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Passing an array as argument to a function

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  • Greg UtasG Greg Utas

    Where did it die in g++? Before or after calling the function?

    Robust Services Core | Software Techniques for Lemmings | Articles

    L Offline
    L Offline
    Lost User
    wrote on last edited by
    #40

    Same as in Windows, on the if statement in test function.

    K 1 Reply Last reply
    0
    • L Lost User

      Same as in Windows, on the if statement in test function.

      K Offline
      K Offline
      k5054
      wrote on last edited by
      #41

      Ditto for clang 9.0.1 (Fedora fc31)

      Keep Calm and Carry On

      1 Reply Last reply
      0
      • 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
        #42

        thanks k5054

        1 Reply Last reply
        0
        • L Lost User

          The documentation on MSDN (_countof Macro | Microsoft Docs[^]) does not identify it as MS only.

          S Offline
          S Offline
          Stefan_Lang
          wrote on last edited by
          #43

          The leading '_' indicates it's a system level macro, i. e. Windows specific.

          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)

          L 1 Reply Last reply
          0
          • 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.

            S Offline
            S Offline
            Stefan_Lang
            wrote on last edited by
            #44

            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 1 Reply Last reply
            0
            • S Stefan_Lang

              The leading '_' indicates it's a system level macro, i. e. Windows specific.

              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)

              L Offline
              L Offline
              Lost User
              wrote on last edited by
              #45

              :thumbsup:

              1 Reply Last reply
              0
              • 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.

                1 Reply Last reply
                0
                • 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
                  0
                  • 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
                    0
                    • 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

                      1 Reply Last reply
                      0
                      • 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
                        0
                        • 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
                          0
                          • 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
                            0
                            • 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
                              0
                              • 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
                                0
                                • 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
                                  0
                                  • 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
                                    0
                                    • C Calin Negru

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

                                      L Offline
                                      L Offline
                                      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
                                      0
                                      • 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.

                                        L 1 Reply Last reply
                                        0
                                        • 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.

                                          1 Reply Last reply
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