- •Table of Contents
- •Introduction
- •What Is C++?
- •Conventions Used in This Book
- •How This Book Is Organized
- •Part I: Introduction to C++ Programming
- •Part III: Introduction to Classes
- •Part IV: Inheritance
- •Part V: Optional Features
- •Part VI: The Part of Tens
- •Icons Used in This Book
- •Where to Go from Here
- •Grasping C++ Concepts
- •How do I program?
- •Installing Dev-C++
- •Setting the options
- •Creating Your First C++ Program
- •Entering the C++ code
- •Building your program
- •Executing Your Program
- •Dev-C++ is not Windows
- •Dev-C++ help
- •Reviewing the Annotated Program
- •Examining the framework for all C++ programs
- •Clarifying source code with comments
- •Basing programs on C++ statements
- •Writing declarations
- •Generating output
- •Calculating Expressions
- •Storing the results of expression
- •Declaring Variables
- •Declaring Different Types of Variables
- •Reviewing the limitations of integers in C++
- •Solving the truncation problem
- •Looking at the limits of floating-point numbers
- •Declaring Variable Types
- •Types of constants
- •Special characters
- •Are These Calculations Really Logical?
- •Mixed Mode Expressions
- •Performing Simple Binary Arithmetic
- •Decomposing Expressions
- •Determining the Order of Operations
- •Performing Unary Operations
- •Using Assignment Operators
- •Why Mess with Logical Operations?
- •Using the Simple Logical Operators
- •Storing logical values
- •Using logical int variables
- •Be careful performing logical operations on floating-point variables
- •Expressing Binary Numbers
- •The decimal number system
- •Other number systems
- •The binary number system
- •Performing Bitwise Logical Operations
- •The single bit operators
- •Using the bitwise operators
- •A simple test
- •Do something logical with logical calculations
- •Controlling Program Flow with the Branch Commands
- •Executing Loops in a Program
- •Looping while a condition is true
- •Using the for loop
- •Avoiding the dreaded infinite loop
- •Applying special loop controls
- •Nesting Control Commands
- •Switching to a Different Subject?
- •Writing and Using a Function
- •Divide and conquer
- •Understanding the Details of Functions
- •Understanding simple functions
- •Understanding functions with arguments
- •Overloading Function Names
- •Defining Function Prototypes
- •Variable Storage Types
- •Including Include Files
- •Considering the Need for Arrays
- •Using an array
- •Initializing an array
- •Accessing too far into an array
- •Using arrays
- •Defining and using arrays of arrays
- •Using Arrays of Characters
- •Creating an array of characters
- •Creating a string of characters
- •Manipulating Strings with Character
- •String-ing Along Variables
- •Variable Size
- •Address Operators
- •Using Pointer Variables
- •Comparing pointers and houses
- •Using different types of pointers
- •Passing Pointers to Functions
- •Passing by value
- •Passing pointer values
- •Passing by reference
- •Limiting scope
- •Examining the scope problem
- •Providing a solution using the heap
- •Defining Operations on Pointer Variables
- •Re-examining arrays in light of pointer variables
- •Applying operators to the address of an array
- •Expanding pointer operations to a string
- •Justifying pointer-based string manipulation
- •Applying operators to pointer types other than char
- •Contrasting a pointer with an array
- •Declaring and Using Arrays of Pointers
- •Utilizing arrays of character strings
- •Identifying Types of Errors
- •Choosing the WRITE Technique for the Problem
- •Catching bug #1
- •Catching bug #2
- •Calling for the Debugger
- •Defining the debugger
- •Finding commonalities among us
- •Running a test program
- •Single-stepping through a program
- •Abstracting Microwave Ovens
- •Preparing functional nachos
- •Preparing object-oriented nachos
- •Classifying Microwave Ovens
- •Why Classify?
- •Introducing the Class
- •The Format of a Class
- •Accessing the Members of a Class
- •Activating Our Objects
- •Simulating real-world objects
- •Why bother with member functions?
- •Adding a Member Function
- •Creating a member function
- •Naming class members
- •Calling a Member Function
- •Accessing a member function
- •Accessing other members from a member function
- •Defining a Member Function in the Class
- •Keeping a Member Function After Class
- •Overloading Member Functions
- •Defining Arrays of and Pointers to Simple Things
- •Declaring Arrays of Objects
- •Declaring Pointers to Objects
- •Dereferencing an object pointer
- •Pointing toward arrow pointers
- •Passing Objects to Functions
- •Calling a function with an object value
- •Calling a function with an object pointer
- •Calling a function by using the reference operator
- •Returning to the Heap
- •Comparing Pointers to References
- •Linking Up with Linked Lists
- •Performing other operations on a linked list
- •Hooking up with a LinkedListData program
- •A Ray of Hope: A List of Containers Linked to the C++ Library
- •Protecting Members
- •Why you need protected members
- •Discovering how protected members work
- •Protecting the internal state of the class
- •Using a class with a limited interface
- •Creating Objects
- •Using Constructors
- •Why you need constructors
- •Making constructors work
- •Dissecting a Destructor
- •Why you need the destructor
- •Working with destructors
- •Outfitting Constructors with Arguments
- •Justifying constructors
- •Using a constructor
- •Defaulting Default Constructors
- •Constructing Class Members
- •Constructing a complex data member
- •Constructing a constant data member
- •Constructing the Order of Construction
- •Local objects construct in order
- •Static objects construct only once
- •Global objects construct in no particular order
- •Members construct in the order in which they are declared
- •Destructors destruct in the reverse order of the constructors
- •Copying an Object
- •Why you need the copy constructor
- •Using the copy constructor
- •The Automatic Copy Constructor
- •Creating Shallow Copies versus Deep Copies
- •Avoiding temporaries, permanently
- •Defining a Static Member
- •Why you need static members
- •Using static members
- •Referencing static data members
- •Uses for static data members
- •Declaring Static Member Functions
- •What Is This About, Anyway?
- •Do I Need My Inheritance?
- •How Does a Class Inherit?
- •Using a subclass
- •Constructing a subclass
- •Destructing a subclass
- •Having a HAS_A Relationship
- •Why You Need Polymorphism
- •How Polymorphism Works
- •When Is a Virtual Function Not?
- •Considering Virtual Considerations
- •Factoring
- •Implementing Abstract Classes
- •Describing the abstract class concept
- •Making an honest class out of an abstract class
- •Passing abstract classes
- •Factoring C++ Source Code
- •Defining a namespace
- •Implementing Student
- •Implementing an application
- •Project file
- •Creating a project file under Dev-C++
- •Comparing Operators with Functions
- •Inserting a New Operator
- •Overloading the Assignment Operator
- •Protecting the Escape Hatch
- •How Stream I/O Works
- •The fstream Subclasses
- •Reading Directly from a Stream
- •Using the strstream Subclasses
- •Manipulating Manipulators
- •Justifying a New Error Mechanism?
- •Examining the Exception Mechanism
- •What Kinds of Things Can I Throw?
- •Adding Virtual Inheritance
- •Voicing a Contrary Opinion
- •Generalizing a Function into a Template
- •Template Classes
- •Do I Really Need Template Classes?
- •Tips for Using Templates
- •The string Container
- •The list Containers
- •Iterators
- •Using Maps
- •Enabling All Warnings and Error Messages
- •Insisting on Clean Compiles
- •Limiting the Visibility
- •Avoid Overloading Operators
- •Heap Handling
- •Using Exceptions to Handle Errors
- •Avoiding Multiple Inheritance
- •Customize Editor Settings to Your Taste
- •Highlight Matching Braces/Parentheses
- •Enable Exception Handling
- •Include Debugging Information (Sometimes)
- •Create a Project File
- •Customize the Help Menu
- •Reset Breakpoints after Editing the File
- •Avoid Illegal Filenames
- •Include #include Files in Your Project
- •Executing the Profiler
- •System Requirements
- •Using the CD with Microsoft Windows
- •Using the CD with Linux
- •Development tools
- •Program source code
- •Index
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This comparison is true if f1 and f3 are within some small delta from each other, which should still be true even if you take some small round-off error into account.
Short circuits and C++
The& & and || perform what is called short-circuit evaluation. Consider the following:
condition1 && condition2
If condition1 is not true, the result is not true, no matter what the value of condition2. (For example, condition2 could be true or false without changing the result.) The same situation occurs in the following:
condition1 || condition2
If condition1 is true, the result is true, no matter what the value of condition2.
To save time, C++ (wisely) cuts to the chase and evaluates condition1 first. C++ does not evaluate condition2 if condition1 is false (in the case of & &) or condition1 is true (in the case of ||). This is known as short circuit evaluation.
Expressing Binary Numbers
C++ variables are stored internally as so-called binary numbers. Binary num bers are stored as a sequence of 1 and 0 values known as bits. Most of the time, you don’t really need to deal with which particular bits you use to rep resent numbers. Sometimes, however, it’s actually practical and convenient to tinker with numbers at the bit level — so C++ provides a set of operators for that purpose.
Fortunately, you won’t have to deal too often with C++ variables at the bit level, so it’s pretty safe to consider the remainder of this chapter a Deep Techie excursion.
The so-called bitwise logical operators operate on their arguments at the bit level. To understand how they work, let’s first examine how computers store variables.
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Part I: Introduction to C++ Programming |
The decimal number system
The numbers we’ve been familiar with from the time we could first count on our fingers are known as decimal numbers because they’re based on the number 10. (Coincidence? I don’t think so . . .) In general, the programmer expresses C++ variables as decimal numbers. Thus you could specify the value of var as (say) 123 — but consider the implications.
A number such as 123 refers to 1 * 100 + 2 * 10 + 3 * 1. Each of these base numbers — 100, 10, and 1 — are powers of 10.
123 = 1 * 100 + 2 * 10 + 3 * 1
Expressed in a slightly different (but equivalent) way, 123 looks like this:
123 = 1 * 102 + 2 * 101 + 3 * 100
Remember that any number to the zero power is 1.
Other number systems
Well, okay, using 10 as the basis (or base) of our counting system probably stems from those 10 human fingers, the original counting tools. An alterna tive base for a counting system could just as easily have been 20 (maybe the inventor of base 10 had shoes on at the time).
If our numbering scheme had been invented by dogs, it might well be based on 8 (one digit of each paw is out of sight on the back part of the leg). Mathemat ically, such an octal system would have worked just as well:
12310 = 1 * 82 + 7 * 81 + 3 * 80 = 1738
The small 10 and 8 here refer to the numbering system, 10 for decimal (base 10) and 8 for octal (base 8). A counting system may use any positive base.
The binary number system
Computers have essentially two fingers. (Maybe that’s why computers are so stupid: without an opposing thumb, they can’t grasp anything. And then again, maybe not.) Computers prefer counting using base 2. The number 12310 would be expressed this way:
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12310 = 0*128 + 1*64 + 1*32 + 1*16 + 1*8 + 0*4 +1*2 + 1*1 = 011110112
Computer convention expresses binary numbers by using 4, 8, 16, 32 or even 64 binary digits even if the leading digits are zero. This is also because of the way computers are built internally.
Because the term digit refers to a multiple of ten, a binary digit is called a bit (an abbreviation of binary digit). Eight bits make up a byte. (Calling a binary digit a byte-it didn’t seem like a good idea.) A short word is two bytes; a long word is four bytes.
With such a small base, you have to use a large number of bits to express numbers. Human beings don’t want the hassle of using an expression such as 011110112 to express such a mundane value as 12310. Programmers prefer to express numbers by using an even number of bits. The octal system — which is based on 3 bits — has been almost completely replaced by the hexadeci mal system, which is based on 4-bit digits.
Hexadecimal uses the same digits for the numbers 0 through 9. For the digits between 9 and 16, hexadecimal uses the first six letters of the alphabet: A for 10, B for 11, etc. Thus, 12310 becomes 7B16, like this:
123 = 7 * 161 + B (i.e. 11) * 160 = 7B16
Programmers prefer to express hexadecimal numbers in 2, 4, or 8 hexadeci mal digits even when the leading digit in each case is 0.
Finally, who wants to express a hexadecimal number such as 7B16 by using a subscript? Terminals don’t even support subscripts. Even on a word proces sor such as the one I’m using now, it’s a drag to change fonts to and from sub script mode just to type two lousy digits. Therefore, programmers (no fools they) use the convention of beginning a hexadecimal number with a 0x. (Why? Well, the reason for such a strange convention goes back to the early days of C, in a galaxy far, far, away . . . never mind.) Thus, 7B becomes 0x7B. Using this convention, the hexadecimal number 0x7B is equal to 123 decimal while 0x123 hexadecimal is equal to 291 decimal.
You can use all the mathematical operators on hexadecimal numbers, in the same way you’d apply them to decimal numbers. (Well, okay, most of us can’t perform a multiplication such as 0xC * 0xE in our heads, but that has more to do with the multiplication tables we learned in school than it has to do with any limitation in the number system.)