Why C++? • Popularand relevant (used in nearly every application domain): – end-user applications (Word, Excel, PowerPoint, Photoshop, Acrobat, Quicken, games) – operating systems (Windows 9x, NT, XP; IBM’s K42; some Apple OS X) – large-scale web servers/apps (Amazon, Google) – central database control (Israel’s census bureau; Amadeus; Morgan- Stanley financial modeling) – communications (Alcatel; Nokia; 800 telephone numbers; major transmission nodes in Germany and France) – numerical computation / graphics (Maya) – device drivers under real-time constraints • Stable, compatible, scalable
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C vs. C++ •C++ is C incremented (orig., “C with classes”) • C++ is more expressive (number of C++ source lines less than C for same program) • C++ is just as permissive (anything you can do in C can also be done in C++) • C++ can be just as efficient (most C++ expressions need no run-time support; C++ allows you to – manipulate bits directly and interface with hardware without regard for safety or ease of comprehension, BUT – hide these details behind a safe, clean, elegant interface) • C++ is more maintainable (1000 lines of code – even brute force, spaghetti code will work; 100,000 lines of code – need good structure, or new errors will be introduced as quickly as old errors are removed)
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Efficiency and Maintainability 90/10rule: 10% of your program will take 90% of the processor time to run optimize what needs to be optimized, but no more focus on design Efficiency (processor time) Maintainability (programmer time)
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Design goals ofC++ • Backward compatibility with C (almost completely – every program in K&R is a C++ program) • Simplicity, elegance (few built-in data types, e.g., no matrices) • Support for user-defined data types (act like built-in types; N.B. Standard Template Library (STL)) • No compromise in efficiency, run-time or memory (unless “advanced features” used) • Compliation analysis to prevent accidental corruption of data (type-checking and data hiding) • Support object-oriented style of programming
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Compatibility with C C++does not allow • old-style C function declarations void f(a) int a; {} • generic function declarations void f(); void g() { f(2); } • setting enum to int enum Dir {Up, Down}; Dir d=1; • multiple declarations int i; int i; • assigning to void * int* p = malloc(10); • “implicit int” signed a = 7; Other differences: • const global variables have internal linkage in C++, external in C • extra keywords in C++ void main() { int catch = 5; } • bizarre comments int f(int a, int b) { return a//**/b ; } How is C++ not backward compatible with C (C89)? (For these, C++ is backward compatible with C99)
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Purpose of aprogramming language • Programming languages serve two purposes: – vehicle for specifying actions to be executed “close to the machine” – set of concepts for thinking about what can be done “close to the problem being solved” • Object-oriented C++ excels at both
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Learning C++ • Goal:Don’t just learn new syntax, but become a better programmer and designer; learn new and better ways of building systems • Be willing to learn C++’s style; don’t force another style into it • C++ supports gradual learning – Use what you know – As you learn new features and techniques, add those tools to your toolbox • C++ supports variety of programming paradigms
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Programming paradigms • procedural– implement algorithms via functions (variables, functions, etc.) • modular – partition program into modules (separate compilation) • object-oriented – divide problem into classes (data hiding, inheritance) • abstract – separate interface from implementation (abstract classes) • generic – manipulate arbitrary data types (STL: containers, algorithms)
Some C++ concepts •constructor / destructor / copy constructor • initialization list • inheritance • exceptions • overloading operators (e.g., assignment operator) • namespace • const • virtual function • pure virtual (abstract) function • friend • template • standard template library (STL) • pass by value, pass by reference • composition versus derivation
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A simple C++program #include <iostream> // std::cout #include <cstdio> // printf int main() { int a = 5; // 'a' is L-value float b = 0.9f; printf("Hello world %d %3.1f n", a, b); std::cout << "Hello world" << a << " " << b << " " << std::endl; return 0; }
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Declarations and definitions •Declaration: – extern char c; – struct User; – double sqrt(double); Okay to have many • Definition: – char c; – int count = 1; – double abs(double a) { a>0 ? a : -a; } Must have exactly one
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Fundamental types • bool(true 1, false 0) • char (could be signed or unsigned – implementation-defined) • int (signed by default) • double • void (“pseudo-type”) • enum • class • also short, long, struct, float, wchar_t, etc.) Do not rely on sizes of these! (Implementation-dependent) INTEGRAL ARITHMETIC USER-DEFINED
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Macros • Dangerous: – compilernever sees them source code translation unit – global • Instead, use – const – inline – template – enum • Ok to use for include guards (“header wrappers”) • If you must use a macro, give it a long ugly name with lots of capital letters Example: template<typename T> inline T max(T t){ t>0 ? t : -t; }
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Memory allocation • “onthe stack” – block delimited by {} – object alive till it falls out of scope – calls constructor / destructor • “on the heap” – new and delete replace malloc, calloc, free – object exists independently of scope in which it was created – also “on the free store” or “allocated in dynamic memory” – be careful: new delete, new[] delete[] – for safety, same object should both allocate and deallocate • “local static store” void foo() { static int i=0; }
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Global variables • Built-intypes initialized to 0 (but local variables uninitialized) • Initialized before main() invoked • Initialization order: – within translation unit, same as definition – between translation units, arbitrary order file1.cpp double pi = 3.14; file2.cpp double twopi = 2*pi;
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A class class Date{ public: enum Month {Jan, Feb, Mar, ...} Date(int year, Month month, int day); int GetDay() const; void SetDay(int day); Date& operator+=(int days); private: Month m_month; int m_year, m_day; }; member functions member variables
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Names • Maintain consistentnaming style – long names for large scope – short names for small scope • Don’t start with underscore; reserved for special facilities • Avoid similar-looking names: l and 1 • Choosing good names is an art
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Access control • Public:visible to everyone • Private: visible only to the implementer of this particular class • Protected: visible to this class and derived classes • Good rule of thumb: – member functions public or protected – member variables private
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Default class functions •By default, each class has member functions: – constructor Date(); – destructor ~Date(); – copy constructor Date(const Date& other); – assignment operator Date& operator=(const Date& other); • These call the appropriate functions on each member variable • Be careful: If this is not what you want, then either override or disallow (by making private)
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Constructor and destructor •(Copy) constructor creates object • Destructor destroys (“cleans up”) object • Be aware of temporary objects class Matrix { Matrix(const Matrix& other); Matrix& operator+(const Matrix& other); Matrix& operator=(const Matrix& other); }; void foo() { Matrix a, b, c, d; a = b + c + d; } What functions get called? (Note: There are ways to speed this up while preserving the syntax)
Concrete classes • Aconcrete class – does a single, relatively small thing well and efficiently – hides data members (encapsulation) – provides clean interface – acts like a built-in type – is a “foundation of elegant programming” – Stroustrup • Don’t underestimate the importance of this basic C++/OO feature!
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Class relationships • OK: –A calls function from B – A creates B – A has a data member of type B • Bad: – A uses data directly from B (without using B’s interface) • Even worse: – A directly manipulates data in B
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Pointers, arrays, references •Use 0, not NULL (stronger type checking) • Name of array is equivalent to pointer to initial element • Access array using * or []; same efficiency with modern compiler • use std::vector, not built-in array, when possible • Reference is like a pointer
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References • Reference: alternate namefor an object • There is no null reference • No pointer to a reference • No reference to a temporary • Syntax confusing • Basically a const dereferenced pointer with no operations int &a; int a; int& b=a; b++; int* c = &a; int &a = b; int* c= &a; int& a = 1;
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Argument passing /return • Pass / return by value – calls copy constructor – ok for built-in types int foo(int a) { return 0; } – performance penalty for structs and classes (temporary objects) • Pass / return by reference or pointer – does not call copy constructor – pass inputs by const reference – never pass inputs by “plain” reference void update(int& a); update(2); // error – pass outputs by pointer int x = 1; next(x); // should not change x int x = 1; next(&x); // may change x – ok to return a ref, or const ref
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C++ function mechanisms •Overloaded function names – Cleaner and safer print(int); print(float); – But beware print(int); print(int*); print(0); • Default parameters void print(int a, int b=0, int c=0); • Operator overloading Matrix& operator+=(const Matrix& other); • Implicit conversion operator operator int() const {} // converts to int – Provides convenient syntax, but potentially dangerous so use sparingly
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Explicit type conversion •C++ casts – static_cast between 2 related types (int/float, int/enum, 2 pointers in class hierarchy) – reinterpret_cast between 2 unrelated types (int/ptr, pointers to 2 unrelated classes) – const_cast cast away constness – dynamic_cast used for polymorphic types Run-time type info (RTTI) • Avoid casts, but use these instead of C casts – e.g., compiler can perform minimal checking for static_cast, none for reinterpret_cast
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Namespaces • Namespace expresseslogical grouping • using declaration – Don’t use global using except for transition to older code – Ok in namespace for composition – Ok in function for notational convenience • Namespaces are open • Unnamed namespaces restrict code to local translation unit • Aliases
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Const • Const preventsobject from being modified (orig., readonly) • Avoid magic numbers char a[128]; const int maxn = 128; char a[maxn]; • Logical constness vs. physical constness • Const is your friend; use it extensively and consistently • can cast away constness, but be sure to use mutable • const pointers: – const int * const ptr = &a[0]; // const ptr to a const int – int const * const ptr = &a[0]; // ” – int * const p2 = &a[0]; // const ptr to an int – const int * p1 = &a[0]; // ptr to a const int – int const * p2 = &a[0]; // ”
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Inheritance • Subclass derivedfrom base class • Two classes should pass the “ISA” test: derived class is a base class class Shape { }; class Circle : public Shape { }; • Class hierarchy: means of building classes incrementally, using building blocks (subclass becomes base class for someone else) • Facilitates code reuse
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Inheritance vs. composition •Inheritance: “is a” class Circle : public Shape { }; • Composition: “has a” class Circle { private: Shape m_shape; }; • Decision should be based on commonality of interface
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Virtual functions • Functionof derived class is called even if you have only a pointer to the base class File.h class Shape { virtual void Draw(); }; class Circle : public Shape { virtual void Draw(); }; File.cpp void Func1() { Circle mycirc; Func2(&mycirc); } void Func2(Shape* s) { s->Draw(); } // calls Circle::Draw()
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How a virtualfunction works Shape vtable vfunc1 addr vfunc2 addr ... vfuncN addr vfunc1 addr vfunc2 addr ... vfuncN addr Circle vtable var1 ... varM vtable ptr mycirc
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What is thepenalty of a virtual function? • Space: – one vtable per class with virtual function(s) – one pointer per instance • Time: – one extra dereference if type not known at compile time – no penalty if type known at compile time (ok to inline a virtual function)
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Pure virtual function •Pure virtual function – Function intentionally undefined – Same penalty as regular virtual function • Abstract class – Contains at least one pure virtual function – Cannot instantiate; must derive from base class and override pure virtual function – Provides an interface (separates interface from implementation) class Shape { virtual void Draw() = 0; };
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Multiple inheritance • C++allows you to inherit from multiple base classes class CalculatorWatch : public Calculator, Watch {}; • Works best if – exactly one base class passes ISA test – all other base classes are interfaces • Advanced feature that you will not need in this course
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Polymorphism • Polymorphism – “abilityto assume different forms” – one object acts like many different types of objects (e.g., Shape*) – getting the right behavior without knowing the type – manipulate objects with a common set of operations • Two types: – Run-time (Virtual functions) – Compile-time (Templates)
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Exceptions • Error handlingin C: – Half of code is error handling – Dangerous: Easy for programmer to forget to check return value void Func() { int ret; ret = OpenDevice(); if (ret != 0) error(“Unable to open device”); ret = SetParams(); if (ret != 0) error(“Unable to set params”); }
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Exceptions (cont.) • Errorhandling in C++: – try-catch blocks safer – separate “real code” from error handling code void Func() { try { OpenDevice(); SetParams(); } catch (const MyException& e) { e.ReportToUser(); } catch (...) { abort(1); } } void OpenDevice() { if (bad) throw MyException(“Cannot open device”); }
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Templates • Define aclass or function once, to work with a variety of types • Types may not be known until future • Better type checking and faster (cf. qsort) • Specialization can be used to reduce code bloat • Templates support generic programming template<typename T> T Max(T a, T b) { return a>b ? a : b; } template<typename T> class Vector { Vector(int n, T init_val); T* m_vals; };
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Generic programming • Drawbacksof qsort in <stdlib.h> – requires a compare function, even if trivial – loss of efficiency b/c dereferencing pointer – lost type safety b/c void* – only works with contiguous arrays – no control over construction / destruction / assignment; all swapping done by raw memory moves
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Standard Template Library(STL) • Containers: – Sequences • vector – array in contiguous memory (replaces realloc) • list – doubly-linked list (insert/delete fast) • deque (“deck”) – double-ended queue • stack, queue, priority queue – Associative • map – dictionary; balanced tree of (key,value) pairs like array with non-integer indices • set – map with values ignored (only keys important) • multimap, multiset (allow duplicate keys) – Other • string, basic_string – not necessarily contiguous • valarray – vector for numeric computation • bitset – set of N bits
std::string • Example: #include <string> voidFunc() { std::string s, t; char c = 'a'; s.push_back(c); // s is now “a”; const char* cc = s.c_str(); // get ptr to “a” const char dd[] = "afaf"; t = dd; // t is now “afaf”; t = t + s; // append “a” to “afaf” }
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std::vector #include <vector> void Func() { std::vector<int>v(10); int a0 = v[3]; // unchecked access int a1 = v.at(3); // checked access v.push_back(2); // append element to end v.pop_back(); // remove last element size_t howbig = v.size(); // get # of elements v.insert(v.begin()+5, 2); // insert 2 after 5th element } • Example:
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std::vector (cont.) #include <vector> #include<algorithm> void Func() { std::vector<int> v(10); v[5] = 3; // set fifth element to 3 std::vector<int>::const_iterator it = std::find(v.begin(), v.end(), 3); bool found = it != v.end(); if (found) { int three = *it; int indx = it - v.begin(); int four = 4; } } • Example:
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Iterators • iterator –generalized pointer • Each container has its own type of iterator void Func() { stl::vector<int> v; stl::vector<int>::const_iterator it = v.begin(); for (it = v.begin() ; it != v.end() ; it++) { int val = *it; } }
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Types of iterators template<classInputIterator, class Type> InputIterator find( InputIterator _First, InputIterator _Last, const Type& _Val ); • Each container provides a different type input forward bidirectional random access output Types
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Allocators • STL writtenfor maximum flexibility • Each container has an allocator • Allocator is responsible for memory management (new/delete) template < class Type, class Allocator = allocator<Type> > class vector { ... }; • Advice: Ignore allocators
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Streams • C – flush,fprintf, fscanf, sprintf, sscanf – fgets, getc • C++ – cout, cin, cerr