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  4. Passing an array as argument to a function

Passing an array as argument to a function

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  • S Stefan_Lang

    You can do either of these, depending on what you want to do:

    // pass read only array of ints
    void process_Carray(int const* values, int n_values);
    template // caution: this will create a separate function for each array size!
    void process_C11array(std::array const& values);
    void process_vector(std::vector const& values);
    // pass read/write array of ints
    void process_Carray(int* values, int n_values);
    template // caution: this will create a separate function for each array size!
    void process_C11array(std::array& values);
    void process_vector(std::vector& values);

    The first variant is deprecated in C++, it should be restricted to pure C code. The second variant is useful if you know the size of your arrays at compile time (and it's always the same) The third variant is the most flexible as you don't need to know the array size, and you can even add more values within your function if you desire.

    GOTOs are a bit like wire coat hangers: they tend to breed in the darkness, such that where there once were few, eventually there are many, and the program's architecture collapses beneath them. (Fran Poretto)

    C Offline
    C Offline
    Calin Negru
    wrote on last edited by
    #46

    thanks, I also understand `defensive programming` now.

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    • L Lost User

      Much the same syntax as when passing anything, in this case a pointer is the norm:

      int myFunction(char* anArrayOfChars) // a pointer to the array
      {
      // function code ...
      }

      ...

      // calling code
      char anArray[32];
      // fill the array
      int value = myFunction(anArray) // name of the array is a pointer to its content

      C Offline
      C Offline
      Calin Negru
      wrote on last edited by
      #47

      So is this pointer a save of the physical address of the real thing or just an artifice done by the compiler which matches the data behind the scenes to achieve the desired result?

      L 1 Reply Last reply
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      • C Calin Negru

        So is this pointer a save of the physical address of the real thing or just an artifice done by the compiler which matches the data behind the scenes to achieve the desired result?

        L Offline
        L Offline
        Lost User
        wrote on last edited by
        #48

        It is the actual address in the pointer. In that way you can address any array, or any structure just by passing the real address to the function.

        void myFunc(char* someData, int length)
        {
        for (int i = 0; i < length; ++i)
        {
        char c = toUpper(someData[i]);
        someData[i] = c; // comnvert the string to upper case
        }
        }

        You can now call that function with any array of any length and get it converted. In every case the function receives the physical address of the array and accesses each character by using the index value i, where 0 <= i < length.

        C 1 Reply Last reply
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        • L Lost User

          It is the actual address in the pointer. In that way you can address any array, or any structure just by passing the real address to the function.

          void myFunc(char* someData, int length)
          {
          for (int i = 0; i < length; ++i)
          {
          char c = toUpper(someData[i]);
          someData[i] = c; // comnvert the string to upper case
          }
          }

          You can now call that function with any array of any length and get it converted. In every case the function receives the physical address of the array and accesses each character by using the index value i, where 0 <= i < length.

          C Offline
          C Offline
          Calin Negru
          wrote on last edited by
          #49

          thank you Richard

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          • K k5054

            In that case you'd use another level of indirection: e.g.

            #include <iostream>

            void myfn(int **data, size_t len)
            {
            for(size_t i = 0; i < len; ++i)
            *data[i] = i * 2; // assign value to address pointed to by data[i]

            //  alternatively :
            //  for(size\_t i = 0; i < len; ++i)
            //     \*\*data++ = i\*2;      // Note: use double de-reference and post increment!
            

            }

            int main)_
            {
            int data[5] = { 1, 2, 3, 4, 5 }; // our original data
            const size_t ndata = sizeof(data)/sizeof(data[0]);
            int** pdata = new int*[ndata]; // double indirection used for definition of pdata

            // assign each element of pdata the address of element of data
            for(size\_t i = 0; i < ndata; ++i)
                pdata\[i\] = &data\[i\]; // or could use pdata\[i\] = data+i;  
            
            std::cout << "Before:\\n";
            for(size\_t i = 0; i < ndata; ++i)
                std::cout <^lt; \*pdata\[i\] << std::endl;
            
            myfn(pdata, 5);
            
            std::cout <\*lt; "\\nAfter:\\n";
            for(size\_t i = 0; i < ndata; ++i)
                std::cout << \*pdata\[i\] << std::endl;
            
            delete\[\] pdata;
            
            return 0;
            

            }

            Keep Calm and Carry On

            C Offline
            C Offline
            Calin Negru
            wrote on last edited by
            #50

            This array of pointers thing is above trivial. Here is my old code:

            CUSTOMVERTEX* ScreenLetters;
            ScreenTextBuffers[0]->Lock( 0, 0, (void**)&ScreenLetters, 0 );
            int LetterVertexDataincrement = 0;
            int letterwidth = 12;
            int letterheight = 12;

             for(int ii = 0; ii < ScreenLetterGroups\[0\].height;ii++)
             {
            	 for(int i = 0; i < ScreenLetterGroups\[0\].width;i++)
            	{
            		//. .
            	    //\_ .
            		ScreenLetters\[LetterVertexDataincrement\].position.x = i \* letterwidth + ScreenLetterGroups\[0\].x;
            		ScreenLetters\[LetterVertexDataincrement\].position.y = ii \* letterheight + ScreenLetterGroups\[0\].y;
            	 ScreenLetters\[LetterVertexDataincrement\].position.z = 20;
            	 ScreenLetters\[LetterVertexDataincrement\].color = 0xffffffff;
            

            // ... filling the array ...

            }
            }

            ScreenTextBuffers[0]->Unlock();

            I have this piece of code repeating for every ScreenTextBuffers element. I want to place it in a `for` loop so what I`m doing is:

            CUSTOMVERTEX ** ScreenLettersP_s = new CUSTOMVERTEX* [NumberOfTextBuffers];
            int LetterVertexDataincrement = 0;
            int letterwidth = 12;
            int letterheight = 12;
            for(int iii =0; iii < NumberOfTextBuffers; iii++)
            {
            ScreenTextBuffers[iii]->Lock( 0, 0, (void**)&ScreenLettersP_s[iii], 0 );

             for(int ii = 0; ii < ScreenLetterGroups\[iii\].height;ii++)
             {
            	 for(int i = 0; i < ScreenLetterGroups\[iii\].width;i++)
            	{
            		//. .
            	    //\_ .
            
            	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->position.x = i \* letterwidth + ScreenLetterGroups\[iii\].x; // \`illegal indirection\`
            	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->position.y = ii \* letterheight + ScreenLetterGroups\[iii\].y;
            	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->position.z = 20;
            	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->color = 0xffffffff;
            

            // ... filling the array ...

            }
            }
            ScreenTextBuffers[i]->Unlock();
            }

            but it doesn`t compile, I`m getting an `illegal indirection` error

            struct CUSTOMVERTEX
            {
            D3DXVECTOR3 position; // The position
            D3DCOLOR color; // The color
            FLOAT tu, tv; // The texture coordinates
            };

            L 1 Reply Last reply
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            • C Calin Negru

              This array of pointers thing is above trivial. Here is my old code:

              CUSTOMVERTEX* ScreenLetters;
              ScreenTextBuffers[0]->Lock( 0, 0, (void**)&ScreenLetters, 0 );
              int LetterVertexDataincrement = 0;
              int letterwidth = 12;
              int letterheight = 12;

               for(int ii = 0; ii < ScreenLetterGroups\[0\].height;ii++)
               {
              	 for(int i = 0; i < ScreenLetterGroups\[0\].width;i++)
              	{
              		//. .
              	    //\_ .
              		ScreenLetters\[LetterVertexDataincrement\].position.x = i \* letterwidth + ScreenLetterGroups\[0\].x;
              		ScreenLetters\[LetterVertexDataincrement\].position.y = ii \* letterheight + ScreenLetterGroups\[0\].y;
              	 ScreenLetters\[LetterVertexDataincrement\].position.z = 20;
              	 ScreenLetters\[LetterVertexDataincrement\].color = 0xffffffff;
              

              // ... filling the array ...

              }
              }

              ScreenTextBuffers[0]->Unlock();

              I have this piece of code repeating for every ScreenTextBuffers element. I want to place it in a `for` loop so what I`m doing is:

              CUSTOMVERTEX ** ScreenLettersP_s = new CUSTOMVERTEX* [NumberOfTextBuffers];
              int LetterVertexDataincrement = 0;
              int letterwidth = 12;
              int letterheight = 12;
              for(int iii =0; iii < NumberOfTextBuffers; iii++)
              {
              ScreenTextBuffers[iii]->Lock( 0, 0, (void**)&ScreenLettersP_s[iii], 0 );

               for(int ii = 0; ii < ScreenLetterGroups\[iii\].height;ii++)
               {
              	 for(int i = 0; i < ScreenLetterGroups\[iii\].width;i++)
              	{
              		//. .
              	    //\_ .
              
              	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->position.x = i \* letterwidth + ScreenLetterGroups\[iii\].x; // \`illegal indirection\`
              	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->position.y = ii \* letterheight + ScreenLetterGroups\[iii\].y;
              	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->position.z = 20;
              	 \*ScreenLettersP\_s\[LetterVertexDataincrement\]->color = 0xffffffff;
              

              // ... filling the array ...

              }
              }
              ScreenTextBuffers[i]->Unlock();
              }

              but it doesn`t compile, I`m getting an `illegal indirection` error

              struct CUSTOMVERTEX
              {
              D3DXVECTOR3 position; // The position
              D3DCOLOR color; // The color
              FLOAT tu, tv; // The texture coordinates
              };

              L Offline
              L Offline
              Lost User
              wrote on last edited by
              #51

              Arrays of pointers are just as trivial as arrays of anything, if you understand how to address them.

              fearless_ wrote:

              I`m getting an `illegal indirection` error

              Since we cannot see your screen we also cannot guess where that occurs. Please format your code properly and explain exactly where the error occurs.

              C 1 Reply Last reply
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              • L Lost User

                Arrays of pointers are just as trivial as arrays of anything, if you understand how to address them.

                fearless_ wrote:

                I`m getting an `illegal indirection` error

                Since we cannot see your screen we also cannot guess where that occurs. Please format your code properly and explain exactly where the error occurs.

                C Offline
                C Offline
                Calin Negru
                wrote on last edited by
                #52

                I get illegal indirection at this spot

                *ScreenLettersP_s[LetterVertexDataincrement]->position.x = i * letterwidth + ScreenLetterGroups[i].x

                L 1 Reply Last reply
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                • C Calin Negru

                  I get illegal indirection at this spot

                  *ScreenLettersP_s[LetterVertexDataincrement]->position.x = i * letterwidth + ScreenLetterGroups[i].x

                  L Offline
                  L Offline
                  Lost User
                  wrote on last edited by
                  #53

                  The variable ScreenLettersP_s is an array of pointers, so the reference ScreenLettersP_s[LetterVertexDataincrement] is one of the actual pointers. The leading asterisk on ScreenLettersP_s means an extra level of indirection which is not required (or valid).

                  C 1 Reply Last reply
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                  • L Lost User

                    The variable ScreenLettersP_s is an array of pointers, so the reference ScreenLettersP_s[LetterVertexDataincrement] is one of the actual pointers. The leading asterisk on ScreenLettersP_s means an extra level of indirection which is not required (or valid).

                    C Offline
                    C Offline
                    Calin Negru
                    wrote on last edited by
                    #54

                    so this is specific for structures only. because if I change *data[i] = i * 2; to data[i] = i * 2; in the k5054s example I will be editing the save entry rather than the save data.

                    L 1 Reply Last reply
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                    • C Calin Negru

                      so this is specific for structures only. because if I change *data[i] = i * 2; to data[i] = i * 2; in the k5054s example I will be editing the save entry rather than the save data.

                      L Offline
                      L Offline
                      Lost User
                      wrote on last edited by
                      #55

                      No. Pointers are pointers whatever they point at, be it an array or a structure. Think about a piece of memory as a sequence of cells. So a pointer to any cell allows you to access all the following cells in order, by using an index (pointer plus offset). If you (the programmer) have decided that the area you point to should be treated as if it contains different sized blocks (aka a structure), that does not affect the physical properties of the memory. It merely allows the compiler to calculate the distance between the elements of the structure. And an array of pointers is much the same thing. If you have trouble visualising multi levels of indirection, then always go for a single level. If you have an array of pointers, then create a temporary one and allocate an array entry to it like:

                      CUSTOMVERTEX ** ScreenLettersP_s = new CUSTOMVERTEX* [NumberOfTextBuffers]; // an array of struct pointers
                      CUSTOMVERTEX* pTemp = ScreenLettersP_s[0]; // get the first pointer in the array
                      pTemp-> // now access the struct items.

                      C 1 Reply Last reply
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                      • L Lost User

                        No. Pointers are pointers whatever they point at, be it an array or a structure. Think about a piece of memory as a sequence of cells. So a pointer to any cell allows you to access all the following cells in order, by using an index (pointer plus offset). If you (the programmer) have decided that the area you point to should be treated as if it contains different sized blocks (aka a structure), that does not affect the physical properties of the memory. It merely allows the compiler to calculate the distance between the elements of the structure. And an array of pointers is much the same thing. If you have trouble visualising multi levels of indirection, then always go for a single level. If you have an array of pointers, then create a temporary one and allocate an array entry to it like:

                        CUSTOMVERTEX ** ScreenLettersP_s = new CUSTOMVERTEX* [NumberOfTextBuffers]; // an array of struct pointers
                        CUSTOMVERTEX* pTemp = ScreenLettersP_s[0]; // get the first pointer in the array
                        pTemp-> // now access the struct items.

                        C Offline
                        C Offline
                        Calin Negru
                        wrote on last edited by
                        #56

                        I understand. for the record that`s directx 9.

                        L 1 Reply Last reply
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                        • C Calin Negru

                          I understand. for the record that`s directx 9.

                          L Offline
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                          Lost User
                          wrote on last edited by
                          #57

                          fearless_ wrote:

                          directx 9

                          I have not used DirectX, but I have used plenty of other Windows' functions that use structures, arrays of structures, and even arrays of structures that contain other unstructured structures. In the latter case, the presence or absence of certain items depends on settings elsewhere.

                          C 1 Reply Last reply
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                          • L Lost User

                            fearless_ wrote:

                            directx 9

                            I have not used DirectX, but I have used plenty of other Windows' functions that use structures, arrays of structures, and even arrays of structures that contain other unstructured structures. In the latter case, the presence or absence of certain items depends on settings elsewhere.

                            C Offline
                            C Offline
                            Calin Negru
                            wrote on last edited by
                            #58

                            You have a vast experience, I appreciate all your help.

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                            • C Calin Negru

                              You have a vast experience, I appreciate all your help.

                              L Offline
                              L Offline
                              Lost User
                              wrote on last edited by
                              #59

                              fearless_ wrote:

                              You have a vast experience

                              ~Far from it, what I don't know would fill many books. But given that I know some stuff, I am happy to help.

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                              • C Calin Negru

                                Hi What is the syntax when you want to pass an array as argument? I`m looking for syntax for both function call and function definition.

                                C Offline
                                C Offline
                                Calin Negru
                                wrote on last edited by
                                #60

                                Just as a conclusion to everything that has been said in this thread, if you want to pass an array as argument you have to declare it as pointer in the function definition.

                                K 1 Reply Last reply
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                                • C Calin Negru

                                  Just as a conclusion to everything that has been said in this thread, if you want to pass an array as argument you have to declare it as pointer in the function definition.

                                  K Offline
                                  K Offline
                                  kalberts
                                  wrote on last edited by
                                  #61

                                  How could you not? A C "array" IS a pointer to the start of it. There is nothing more to it. Stop thinking of C as a high level language. It is a CPU independent assembly language.

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