Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. General Programming
  3. C / C++ / MFC
  4. Passing an array as argument to a function

Passing an array as argument to a function

Scheduled Pinned Locked Moved C / C++ / MFC
questiondata-structures
61 Posts 7 Posters 0 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
                          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.

                            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
                            0
                            • 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.

                              1 Reply Last reply
                              0
                              Reply
                              • Reply as topic
                              Log in to reply
                              • Oldest to Newest
                              • Newest to Oldest
                              • Most Votes


                              • Login

                              • Don't have an account? Register

                              • Login or register to search.
                              • First post
                                Last post
                              0
                              • Categories
                              • Recent
                              • Tags
                              • Popular
                              • World
                              • Users
                              • Groups