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895 lines
26 KiB
Markdown
895 lines
26 KiB
Markdown
---
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language: c++
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filename: learncpp.cpp
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contributors:
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- ["Steven Basart", "http://github.com/xksteven"]
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- ["Matt Kline", "https://github.com/mrkline"]
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- ["Geoff Liu", "http://geoffliu.me"]
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- ["Connor Waters", "http://github.com/connorwaters"]
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lang: en
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---
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C++ is a systems programming language that,
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[according to its inventor Bjarne Stroustrup](http://channel9.msdn.com/Events/Lang-NEXT/Lang-NEXT-2014/Keynote),
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was designed to
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- be a "better C"
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- support data abstraction
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- support object-oriented programming
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- support generic programming
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Though its syntax can be more difficult or complex than newer languages,
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it is widely used because it compiles to native instructions that can be
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directly run by the processor and offers tight control over hardware (like C)
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while offering high-level features such as generics, exceptions, and classes.
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This combination of speed and functionality makes C++
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one of the most widely-used programming languages.
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```c++
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//////////////////
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// Comparison to C
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//////////////////
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// C++ is _almost_ a superset of C and shares its basic syntax for
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// variable declarations, primitive types, and functions.
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// Just like in C, your program's entry point is a function called
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// main with an integer return type.
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// This value serves as the program's exit status.
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// See http://en.wikipedia.org/wiki/Exit_status for more information.
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int main(int argc, char** argv)
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{
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// Command line arguments are passed in by argc and argv in the same way
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// they are in C.
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// argc indicates the number of arguments,
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// and argv is an array of C-style strings (char*)
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// representing the arguments.
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// The first argument is the name by which the program was called.
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// argc and argv can be omitted if you do not care about arguments,
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// giving the function signature of int main()
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// An exit status of 0 indicates success.
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return 0;
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}
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// However, C++ varies in some of the following ways:
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// In C++, character literals are chars
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sizeof('c') == sizeof(char) == 1
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// In C, character literals are ints
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sizeof('c') == sizeof(int)
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// C++ has strict prototyping
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void func(); // function which accepts no arguments
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// In C
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void func(); // function which may accept any number of arguments
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// Use nullptr instead of NULL in C++
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int* ip = nullptr;
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// C standard headers are available in C++,
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// but are prefixed with "c" and have no .h suffix.
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#include <cstdio>
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int main()
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{
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printf("Hello, world!\n");
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return 0;
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}
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///////////////////////
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// Function overloading
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///////////////////////
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// C++ supports function overloading
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// provided each function takes different parameters.
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void print(char const* myString)
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{
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printf("String %s\n", myString);
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}
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void print(int myInt)
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{
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printf("My int is %d", myInt);
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}
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int main()
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{
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print("Hello"); // Resolves to void print(const char*)
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print(15); // Resolves to void print(int)
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}
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/////////////////////////////
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// Default function arguments
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/////////////////////////////
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// You can provide default arguments for a function
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// if they are not provided by the caller.
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void doSomethingWithInts(int a = 1, int b = 4)
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{
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// Do something with the ints here
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}
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int main()
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{
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doSomethingWithInts(); // a = 1, b = 4
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doSomethingWithInts(20); // a = 20, b = 4
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doSomethingWithInts(20, 5); // a = 20, b = 5
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}
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// Default arguments must be at the end of the arguments list.
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void invalidDeclaration(int a = 1, int b) // Error!
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{
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}
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/////////////
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// Namespaces
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/////////////
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// Namespaces provide separate scopes for variable, function,
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// and other declarations.
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// Namespaces can be nested.
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namespace First {
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namespace Nested {
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void foo()
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{
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printf("This is First::Nested::foo\n");
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}
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} // end namespace Nested
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} // end namespace First
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namespace Second {
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void foo()
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{
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printf("This is Second::foo\n")
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}
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}
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void foo()
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{
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printf("This is global foo\n");
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}
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int main()
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{
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// Includes all symbols from namespace Second into the current scope. Note
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// that simply foo() no longer works, since it is now ambiguous whether
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// we're calling the foo in namespace Second or the top level.
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using namespace Second;
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Second::foo(); // prints "This is Second::foo"
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First::Nested::foo(); // prints "This is First::Nested::foo"
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::foo(); // prints "This is global foo"
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}
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///////////////
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// Input/Output
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///////////////
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// C++ input and output uses streams
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// cin, cout, and cerr represent stdin, stdout, and stderr.
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// << is the insertion operator and >> is the extraction operator.
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#include <iostream> // Include for I/O streams
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using namespace std; // Streams are in the std namespace (standard library)
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int main()
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{
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int myInt;
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// Prints to stdout (or terminal/screen)
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cout << "Enter your favorite number:\n";
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// Takes in input
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cin >> myInt;
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// cout can also be formatted
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cout << "Your favorite number is " << myInt << "\n";
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// prints "Your favorite number is <myInt>"
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cerr << "Used for error messages";
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}
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//////////
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// Strings
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//////////
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// Strings in C++ are objects and have many member functions
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#include <string>
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using namespace std; // Strings are also in the namespace std (standard library)
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string myString = "Hello";
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string myOtherString = " World";
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// + is used for concatenation.
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cout << myString + myOtherString; // "Hello World"
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cout << myString + " You"; // "Hello You"
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// C++ strings are mutable and have value semantics.
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myString.append(" Dog");
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cout << myString; // "Hello Dog"
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/////////////
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// References
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/////////////
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// In addition to pointers like the ones in C,
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// C++ has _references_.
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// These are pointer types that cannot be reassigned once set
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// and cannot be null.
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// They also have the same syntax as the variable itself:
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// No * is needed for dereferencing and
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// & (address of) is not used for assignment.
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using namespace std;
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string foo = "I am foo";
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string bar = "I am bar";
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string& fooRef = foo; // This creates a reference to foo.
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fooRef += ". Hi!"; // Modifies foo through the reference
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cout << fooRef; // Prints "I am foo. Hi!"
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// Doesn't reassign "fooRef". This is the same as "foo = bar", and
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// foo == "I am bar"
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// after this line.
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cout << &fooRef << endl; //Prints the address of foo
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fooRef = bar;
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cout << &fooRef << endl; //Still prints the address of foo
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cout << fooRef; // Prints "I am bar"
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//The address of fooRef remains the same, i.e. it is still referring to foo.
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const string& barRef = bar; // Create a const reference to bar.
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// Like C, const values (and pointers and references) cannot be modified.
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barRef += ". Hi!"; // Error, const references cannot be modified.
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// Sidetrack: Before we talk more about references, we must introduce a concept
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// called a temporary object. Suppose we have the following code:
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string tempObjectFun() { ... }
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string retVal = tempObjectFun();
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// What happens in the second line is actually:
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// - a string object is returned from tempObjectFun
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// - a new string is constructed with the returned object as argument to the
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// constructor
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// - the returned object is destroyed
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// The returned object is called a temporary object. Temporary objects are
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// created whenever a function returns an object, and they are destroyed at the
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// end of the evaluation of the enclosing expression (Well, this is what the
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// standard says, but compilers are allowed to change this behavior. Look up
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// "return value optimization" if you're into this kind of details). So in this
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// code:
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foo(bar(tempObjectFun()))
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// assuming foo and bar exist, the object returned from tempObjectFun is
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// passed to bar, and it is destroyed before foo is called.
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// Now back to references. The exception to the "at the end of the enclosing
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// expression" rule is if a temporary object is bound to a const reference, in
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// which case its life gets extended to the current scope:
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void constReferenceTempObjectFun() {
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// constRef gets the temporary object, and it is valid until the end of this
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// function.
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const string& constRef = tempObjectFun();
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...
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}
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// Another kind of reference introduced in C++11 is specifically for temporary
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// objects. You cannot have a variable of its type, but it takes precedence in
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// overload resolution:
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void someFun(string& s) { ... } // Regular reference
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void someFun(string&& s) { ... } // Reference to temporary object
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string foo;
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someFun(foo); // Calls the version with regular reference
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someFun(tempObjectFun()); // Calls the version with temporary reference
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// For example, you will see these two versions of constructors for
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// std::basic_string:
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basic_string(const basic_string& other);
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basic_string(basic_string&& other);
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// Idea being if we are constructing a new string from a temporary object (which
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// is going to be destroyed soon anyway), we can have a more efficient
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// constructor that "salvages" parts of that temporary string. You will see this
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// concept referred to as "move semantics".
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/////////////////////
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// Enums
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/////////////////////
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// Enums are a way to assign a value to a constant most commonly used for
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// easier visualization and reading of code
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enum ECarTypes
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{
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Sedan,
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Hatchback,
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SUV,
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Wagon
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};
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ECarTypes GetPreferredCarType()
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{
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return ECarTypes::Hatchback;
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}
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// As of C++11 there is an easy way to assign a type to the enum which can be
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// useful in serialization of data and converting enums back-and-forth between
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// the desired type and their respective constants
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enum ECarTypes : uint8_t
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{
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Sedan, // 0
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Hatchback, // 1
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SUV = 254, // 254
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Hybrid // 255
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};
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void WriteByteToFile(uint8_t InputValue)
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{
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// Serialize the InputValue to a file
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}
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void WritePreferredCarTypeToFile(ECarTypes InputCarType)
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{
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// The enum is implicitly converted to a uint8_t due to its declared enum type
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WriteByteToFile(InputCarType);
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}
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// On the other hand you may not want enums to be accidentally cast to an integer
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// type or to other enums so it is instead possible to create an enum class which
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// won't be implicitly converted
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enum class ECarTypes : uint8_t
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{
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Sedan, // 0
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Hatchback, // 1
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SUV = 254, // 254
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Hybrid // 255
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};
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void WriteByteToFile(uint8_t InputValue)
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{
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// Serialize the InputValue to a file
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}
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void WritePreferredCarTypeToFile(ECarTypes InputCarType)
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{
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// Won't compile even though ECarTypes is a uint8_t due to the enum
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// being declared as an "enum class"!
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WriteByteToFile(InputCarType);
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}
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//////////////////////////////////////////
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// Classes and object-oriented programming
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//////////////////////////////////////////
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// First example of classes
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#include <iostream>
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// Declare a class.
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// Classes are usually declared in header (.h or .hpp) files.
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class Dog {
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// Member variables and functions are private by default.
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std::string name;
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int weight;
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// All members following this are public
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// until "private:" or "protected:" is found.
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public:
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// Default constructor
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Dog();
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// Member function declarations (implementations to follow)
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// Note that we use std::string here instead of placing
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// using namespace std;
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// above.
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// Never put a "using namespace" statement in a header.
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void setName(const std::string& dogsName);
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void setWeight(int dogsWeight);
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// Functions that do not modify the state of the object
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// should be marked as const.
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// This allows you to call them if given a const reference to the object.
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// Also note the functions must be explicitly declared as _virtual_
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// in order to be overridden in derived classes.
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// Functions are not virtual by default for performance reasons.
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virtual void print() const;
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// Functions can also be defined inside the class body.
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// Functions defined as such are automatically inlined.
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void bark() const { std::cout << name << " barks!\n"; }
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// Along with constructors, C++ provides destructors.
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// These are called when an object is deleted or falls out of scope.
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// This enables powerful paradigms such as RAII
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// (see below)
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// The destructor should be virtual if a class is to be derived from;
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// if it is not virtual, then the derived class' destructor will
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// not be called if the object is destroyed through a base-class reference
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// or pointer.
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virtual ~Dog();
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}; // A semicolon must follow the class definition.
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// Class member functions are usually implemented in .cpp files.
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Dog::Dog()
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{
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std::cout << "A dog has been constructed\n";
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}
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// Objects (such as strings) should be passed by reference
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// if you are modifying them or const reference if you are not.
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void Dog::setName(const std::string& dogsName)
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{
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name = dogsName;
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}
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void Dog::setWeight(int dogsWeight)
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{
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weight = dogsWeight;
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}
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// Notice that "virtual" is only needed in the declaration, not the definition.
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void Dog::print() const
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{
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std::cout << "Dog is " << name << " and weighs " << weight << "kg\n";
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}
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Dog::~Dog()
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{
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cout << "Goodbye " << name << "\n";
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}
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int main() {
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Dog myDog; // prints "A dog has been constructed"
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myDog.setName("Barkley");
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myDog.setWeight(10);
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myDog.print(); // prints "Dog is Barkley and weighs 10 kg"
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return 0;
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} // prints "Goodbye Barkley"
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// Inheritance:
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// This class inherits everything public and protected from the Dog class
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// as well as private but may not directly access private members/methods
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// without a public or protected method for doing so
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class OwnedDog : public Dog {
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void setOwner(const std::string& dogsOwner);
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// Override the behavior of the print function for all OwnedDogs. See
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// http://en.wikipedia.org/wiki/Polymorphism_(computer_science)#Subtyping
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// for a more general introduction if you are unfamiliar with
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// subtype polymorphism.
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// The override keyword is optional but makes sure you are actually
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// overriding the method in a base class.
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void print() const override;
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private:
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std::string owner;
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};
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// Meanwhile, in the corresponding .cpp file:
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void OwnedDog::setOwner(const std::string& dogsOwner)
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{
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owner = dogsOwner;
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}
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void OwnedDog::print() const
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{
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Dog::print(); // Call the print function in the base Dog class
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std::cout << "Dog is owned by " << owner << "\n";
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// Prints "Dog is <name> and weights <weight>"
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// "Dog is owned by <owner>"
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}
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//////////////////////////////////////////
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// Initialization and Operator Overloading
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//////////////////////////////////////////
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// In C++ you can overload the behavior of operators such as +, -, *, /, etc.
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// This is done by defining a function which is called
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// whenever the operator is used.
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#include <iostream>
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using namespace std;
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class Point {
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public:
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// Member variables can be given default values in this manner.
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double x = 0;
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double y = 0;
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// Define a default constructor which does nothing
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// but initialize the Point to the default value (0, 0)
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Point() { };
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// The following syntax is known as an initialization list
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// and is the proper way to initialize class member values
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Point (double a, double b) :
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x(a),
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y(b)
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{ /* Do nothing except initialize the values */ }
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// Overload the + operator.
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Point operator+(const Point& rhs) const;
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// Overload the += operator
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Point& operator+=(const Point& rhs);
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// It would also make sense to add the - and -= operators,
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// but we will skip those for brevity.
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};
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Point Point::operator+(const Point& rhs) const
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{
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// Create a new point that is the sum of this one and rhs.
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return Point(x + rhs.x, y + rhs.y);
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}
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Point& Point::operator+=(const Point& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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int main () {
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Point up (0,1);
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Point right (1,0);
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// This calls the Point + operator
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// Point up calls the + (function) with right as its parameter
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Point result = up + right;
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// Prints "Result is upright (1,1)"
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cout << "Result is upright (" << result.x << ',' << result.y << ")\n";
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return 0;
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}
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|
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/////////////////////
|
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// 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
|
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// in C++!
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// We start with the kind of generic programming you might be familiar with. To
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// define a class or function that takes a type parameter:
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template<class T>
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class Box {
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public:
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// In this class, T can be used as any other type.
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void insert(const T&) { ... }
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};
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// During compilation, the compiler actually generates copies of each template
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// with parameters substituted, so the full definition of the class must be
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// present at each invocation. This is why you will see template classes defined
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// entirely in header files.
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// To instantiate a template class on the stack:
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Box<int> intBox;
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// and you can use it as you would expect:
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intBox.insert(123);
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// You can, of course, nest templates:
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Box<Box<int> > boxOfBox;
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boxOfBox.insert(intBox);
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// Until C++11, you had to place a space between the two '>'s, otherwise '>>'
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// would be parsed as the right shift operator.
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// You will sometimes see
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// template<typename T>
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// instead. The 'class' keyword and 'typename' keywords are _mostly_
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// interchangeable in this case. For the full explanation, see
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// http://en.wikipedia.org/wiki/Typename
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// (yes, that keyword has its own Wikipedia page).
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// Similarly, a template function:
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template<class T>
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void barkThreeTimes(const T& input)
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{
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input.bark();
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input.bark();
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input.bark();
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}
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// Notice that nothing is specified about the type parameters here. The compiler
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// will generate and then type-check every invocation of the template, so the
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// above function works with any type 'T' that has a const 'bark' method!
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Dog fluffy;
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fluffy.setName("Fluffy")
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barkThreeTimes(fluffy); // Prints "Fluffy barks" three times.
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// Template parameters don't have to be classes:
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template<int Y>
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void printMessage() {
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cout << "Learn C++ in " << Y << " minutes!" << endl;
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}
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// And you can explicitly specialize templates for more efficient code. Of
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// course, most real-world uses of specialization are not as trivial as this.
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// Note that you still need to declare the function (or class) as a template
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// even if you explicitly specified all parameters.
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template<>
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void printMessage<10>() {
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cout << "Learn C++ faster in only 10 minutes!" << endl;
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}
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printMessage<20>(); // Prints "Learn C++ in 20 minutes!"
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printMessage<10>(); // Prints "Learn C++ faster in only 10 minutes!"
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/////////////////////
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// Exception Handling
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/////////////////////
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// The standard library provides a few exception types
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// (see http://en.cppreference.com/w/cpp/error/exception)
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// but any type can be thrown an as exception
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#include <exception>
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#include <stdexcept>
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// All exceptions thrown inside the _try_ block can be caught by subsequent
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// _catch_ handlers.
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try {
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// Do not allocate exceptions on the heap using _new_.
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throw std::runtime_error("A problem occurred");
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}
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// Catch exceptions by const reference if they are objects
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catch (const std::exception& ex)
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{
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std::cout << ex.what();
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}
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// Catches any exception not caught by previous _catch_ blocks
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catch (...)
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{
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std::cout << "Unknown exception caught";
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throw; // Re-throws the exception
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}
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///////
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// RAII
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///////
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// RAII stands for "Resource Acquisition Is Initialization".
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// It is often considered the most powerful paradigm in C++
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// and is the simple concept that a constructor for an object
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// acquires that object's resources and the destructor releases them.
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// To understand how this is useful,
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// consider a function that uses a C file handle:
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void doSomethingWithAFile(const char* filename)
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{
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// To begin with, assume nothing can fail.
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FILE* fh = fopen(filename, "r"); // Open the file in read mode.
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doSomethingWithTheFile(fh);
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doSomethingElseWithIt(fh);
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fclose(fh); // Close the file handle.
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}
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// Unfortunately, things are quickly complicated by error handling.
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// Suppose fopen can fail, and that doSomethingWithTheFile and
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// doSomethingElseWithIt return error codes if they fail.
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// (Exceptions are the preferred way of handling failure,
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// but some programmers, especially those with a C background,
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// disagree on the utility of exceptions).
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// We now have to check each call for failure and close the file handle
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// if a problem occurred.
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bool doSomethingWithAFile(const char* filename)
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{
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FILE* fh = fopen(filename, "r"); // Open the file in read mode
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if (fh == nullptr) // The returned pointer is null on failure.
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return false; // Report that failure to the caller.
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// Assume each function returns false if it failed
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if (!doSomethingWithTheFile(fh)) {
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fclose(fh); // Close the file handle so it doesn't leak.
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return false; // Propagate the error.
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}
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if (!doSomethingElseWithIt(fh)) {
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fclose(fh); // Close the file handle so it doesn't leak.
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return false; // Propagate the error.
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}
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fclose(fh); // Close the file handle so it doesn't leak.
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return true; // Indicate success
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}
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// C programmers often clean this up a little bit using goto:
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bool doSomethingWithAFile(const char* filename)
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{
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FILE* fh = fopen(filename, "r");
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if (fh == nullptr)
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return false;
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if (!doSomethingWithTheFile(fh))
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goto failure;
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if (!doSomethingElseWithIt(fh))
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goto failure;
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fclose(fh); // Close the file
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return true; // Indicate success
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failure:
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fclose(fh);
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return false; // Propagate the error
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}
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// If the functions indicate errors using exceptions,
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// things are a little cleaner, but still sub-optimal.
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void doSomethingWithAFile(const char* filename)
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{
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FILE* fh = fopen(filename, "r"); // Open the file in read mode
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if (fh == nullptr)
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throw std::runtime_error("Could not open the file.");
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try {
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doSomethingWithTheFile(fh);
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doSomethingElseWithIt(fh);
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}
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catch (...) {
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fclose(fh); // Be sure to close the file if an error occurs.
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throw; // Then re-throw the exception.
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}
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fclose(fh); // Close the file
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// Everything succeeded
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}
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// Compare this to the use of C++'s file stream class (fstream)
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// fstream uses its destructor to close the file.
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// Recall from above that destructors are automatically called
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// whenever an object falls out of scope.
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void doSomethingWithAFile(const std::string& filename)
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{
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// ifstream is short for input file stream
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std::ifstream fh(filename); // Open the file
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// Do things with the file
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doSomethingWithTheFile(fh);
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doSomethingElseWithIt(fh);
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} // The file is automatically closed here by the destructor
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// This has _massive_ advantages:
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// 1. No matter what happens,
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// the resource (in this case the file handle) will be cleaned up.
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// Once you write the destructor correctly,
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// It is _impossible_ to forget to close the handle and leak the resource.
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// 2. Note that the code is much cleaner.
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// The destructor handles closing the file behind the scenes
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// without you having to worry about it.
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// 3. The code is exception safe.
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// An exception can be thrown anywhere in the function and cleanup
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// will still occur.
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// All idiomatic C++ code uses RAII extensively for all resources.
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// Additional examples include
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// - Memory using unique_ptr and shared_ptr
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// - Containers - the standard library linked list,
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// vector (i.e. self-resizing array), hash maps, and so on
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// all automatically destroy their contents when they fall out of scope.
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// - Mutexes using lock_guard and unique_lock
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|
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// containers with object keys of non-primitive values (custom classes) require
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// compare function in the object itself or as a function pointer. Primitives
|
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// have default comparators, but you can override it.
|
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class Foo {
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public:
|
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int j;
|
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Foo(int a) : j(a) {}
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};
|
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struct compareFunction {
|
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bool operator()(const Foo& a, const Foo& b) const {
|
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return a.j < b.j;
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}
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};
|
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//this isn't allowed (although it can vary depending on compiler)
|
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//std::map<Foo, int> fooMap;
|
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std::map<Foo, int, compareFunction> fooMap;
|
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fooMap[Foo(1)] = 1;
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fooMap.find(Foo(1)); //true
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|
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/////////////////////
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// Fun stuff
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/////////////////////
|
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|
|
// Aspects of C++ that may be surprising to newcomers (and even some veterans).
|
|
// This section is, unfortunately, wildly incomplete; C++ is one of the easiest
|
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// languages with which to shoot yourself in the foot.
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|
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// You can override private methods!
|
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class Foo {
|
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virtual void bar();
|
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};
|
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class FooSub : public Foo {
|
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virtual void bar(); // Overrides Foo::bar!
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};
|
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|
|
|
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// 0 == false == NULL (most of the time)!
|
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bool* pt = new bool;
|
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*pt = 0; // Sets the value points by 'pt' to false.
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pt = 0; // Sets 'pt' to the null pointer. Both lines compile without warnings.
|
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|
|
// nullptr is supposed to fix some of that issue:
|
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int* pt2 = new int;
|
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*pt2 = nullptr; // Doesn't compile
|
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pt2 = nullptr; // Sets pt2 to null.
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|
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// There is an exception made for bools.
|
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// This is to allow you to test for null pointers with if(!ptr),
|
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// but as a consequence you can assign nullptr to a bool directly!
|
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*pt = nullptr; // This still compiles, even though '*pt' is a bool!
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|
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|
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// '=' != '=' != '='!
|
|
// Calls Foo::Foo(const Foo&) or some variant (see move semantics) copy
|
|
// constructor.
|
|
Foo f2;
|
|
Foo f1 = f2;
|
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|
|
// Calls Foo::Foo(const Foo&) or variant, but only copies the 'Foo' part of
|
|
// 'fooSub'. Any extra members of 'fooSub' are discarded. This sometimes
|
|
// horrifying behavior is called "object slicing."
|
|
FooSub fooSub;
|
|
Foo f1 = fooSub;
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|
|
// Calls Foo::operator=(Foo&) or variant.
|
|
Foo f1;
|
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f1 = f2;
|
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|
|
|
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// How to truly clear a container:
|
|
class Foo { ... };
|
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vector<Foo> v;
|
|
for (int i = 0; i < 10; ++i)
|
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v.push_back(Foo());
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|
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// Following line sets size of v to 0, but destructors don't get called
|
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// and resources aren't released!
|
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v.empty();
|
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v.push_back(Foo()); // New value is copied into the first Foo we inserted
|
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|
|
// Truly destroys all values in v. See section about temporary objects for
|
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// explanation of why this works.
|
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v.swap(vector<Foo>());
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|
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```
|
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Further Reading:
|
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|
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An up-to-date language reference can be found at
|
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<http://cppreference.com/w/cpp>
|
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|
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Additional resources may be found at <http://cplusplus.com>
|