle performance problems, we've intentionally used suboptimal shuffling and dealing algorithms. In this chapter's exercises and in Chapter10, we develop more efficient algorithms. Using the top-down, stepwise refinement approach, we develop a program that will shuffle a deck of 52 playing cards and then deal each of the 52 cards. The top-down approach is particularly useful in attacking larger, more complex problems than you've seen in earlier chapters. const char *suit[ 4 ] = { "Hearts", "Diamonds", "Clubs", "Spades" Fig. 7.22|Graphical representation of the suit array. 'S'suit[3] suit[2] suit[1] suit[0] 'p''a''d' 'e''s' '\0' 'C''l''u' 'b''s' '\0' 'D''i''a' 'm''o' 'n''d''s' '\0' 'H''e''a' 'r''t' 's''\0'

7.11 Case Study: Card Shuffling and Dealing Simulation305

We use 4-by-13 double-subscripted array deck to represent the deck of playing cards (Fig.7.23). The rows correspond to the suits - row 0 corresponds to hearts, row 1 to dia- monds, row 2 to clubs and row 3 to spades. The columns correspond to the face values of the cards - columns 0 through 9 correspond to ace through ten respectively, and columns

10 through 12 correspond to jack, queen and king. We shall load string array suit with

character strings representing the four suits, and string array face with character strings representing the thirteen face values. This simulated deck of cards may be shuffled as follows. First the array deck is cleared to zeros. Then, a row (0-3) and a column (0-12) are each chosen at random. The number

1 is inserted in array element deck[row][column] to indicate that this card will be the first

one dealt from the shuffled deck. This process continues with the numbers 2, 3, ..., 52 being randomly inserted in the deck array to indicate which cards are to be placed second, third, ..., and fifty-second in the shuffled deck. As the deck array begins to fill with card numbers, it's possible that a card will be selected again - i.e., deck[row] [column] will be nonzero when it's selected. This selection is simply ignored and other rows and columns are repeatedly chosen at random until an unselected card is found. Eventually, the numbers

1 through 52 will occupy the 52 slots of the deck array. At this point, the deck of cards is

fully shuffled. This shuffling algorithm can execute indefinitely if cards that have already been shuf- fled are repeatedly selected at random. This phenomenon is known as indefinite post- ponement. In this chapter's exercises, we discuss a better shuffling algorithm that eliminates the possibility of indefinite postponement. To deal the first card, we search the array for deck[row][column] equal to 1. This is accomplished with nested for statements that vary row from 0 to 3 and column from 0 to Fig. 7.23|Double-subscripted array representation of a deck of cards.

Performance Tip 7.3

Sometimes an algorithm that emerges in a "natural" way can contain subtle performance problems, such as indefinite postponement. Seek algorithms that avoid indefinite post- ponement. 0543
deck[2][12] represents the King of Clubs

ClubsKing

21
1 2 0 3

Diamonds

Clubs

Hearts

Spades

67981011 12

304Chapter 7C Pointers

string is essentially a pointer to its first character. So each entry in an array of strings is ac- tually a pointer to the first character of a string. Consider the definition of string array suit, which might be useful in representing a deck of cards. The suit[4] portion of the definition indicates an array of 4 elements. The char * por- tion of the declaration indicates that each element of array suit is of type "pointer to char." Qualifier const indicates that the strings pointed to by each element pointer will not be modified. The four values to be placed in the array are "Hearts", "Diamonds", "Clubs" and "Spades". Each is stored in memory as a null-terminated character string that's one character longer than the number of characters between quotes. The four strings are 7, 9, 6 and 7 characters long, respectively. Although it appears as though these strings are being placed in the suit array, only pointers are actually stored in the array (Fig.7.22). Each pointer points to the first character of its corresponding string. Thus, even though the suit array is fixed in size, it provides access to character strings of any length. This flexibility is one example of C's powerful data-structuring capabilities. The suits could have been placed in a two-dimensional array, in which each row would represent a suit and each column would represent a letter from a suit name. Such a data structure would have to have a fixed number of columns per row, and that number would have to be as large as the largest string. Therefore, considerable memory could be wasted when storing a large number of strings of which most were shorter than the longest string. We use string arrays to represent a deck of cards in the next section.

7.11Case Study: Card Shuffling and Dealing Simulation

In this section, we use random number generation to develop a card shuffling and dealing simulation program. This program can then be used to implement programs that play specific card games. To reveal some subtle performance problems, we've intentionally used suboptimal shuffling and dealing algorithms. In this chapter's exercises and in Chapter10, we develop more efficient algorithms. Using the top-down, stepwise refinement approach, we develop a program that will shuffle a deck of 52 playing cards and then deal each of the 52 cards. The top-down approach is particularly useful in attacking larger, more complex problems than you've seen in earlier chapters. const char *suit[ 4 ] = { "Hearts", "Diamonds", "Clubs", "Spades" Fig. 7.22|Graphical representation of the suit array. 'S'suit[3] suit[2] suit[1] suit[0] 'p''a''d' 'e''s' '\0' 'C''l''u' 'b''s' '\0' 'D''i''a' 'm''o' 'n''d''s' '\0' 'H''e''a' 'r''t' 's''\0'

27Pointers to FunctionsØA pointer to a function contains address of function in the memory.7.12 Pointers to Functions313

Using Function Pointers to Create a Menu-Driven System A common use of function pointers is in text-based menu-driven systems. A user is prompt- ed to select an option from a menu (possibly from 1 to 5) by typing the menu item's num- ber. Each option is serviced by a different function. Pointers to each function are stored in an array of pointers to functions. The user's choice is used as a subscript in the array, and the pointer in the array is used to call the function. Figure7.28 provides a generic example of the mechanics of defining and using an array of pointers to functions. We define three functions - function1, function2 and function3 - that each take an integer argument and return nothing. We store pointers to these three functions in array f, which is defined in line 14.

1// Fig.7.28: fig07_2 8.c

2// Demonstrating an array of pointers to functions.

3#include

4

5// prototypes

6 7 8 9

10int main( void )

11{ 12 13 14 15

16 size_t choice; // variable to hold user's choice

17

18 printf( "%s", "Enter a number between 0 and 2, 3 to end: " );

19 scanf( "%u", &choice );

20

21 // process user's choice

22 while ( choice >= 0 && choice < 3 ) {

23
24
25
26
27

28 printf( "%s", "Enter a number between 0 and 2, 3 to end: " );

29 scanf( "%u", &choice );

30 } // end while

31

32 puts( "Program execution completed." );

33} // end main

34
35
36{

37 printf( "You entered %d so function1 was called\n\n", a );

38} // end function1

39
Fig. 7.28|Demonstrating an array of pointers to functions. (Part 1 of 2.) void function1( int a ); void function2( int b ); void function3( int c ); // initialize array of 3 pointers to functions that each take an // int argument and return void void (*f[ 3 ])( int ) = { function1, function2, function3 }; // invoke function at location choice in array f and pass // choice as an argument (*f[ choice ])( choice ); void function1( int a )

7.12 Pointers to Functions313

Using Function Pointers to Create a Menu-Driven System A common use of function pointers is in text-based menu-driven systems. A user is prompt- ed to select an option from a menu (possibly from 1 to 5) by typing the menu item's num- ber. Each option is serviced by a different function. Pointers to each function are stored in an array of pointers to functions. The user's choice is used as a subscript in the array, and the pointer in the array is used to call the function. Figure7.28 provides a generic example of the mechanics of defining and using an array of pointers to functions. We define three functions - function1, function2 and function3 - that each take an integer argument and return nothing. We store pointers to these three functions in array f, which is defined in line 14.

1// Fig.7.28: fig07_2 8.c

2// Demonstrating an array of pointers to functions.

3#include

4

5// prototypes

quotesdbs_dbs14.pdfusesText_20
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