Question

Use of "*" in something like, "char *someVariable;"

Asked by: trailblazzyr55

I have been playing around with learning C++ and noticed the following...

for instance:

char *someVariable;

what does the "*" do for "someVariable" in that position?
What does it mean?
Full points to an expert who can explain it in C++ newb terms and give additional examples (1 or 2) so I can understand it better.
Also, I do know Java so an example or explanation that relates to that may help as well.

Thanks,
tb55

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Asked On
2007-06-20 at 06:17:13ID22645700
Topic

C++ Programming Language

Participating Experts
4
Points
500
Comments
7

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Answers

 

by: jkrPosted on 2007-06-20 at 06:22:08ID: 19324293

>>what does the "*" do for "someVariable" in that position?

It declares 'someVariable' as a pointer to 'char', as opposite to a 'char' variable (holding one character)

 

by: jkrPosted on 2007-06-20 at 06:22:40ID: 19324298

 

by: Infinity08Posted on 2007-06-20 at 06:23:14ID: 19324306

>> char *someVariable;

The * means that someVariable is a pointer to a char. Some more examples :

        int *someIntPtr;
        MyClass *someClassPtr;

means that someIntPtr is a pointer to an int, and someClassPtr is a pointer to a MyClass object.

Or, in other words, someVariable will contain the memory address of the char it is pointing to.

 

by: jkrPosted on 2007-06-20 at 06:25:58ID: 19324335

The above tutorial will explain that a lot better than I could write here, but just to add one thing - there's a subtle difference with the '*' operator, since it is used to dereference pointers also:

char buf[] = "test";
char* someVariable = &test[0];// let that poitn to the 1st letter of 'buf'

char letter; // create one char

letter = *someVariable; // here, '*' is used to assign the content of whre 'someVariable' points to, i.e 'dereferencing' the pointer

 

by: AxterPosted on 2007-06-20 at 06:33:09ID: 19324394

>>Also, I do know Java so an example or explanation that relates to that may help as well.

In Java, everything is a pointer.
Where as in C++, we can address an object by pointer, reference, or (value / concrete instance).

foo myfoo; //Concrete object
foo* mypointer = &myfoo; //pointer
foo& myref = myfoo; //Reference

In general, it's better to avoid using pointers in your code.  For example, you can use std::string or std::vector<char> as replacements for char*.

 

by: trailblazzyr55Posted on 2007-06-20 at 07:47:35ID: 19325052

@jkr, great tutorial! Covers all the questions I had about pointers with C++.

@All Experts, thanks for the quick responses, really appreciate the feedback and I'm sure there will be many more questions to follow ;o)

Kind Regards,
-tb55

 

by: itsmeandnobodyelsePosted on 2007-06-20 at 08:31:32ID: 19325511

>>>> what does the "*" do for "someVariable" in that position?
The position of the asterisk * may be somewhere between the type specifier and the variablename. C++ programmers mostly see the * as part of the type (making it a pointer type) rather than just have a different view on the variable (viewing it indirectly by its address). C programmers often put the asterisk to the variable, so as with your sample code.

The advantage of a pointer variable is that you can use the same variable pointing to different objects:

    string str1 = "abc";
    string str2 = "xyz";
    string * pstr = &str1; // initially points to str1
    pstr = &str2;   // now points to str2

You even can set a pointer variable to a 'nil' value:

    string * pstr = NULL;

The NULL at the right side is a macro that is equivalent to a integer 0 (that has historical reasons). So, different to a object you can check a pointer if it is valid by checking if it is NULL:

    if (pstr == NULL)
         pstr = new string("Hello World");

Here we create a dynamic object (at the heap) by calling 'new' operator. The 'new' operator always returns a pointer to the object created. By

    string str = "any text";

we create a object at the stack.  The object is valid as long as the current scope which is defined  by a sequence of statements within curly brackets { }   was not left:

   if (any_condition)
   {
      string str = "any text";
      ...
    }    
   // coming here the variable str isn't valid.

If you created a object by 'new'  it keeps valid beyond the scope boundaries. It must be 'deleted' explicitly to free the storage (and run the destructor function if it is a class object).

    string* pstr = NULL;
    if (any_condition)
    {
       pstr = new string("any text");
       ...
    }
    // pstr is still valid if any_condition was true
    if (pstr != NULL)
    {
           dosomething(pstr);
           delete pstr;    // delete the pointer after use
    }

Note, if you don't delete pointers after use, you'll have a so-called memory leak that is a storage in memory that never was freed and therefore can't be used for other purposes.

If you have a pointer to a class object you will use the arrow operator -> to access data members or function members of the class:

class X
{
public:
     int i;
     void anyFunc();
};

    X* px = new X;   // creates a X using the default constructor
    px->i = 5;   // assign to data member
    px->anyFunc();  // call member function
    delete px;  

For stack object the same sequence is

   {
      X x;
      x.i = 5;
      x.anyFunc();
   }  
   // here x was destroyed

There are three main reasons for using pointers over objects:

1. When passed to a function, only an address needs to
    be passed and not a (maybe big) data structure.
2. When having a class tree with baseclasses and derived classes,
    you can access objects of different derived classes via
    baseclass pointer.
 
    class Base
    {
           virtual void do() = 0;
    };
    class Derived1 : public Base
    {
           virtual void do() { dosomething(); }
    };
    class Derived2 : public Base
    {
           virtual void do() { dosomthingelse(); }
     };
    Derived1 d1;
    Derived2 d2;
    Base* pBase = NULL);
    if (any_condition)
         pBase = &d1;
    else
         pBase = &d2;
    // now call do member function virtually !!!
    pBase->do();

    The latter calls the overloaded do function of either derived class.

3. When using a array  in C/C++ it was treated like a pointer to the first element:

    void func (int* parr, int siz)
    {
          for (int i = 0; i < siz; ++i)
               parr[i] = i;
    }

     int arr[10];  // define a array of 10 integers
     func(arr, 10);    // passing a array
     int* parr = new int[10];   // create 10 integers at the heap
     func(parr, 10);  // passing a pointer (dynamic array)

You see, the array variable 'arr' turned to a pointer variable when passed to a function. Note, the 'p' I added to any pointer variable is convention only. In the called function you can't find out the size of the array. That's why I passed an additional size argument (what is highly recommended but optional).

As Axter explained you should avoid pointers in C++ if possible. Case 1 can be easily solved by using a reference type when passing objects to functions. A reference is an address same as a pointer but it is  a valid address and cannot be NULL or invalid. Case 3 can be solved by using a container object like std::string or std::vector which allows to define dynamic 'arrays' and pass them by value or by reference. For case 2 you can use a baseclass reference when passing a derived object to a function. You only need to use baseclass pointers when storing the pointers (addresses) to a container. But that wasn't a problem for a newbee.

Regards, Alex
 
     


   

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