forked from adambard/learnxinyminutes-docs
-
Notifications
You must be signed in to change notification settings - Fork 0
/
c++.html.markdown
1200 lines (949 loc) · 35.8 KB
/
c++.html.markdown
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
---
language: c++
filename: learncpp.cpp
contributors:
- ["Steven Basart", "https://github.com/xksteven"]
- ["Matt Kline", "https://github.com/mrkline"]
- ["Geoff Liu", "http://geoffliu.me"]
- ["Connor Waters", "https://github.com/connorwaters"]
- ["Ankush Goyal", "https://github.com/ankushg07"]
- ["Jatin Dhankhar", "https://github.com/jatindhankhar"]
---
C++ is a systems programming language that,
[according to its inventor Bjarne Stroustrup](https://channel9.msdn.com/Events/Lang-NEXT/Lang-NEXT-2014/Keynote),
was designed to
- be a "better C"
- support data abstraction
- support object-oriented programming
- support generic programming
Though its syntax can be more difficult or complex than newer languages,
it is widely used because it compiles to native instructions that can be
directly run by the processor and offers tight control over hardware (like C)
while offering high-level features such as generics, exceptions, and classes.
This combination of speed and functionality makes C++
one of the most widely-used programming languages.
```c++
//////////////////
// Comparison to C
//////////////////
// C++ is _almost_ a superset of C and shares its basic syntax for
// variable declarations, primitive types, and functions.
// Just like in C, your program's entry point is a function called
// main with an integer return type.
// This value serves as the program's exit status.
// See https://en.wikipedia.org/wiki/Exit_status for more information.
int main(int argc, char** argv)
{
// Command line arguments are passed in by argc and argv in the same way
// they are in C.
// argc indicates the number of arguments,
// and argv is an array of C-style strings (char*)
// representing the arguments.
// The first argument is the name by which the program was called.
// argc and argv can be omitted if you do not care about arguments,
// giving the function signature of int main()
// An exit status of 0 indicates success.
return 0;
}
// However, C++ varies in some of the following ways:
// In C++, character literals are chars
sizeof('c') == sizeof(char) == 1
// In C, character literals are ints
sizeof('c') == sizeof(int)
// C++ has strict prototyping
void func(); // function which accepts no arguments
// In C
void func(); // function which may accept any number of arguments
// Use nullptr instead of NULL in C++
int* ip = nullptr;
// C standard headers are available in C++.
// C headers end in .h, while
// C++ headers are prefixed with "c" and have no ".h" suffix.
// The C++ standard version:
#include <cstdio>
// The C standard version:
#include <stdio.h>
int main()
{
printf("Hello, world!\n");
return 0;
}
///////////////////////
// Function overloading
///////////////////////
// C++ supports function overloading
// provided each function takes different parameters.
void print(char const* myString)
{
printf("String %s\n", myString);
}
void print(int myInt)
{
printf("My int is %d", myInt);
}
int main()
{
print("Hello"); // Resolves to void print(const char*)
print(15); // Resolves to void print(int)
}
/////////////////////////////
// Default function arguments
/////////////////////////////
// You can provide default arguments for a function
// if they are not provided by the caller.
void doSomethingWithInts(int a = 1, int b = 4)
{
// Do something with the ints here
}
int main()
{
doSomethingWithInts(); // a = 1, b = 4
doSomethingWithInts(20); // a = 20, b = 4
doSomethingWithInts(20, 5); // a = 20, b = 5
}
// Default arguments must be at the end of the arguments list.
void invalidDeclaration(int a = 1, int b) // Error!
{
}
/////////////
// Namespaces
/////////////
// Namespaces provide separate scopes for variable, function,
// and other declarations.
// Namespaces can be nested.
namespace First {
namespace Nested {
void foo()
{
printf("This is First::Nested::foo\n");
}
} // end namespace Nested
} // end namespace First
namespace Second {
void foo()
{
printf("This is Second::foo\n");
}
}
void foo()
{
printf("This is global foo\n");
}
int main()
{
// Includes all symbols from namespace Second into the current scope. Note
// that simply foo() no longer works, since it is now ambiguous whether
// we're calling the foo in namespace Second or the top level.
using namespace Second;
Second::foo(); // prints "This is Second::foo"
First::Nested::foo(); // prints "This is First::Nested::foo"
::foo(); // prints "This is global foo"
}
///////////////
// Input/Output
///////////////
// C++ input and output uses streams
// cin, cout, and cerr represent stdin, stdout, and stderr.
// << is the insertion operator and >> is the extraction operator.
#include <iostream> // Include for I/O streams
using namespace std; // Streams are in the std namespace (standard library)
int main()
{
int myInt;
// Prints to stdout (or terminal/screen)
cout << "Enter your favorite number:\n";
// Takes in input
cin >> myInt;
// cout can also be formatted
cout << "Your favorite number is " << myInt << '\n';
// prints "Your favorite number is <myInt>"
cerr << "Used for error messages";
}
//////////
// Strings
//////////
// Strings in C++ are objects and have many member functions
#include <string>
using namespace std; // Strings are also in the namespace std (standard library)
string myString = "Hello";
string myOtherString = " World";
// + is used for concatenation.
cout << myString + myOtherString; // "Hello World"
cout << myString + " You"; // "Hello You"
// C++ strings are mutable.
myString.append(" Dog");
cout << myString; // "Hello Dog"
/////////////
// References
/////////////
// In addition to pointers like the ones in C,
// C++ has _references_.
// These are pointer types that cannot be reassigned once set
// and cannot be null.
// They also have the same syntax as the variable itself:
// No * is needed for dereferencing and
// & (address of) is not used for assignment.
using namespace std;
string foo = "I am foo";
string bar = "I am bar";
string& fooRef = foo; // This creates a reference to foo.
fooRef += ". Hi!"; // Modifies foo through the reference
cout << fooRef; // Prints "I am foo. Hi!"
// Doesn't reassign "fooRef". This is the same as "foo = bar", and
// foo == "I am bar"
// after this line.
cout << &fooRef << endl; //Prints the address of foo
fooRef = bar;
cout << &fooRef << endl; //Still prints the address of foo
cout << fooRef; // Prints "I am bar"
// The address of fooRef remains the same, i.e. it is still referring to foo.
const string& barRef = bar; // Create a const reference to bar.
// Like C, const values (and pointers and references) cannot be modified.
barRef += ". Hi!"; // Error, const references cannot be modified.
// Sidetrack: Before we talk more about references, we must introduce a concept
// called a temporary object. Suppose we have the following code:
string tempObjectFun() { ... }
string retVal = tempObjectFun();
// What happens in the second line is actually:
// - a string object is returned from tempObjectFun
// - a new string is constructed with the returned object as argument to the
// constructor
// - the returned object is destroyed
// The returned object is called a temporary object. Temporary objects are
// created whenever a function returns an object, and they are destroyed at the
// end of the evaluation of the enclosing expression (Well, this is what the
// standard says, but compilers are allowed to change this behavior. Look up
// "return value optimization" if you're into this kind of details). So in this
// code:
foo(bar(tempObjectFun()))
// assuming foo and bar exist, the object returned from tempObjectFun is
// passed to bar, and it is destroyed before foo is called.
// Now back to references. The exception to the "at the end of the enclosing
// expression" rule is if a temporary object is bound to a const reference, in
// which case its life gets extended to the current scope:
void constReferenceTempObjectFun() {
// constRef gets the temporary object, and it is valid until the end of this
// function.
const string& constRef = tempObjectFun();
...
}
// Another kind of reference introduced in C++11 is specifically for temporary
// objects. You cannot have a variable of its type, but it takes precedence in
// overload resolution:
void someFun(string& s) { ... } // Regular reference
void someFun(string&& s) { ... } // Reference to temporary object
string foo;
someFun(foo); // Calls the version with regular reference
someFun(tempObjectFun()); // Calls the version with temporary reference
// For example, you will see these two versions of constructors for
// std::basic_string:
basic_string(const basic_string& other);
basic_string(basic_string&& other);
// Idea being if we are constructing a new string from a temporary object (which
// is going to be destroyed soon anyway), we can have a more efficient
// constructor that "salvages" parts of that temporary string. You will see this
// concept referred to as "move semantics".
/////////////////////
// Enums
/////////////////////
// Enums are a way to assign a value to a constant most commonly used for
// easier visualization and reading of code
enum ECarTypes
{
Sedan,
Hatchback,
SUV,
Wagon
};
ECarTypes GetPreferredCarType()
{
return ECarTypes::Hatchback;
}
// As of C++11 there is an easy way to assign a type to the enum which can be
// useful in serialization of data and converting enums back-and-forth between
// the desired type and their respective constants
enum ECarTypes : uint8_t
{
Sedan, // 0
Hatchback, // 1
SUV = 254, // 254
Hybrid // 255
};
void WriteByteToFile(uint8_t InputValue)
{
// Serialize the InputValue to a file
}
void WritePreferredCarTypeToFile(ECarTypes InputCarType)
{
// The enum is implicitly converted to a uint8_t due to its declared enum type
WriteByteToFile(InputCarType);
}
// On the other hand you may not want enums to be accidentally cast to an integer
// type or to other enums so it is instead possible to create an enum class which
// won't be implicitly converted
enum class ECarTypes : uint8_t
{
Sedan, // 0
Hatchback, // 1
SUV = 254, // 254
Hybrid // 255
};
void WriteByteToFile(uint8_t InputValue)
{
// Serialize the InputValue to a file
}
void WritePreferredCarTypeToFile(ECarTypes InputCarType)
{
// Won't compile even though ECarTypes is a uint8_t due to the enum
// being declared as an "enum class"!
WriteByteToFile(InputCarType);
}
//////////////////////////////////////////
// Classes and object-oriented programming
//////////////////////////////////////////
// First example of classes
#include <iostream>
// Declare a class.
// Classes are usually declared in header (.h or .hpp) files.
class Dog {
// Member variables and functions are private by default.
std::string name;
int weight;
// All members following this are public
// until "private:" or "protected:" is found.
public:
// Default constructor
Dog();
// Member function declarations (implementations to follow)
// Note that we use std::string here instead of placing
// using namespace std;
// above.
// Never put a "using namespace" statement in a header.
void setName(const std::string& dogsName);
void setWeight(int dogsWeight);
// Functions that do not modify the state of the object
// should be marked as const.
// This allows you to call them if given a const reference to the object.
// Also note the functions must be explicitly declared as _virtual_
// in order to be overridden in derived classes.
// Functions are not virtual by default for performance reasons.
virtual void print() const;
// Functions can also be defined inside the class body.
// Functions defined as such are automatically inlined.
void bark() const { std::cout << name << " barks!\n"; }
// Along with constructors, C++ provides destructors.
// These are called when an object is deleted or falls out of scope.
// This enables powerful paradigms such as RAII
// (see below)
// The destructor should be virtual if a class is to be derived from;
// if it is not virtual, then the derived class' destructor will
// not be called if the object is destroyed through a base-class reference
// or pointer.
virtual ~Dog();
}; // A semicolon must follow the class definition.
// Class member functions are usually implemented in .cpp files.
Dog::Dog()
{
std::cout << "A dog has been constructed\n";
}
// Objects (such as strings) should be passed by reference
// if you are modifying them or const reference if you are not.
void Dog::setName(const std::string& dogsName)
{
name = dogsName;
}
void Dog::setWeight(int dogsWeight)
{
weight = dogsWeight;
}
// Notice that "virtual" is only needed in the declaration, not the definition.
void Dog::print() const
{
std::cout << "Dog is " << name << " and weighs " << weight << "kg\n";
}
Dog::~Dog()
{
std::cout << "Goodbye " << name << '\n';
}
int main() {
Dog myDog; // prints "A dog has been constructed"
myDog.setName("Barkley");
myDog.setWeight(10);
myDog.print(); // prints "Dog is Barkley and weighs 10 kg"
return 0;
} // prints "Goodbye Barkley"
// Inheritance:
// This class inherits everything public and protected from the Dog class
// as well as private but may not directly access private members/methods
// without a public or protected method for doing so
class OwnedDog : public Dog {
public:
void setOwner(const std::string& dogsOwner);
// Override the behavior of the print function for all OwnedDogs. See
// https://en.wikipedia.org/wiki/Polymorphism_(computer_science)#Subtyping
// for a more general introduction if you are unfamiliar with
// subtype polymorphism.
// The override keyword is optional but makes sure you are actually
// overriding the method in a base class.
void print() const override;
private:
std::string owner;
};
// Meanwhile, in the corresponding .cpp file:
void OwnedDog::setOwner(const std::string& dogsOwner)
{
owner = dogsOwner;
}
void OwnedDog::print() const
{
Dog::print(); // Call the print function in the base Dog class
std::cout << "Dog is owned by " << owner << '\n';
// Prints "Dog is <name> and weights <weight>"
// "Dog is owned by <owner>"
}
//////////////////////////////////////////
// Initialization and Operator Overloading
//////////////////////////////////////////
// In C++ you can overload the behavior of operators such as +, -, *, /, etc.
// This is done by defining a function which is called
// whenever the operator is used.
#include <iostream>
using namespace std;
class Point {
public:
// Member variables can be given default values in this manner.
double x = 0;
double y = 0;
// Define a default constructor which does nothing
// but initialize the Point to the default value (0, 0)
Point() { };
// The following syntax is known as an initialization list
// and is the proper way to initialize class member values
Point (double a, double b) :
x(a),
y(b)
{ /* Do nothing except initialize the values */ }
// Overload the + operator.
Point operator+(const Point& rhs) const;
// Overload the += operator
Point& operator+=(const Point& rhs);
// It would also make sense to add the - and -= operators,
// but we will skip those for brevity.
};
Point Point::operator+(const Point& rhs) const
{
// Create a new point that is the sum of this one and rhs.
return Point(x + rhs.x, y + rhs.y);
}
// It's good practice to return a reference to the leftmost variable of
// an assignment. `(a += b) == c` will work this way.
Point& Point::operator+=(const Point& rhs)
{
x += rhs.x;
y += rhs.y;
// `this` is a pointer to the object, on which a method is called.
return *this;
}
int main () {
Point up (0,1);
Point right (1,0);
// This calls the Point + operator
// Point up calls the + (function) with right as its parameter
Point result = up + right;
// Prints "Result is upright (1,1)"
cout << "Result is upright (" << result.x << ',' << result.y << ")\n";
return 0;
}
/////////////////////
// Templates
/////////////////////
// Templates in C++ are mostly used for generic programming, though they are
// much more powerful than generic constructs in other languages. They also
// support explicit and partial specialization and functional-style type
// classes; in fact, they are a Turing-complete functional language embedded
// in C++!
// We start with the kind of generic programming you might be familiar with. To
// define a class or function that takes a type parameter:
template<class T>
class Box {
public:
// In this class, T can be used as any other type.
void insert(const T&) { ... }
};
// During compilation, the compiler actually generates copies of each template
// with parameters substituted, so the full definition of the class must be
// present at each invocation. This is why you will see template classes defined
// entirely in header files.
// To instantiate a template class on the stack:
Box<int> intBox;
// and you can use it as you would expect:
intBox.insert(123);
// You can, of course, nest templates:
Box<Box<int> > boxOfBox;
boxOfBox.insert(intBox);
// Until C++11, you had to place a space between the two '>'s, otherwise '>>'
// would be parsed as the right shift operator.
// You will sometimes see
// template<typename T>
// instead. The 'class' keyword and 'typename' keywords are _mostly_
// interchangeable in this case. For the full explanation, see
// https://en.wikipedia.org/wiki/Typename
// (yes, that keyword has its own Wikipedia page).
// Similarly, a template function:
template<class T>
void barkThreeTimes(const T& input)
{
input.bark();
input.bark();
input.bark();
}
// Notice that nothing is specified about the type parameters here. The compiler
// will generate and then type-check every invocation of the template, so the
// above function works with any type 'T' that has a const 'bark' method!
Dog fluffy;
fluffy.setName("Fluffy")
barkThreeTimes(fluffy); // Prints "Fluffy barks" three times.
// Template parameters don't have to be classes:
template<int Y>
void printMessage() {
cout << "Learn C++ in " << Y << " minutes!" << endl;
}
// And you can explicitly specialize templates for more efficient code. Of
// course, most real-world uses of specialization are not as trivial as this.
// Note that you still need to declare the function (or class) as a template
// even if you explicitly specified all parameters.
template<>
void printMessage<10>() {
cout << "Learn C++ faster in only 10 minutes!" << endl;
}
printMessage<20>(); // Prints "Learn C++ in 20 minutes!"
printMessage<10>(); // Prints "Learn C++ faster in only 10 minutes!"
/////////////////////
// Exception Handling
/////////////////////
// The standard library provides a few exception types
// (see https://en.cppreference.com/w/cpp/error/exception)
// but any type can be thrown as an exception
#include <exception>
#include <stdexcept>
// All exceptions thrown inside the _try_ block can be caught by subsequent
// _catch_ handlers.
try {
// Do not allocate exceptions on the heap using _new_.
throw std::runtime_error("A problem occurred");
}
// Catch exceptions by const reference if they are objects
catch (const std::exception& ex)
{
std::cout << ex.what();
}
// Catches any exception not caught by previous _catch_ blocks
catch (...)
{
std::cout << "Unknown exception caught";
throw; // Re-throws the exception
}
///////
// RAII
///////
// RAII stands for "Resource Acquisition Is Initialization".
// It is often considered the most powerful paradigm in C++
// and is the simple concept that a constructor for an object
// acquires that object's resources and the destructor releases them.
// To understand how this is useful,
// consider a function that uses a C file handle:
void doSomethingWithAFile(const char* filename)
{
// To begin with, assume nothing can fail.
FILE* fh = fopen(filename, "r"); // Open the file in read mode.
doSomethingWithTheFile(fh);
doSomethingElseWithIt(fh);
fclose(fh); // Close the file handle.
}
// Unfortunately, things are quickly complicated by error handling.
// Suppose fopen can fail, and that doSomethingWithTheFile and
// doSomethingElseWithIt return error codes if they fail.
// (Exceptions are the preferred way of handling failure,
// but some programmers, especially those with a C background,
// disagree on the utility of exceptions).
// We now have to check each call for failure and close the file handle
// if a problem occurred.
bool doSomethingWithAFile(const char* filename)
{
FILE* fh = fopen(filename, "r"); // Open the file in read mode
if (fh == nullptr) // The returned pointer is null on failure.
return false; // Report that failure to the caller.
// Assume each function returns false if it failed
if (!doSomethingWithTheFile(fh)) {
fclose(fh); // Close the file handle so it doesn't leak.
return false; // Propagate the error.
}
if (!doSomethingElseWithIt(fh)) {
fclose(fh); // Close the file handle so it doesn't leak.
return false; // Propagate the error.
}
fclose(fh); // Close the file handle so it doesn't leak.
return true; // Indicate success
}
// C programmers often clean this up a little bit using goto:
bool doSomethingWithAFile(const char* filename)
{
FILE* fh = fopen(filename, "r");
if (fh == nullptr)
return false;
if (!doSomethingWithTheFile(fh))
goto failure;
if (!doSomethingElseWithIt(fh))
goto failure;
fclose(fh); // Close the file
return true; // Indicate success
failure:
fclose(fh);
return false; // Propagate the error
}
// If the functions indicate errors using exceptions,
// things are a little cleaner, but still sub-optimal.
void doSomethingWithAFile(const char* filename)
{
FILE* fh = fopen(filename, "r"); // Open the file in shared_ptrread mode
if (fh == nullptr)
throw std::runtime_error("Could not open the file.");
try {
doSomethingWithTheFile(fh);
doSomethingElseWithIt(fh);
}
catch (...) {
fclose(fh); // Be sure to close the file if an error occurs.
throw; // Then re-throw the exception.
}
fclose(fh); // Close the file
// Everything succeeded
}
// Compare this to the use of C++'s file stream class (fstream)
// fstream uses its destructor to close the file.
// Recall from above that destructors are automatically called
// whenever an object falls out of scope.
void doSomethingWithAFile(const std::string& filename)
{
// ifstream is short for input file stream
std::ifstream fh(filename); // Open the file
// Do things with the file
doSomethingWithTheFile(fh);
doSomethingElseWithIt(fh);
} // The file is automatically closed here by the destructor
// This has _massive_ advantages:
// 1. No matter what happens,
// the resource (in this case the file handle) will be cleaned up.
// Once you write the destructor correctly,
// It is _impossible_ to forget to close the handle and leak the resource.
// 2. Note that the code is much cleaner.
// The destructor handles closing the file behind the scenes
// without you having to worry about it.
// 3. The code is exception safe.
// An exception can be thrown anywhere in the function and cleanup
// will still occur.
// All idiomatic C++ code uses RAII extensively for all resources.
// Additional examples include
// - Memory using unique_ptr and shared_ptr
// - Containers - the standard library linked list,
// vector (i.e. self-resizing array), hash maps, and so on
// all automatically destroy their contents when they fall out of scope.
// - Mutexes using lock_guard and unique_lock
/////////////////////
// Smart Pointer
/////////////////////
// Generally a smart pointer is a class which wraps a "raw pointer" (usage of "new"
// respectively malloc/calloc in C). The goal is to be able to
// manage the lifetime of the object being pointed to without ever needing to explicitly delete
// the object. The term itself simply describes a set of pointers with the
// mentioned abstraction.
// Smart pointers should preferred over raw pointers, to prevent
// risky memory leaks, which happen if you forget to delete an object.
// Usage of a raw pointer:
Dog* ptr = new Dog();
ptr->bark();
delete ptr;
// By using a smart pointer, you don't have to worry about the deletion
// of the object anymore.
// A smart pointer describes a policy, to count the references to the
// pointer. The object gets destroyed when the last
// reference to the object gets destroyed.
// Usage of "std::shared_ptr":
void foo()
{
// It's no longer necessary to delete the Dog.
std::shared_ptr<Dog> doggo(new Dog());
doggo->bark();
}
// Beware of possible circular references!!!
// There will be always a reference, so it will be never destroyed!
std::shared_ptr<Dog> doggo_one(new Dog());
std::shared_ptr<Dog> doggo_two(new Dog());
doggo_one = doggo_two; // p1 references p2
doggo_two = doggo_one; // p2 references p1
// There are several kinds of smart pointers.
// The way you have to use them is always the same.
// This leads us to the question: when should we use each kind of smart pointer?
// std::unique_ptr - use it when you just want to hold one reference to
// the object.
// std::shared_ptr - use it when you want to hold multiple references to the
// same object and want to make sure that it's deallocated
// when all references are gone.
// std::weak_ptr - use it when you want to access
// the underlying object of a std::shared_ptr without causing that object to stay allocated.
// Weak pointers are used to prevent circular referencing.
/////////////////////
// Containers
/////////////////////
// Containers or the Standard Template Library are some predefined templates.
// They manage the storage space for its elements and provide
// member functions to access and manipulate them.
// Few containers are as follows:
// Vector (Dynamic array)
// Allow us to Define the Array or list of objects at run time
#include <vector>
string val;
vector<string> my_vector; // initialize the vector
cin >> val;
my_vector.push_back(val); // will push the value of 'val' into vector ("array") my_vector
my_vector.push_back(val); // will push the value into the vector again (now having two elements)
// To iterate through a vector we have 2 choices:
// Either classic looping (iterating through the vector from index 0 to its last index):
for (int i = 0; i < my_vector.size(); i++) {
cout << my_vector[i] << endl; // for accessing a vector's element we can use the operator []
}
// or using an iterator:
vector<string>::iterator it; // initialize the iterator for vector
for (it = my_vector.begin(); it != my_vector.end(); ++it) {
cout << *it << endl;
}
// Set
// Sets are containers that store unique elements following a specific order.
// Set is a very useful container to store unique values in sorted order
// without any other functions or code.
#include<set>
set<int> ST; // Will initialize the set of int data type
ST.insert(30); // Will insert the value 30 in set ST
ST.insert(10); // Will insert the value 10 in set ST
ST.insert(20); // Will insert the value 20 in set ST
ST.insert(30); // Will insert the value 30 in set ST
// Now elements of sets are as follows
// 10 20 30
// To erase an element
ST.erase(20); // Will erase element with value 20
// Set ST: 10 30
// To iterate through Set we use iterators
set<int>::iterator it;
for(it=ST.begin();it!=ST.end();it++) {
cout << *it << endl;
}
// Output:
// 10
// 30
// To clear the complete container we use Container_name.clear()
ST.clear();
cout << ST.size(); // will print the size of set ST
// Output: 0
// NOTE: for duplicate elements we can use multiset
// NOTE: For hash sets, use unordered_set. They are more efficient but
// do not preserve order. unordered_set is available since C++11
// Map
// Maps store elements formed by a combination of a key value
// and a mapped value, following a specific order.
#include<map>
map<char, int> mymap; // Will initialize the map with key as char and value as int
mymap.insert(pair<char,int>('A',1));
// Will insert value 1 for key A
mymap.insert(pair<char,int>('Z',26));
// Will insert value 26 for key Z
// To iterate
map<char,int>::iterator it;
for (it=mymap.begin(); it!=mymap.end(); ++it)
std::cout << it->first << "->" << it->second << std::cout;
// Output:
// A->1
// Z->26
// To find the value corresponding to a key
it = mymap.find('Z');
cout << it->second;
// Output: 26
// NOTE: For hash maps, use unordered_map. They are more efficient but do
// not preserve order. unordered_map is available since C++11.
// Containers with object keys of non-primitive values (custom classes) require
// compare function in the object itself or as a function pointer. Primitives
// have default comparators, but you can override it.
class Foo {
public:
int j;
Foo(int a) : j(a) {}
};
struct compareFunction {
bool operator()(const Foo& a, const Foo& b) const {
return a.j < b.j;
}
};
// this isn't allowed (although it can vary depending on compiler)
// std::map<Foo, int> fooMap;
std::map<Foo, int, compareFunction> fooMap;
fooMap[Foo(1)] = 1;
fooMap.find(Foo(1)); //true
///////////////////////////////////////
// Lambda Expressions (C++11 and above)
///////////////////////////////////////
// lambdas are a convenient way of defining an anonymous function
// object right at the location where it is invoked or passed as
// an argument to a function.
// For example, consider sorting a vector of pairs using the second
// value of the pair
vector<pair<int, int> > tester;
tester.push_back(make_pair(3, 6));
tester.push_back(make_pair(1, 9));
tester.push_back(make_pair(5, 0));
// Pass a lambda expression as third argument to the sort function
// sort is from the <algorithm> header