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Pointers to members

A pointer is a variable that holds the address of some location. You can change what a pointer selects at runtime, and the destination of the pointer can be either data or a function. The C++ pointer-to-member follows this same concept, except that what it selects is a location inside a class. The dilemma here is that a pointer needs an address, but there is no “address” inside a class; selecting a member of a class means offsetting into that class. You can’t produce an actual address until you combine that offset with the starting address of a particular object. The syntax of pointers to members requires that you select an object at the same time you’re dereferencing the pointer to member.

To understand this syntax, consider a simple structure, with a pointer sp and an object so for this structure. You can select members with the syntax shown:

//: C11:SimpleStructure.cpp
struct Simple { int a; };
int main() {
  Simple so, *sp = &so;
  sp->a;
  so.a;
} ///:~

Now suppose you have an ordinary pointer to an integer, ip. To access what ip is pointing to, you dereference the pointer with a ‘*’:

*ip = 4;

Finally, consider what happens if you have a pointer that happens to point to something inside a class object, even if it does in fact represent an offset into the object. To access what it’s pointing at, you must dereference it with *. But it’s an offset into an object, so you must also refer to that particular object. Thus, the * is combined with the object dereference. So the new syntax becomes –>* for a pointer to an object, and .* for the object or a reference, like this:

objectPointer->*pointerToMember = 47;
object.*pointerToMember = 47;

Now, what is the syntax for defining pointerToMember? Like any pointer, you have to say what type it’s pointing at, and you use a * in the definition. The only difference is that you must say what class of objects this pointer-to-member is used with. Of course, this is accomplished with the name of the class and the scope resolution operator. Thus,

int ObjectClass::*pointerToMember;

defines a pointer-to-member variable called pointerToMember that points to any int inside ObjectClass. You can also initialize the pointer-to-member when you define it (or at any other time):

int ObjectClass::*pointerToMember = &ObjectClass::a;

There is actually no “address” of ObjectClass::a because you’re just referring to the class and not an object of that class. Thus, &ObjectClass::a can be used only as pointer-to-member syntax.

Here’s an example that shows how to create and use pointers to data members:

//: C11:PointerToMemberData.cpp
#include <iostream>
using namespace std;

class Data {
public:  
  int a, b, c; 
  void print() const {
    cout << "a = " << a << ", b = " << b
         << ", c = " << c << endl;
  }
};

int main() {
  Data d, *dp = &d;
  int Data::*pmInt = &Data::a;
  dp->*pmInt = 47;
  pmInt = &Data::b;
  d.*pmInt = 48;
  pmInt = &Data::c;
  dp->*pmInt = 49;
  dp->print();
} ///:~

Obviously, these are too awkward to use anywhere except for special cases (which is exactly what they were intended for).

Also, pointers to members are quite limited: they can be assigned only to a specific location inside a class. You could not, for example, increment or compare them as you can with ordinary pointers.

Functions

A similar exercise produces the pointer-to-member syntax for member functions. A pointer to a function (introduced at the end of Chapter 3) is defined like this:

int (*fp)(float);

The parentheses around (*fp) are necessary to force the compiler to evaluate the definition properly. Without them this would appear to be a function that returns an int*.

Parentheses also play an important role when defining and using pointers to member functions. If you have a function inside a class, you define a pointer to that member function by inserting the class name and scope resolution operator into an ordinary function pointer definition:

//: C11:PmemFunDefinition.cpp
class Simple2 { 
public: 
  int f(float) const { return 1; }
};
int (Simple2::*fp)(float) const;
int (Simple2::*fp2)(float) const = &Simple2::f;
int main() {
  fp = &Simple2::f;
} ///:~

In the definition for fp2 you can see that a pointer to member function can also be initialized when it is created, or at any other time. Unlike non-member functions, the & is not optional when taking the address of a member function. However, you can give the function identifier without an argument list, because overload resolution can be determined by the type of the pointer to member.

An example

The value of a pointer is that you can change what it points to at runtime, which provides an important flexibility in your programming because through a pointer you can select or change behavior at runtime. A pointer-to-member is no different; it allows you to choose a member at runtime. Typically, your classes will only have member functions publicly visible (data members are usually considered part of the underlying implementation), so the following example selects member functions at runtime.

//: C11:PointerToMemberFunction.cpp
#include <iostream>
using namespace std;

class Widget {
public:
  void f(int) const { cout << "Widget::f()\n"; }
  void g(int) const { cout << "Widget::g()\n"; }
  void h(int) const { cout << "Widget::h()\n"; }
  void i(int) const { cout << "Widget::i()\n"; }
};

int main() {
  Widget w;
  Widget* wp = &w;
  void (Widget::*pmem)(int) const = &Widget::h;
  (w.*pmem)(1);
  (wp->*pmem)(2);
} ///:~

Of course, it isn’t particularly reasonable to expect the casual user to create such complicated expressions. If the user must directly manipulate a pointer-to-member, then a typedef is in order. To really clean things up, you can use the pointer-to-member as part of the internal implementation mechanism. Here’s the preceding example using a pointer-to-member inside the class. All the user needs to do is pass a number in to select a function.[48]

//: C11:PointerToMemberFunction2.cpp
#include <iostream>
using namespace std;

class Widget {
  void f(int) const { cout << "Widget::f()\n"; }
  void g(int) const { cout << "Widget::g()\n"; }
  void h(int) const { cout << "Widget::h()\n"; }
  void i(int) const { cout << "Widget::i()\n"; }
  enum { cnt = 4 };
  void (Widget::*fptr[cnt])(int) const;
public:
  Widget() {
    fptr[0] = &Widget::f; // Full spec required
    fptr[1] = &Widget::g;
    fptr[2] = &Widget::h;
    fptr[3] = &Widget::i;
  }
  void select(int i, int j) {
    if(i < 0 || i >= cnt) return;
    (this->*fptr[i])(j);
  }
  int count() { return cnt; }
};

int main() {
  Widget w;
  for(int i = 0; i < w.count(); i++)
    w.select(i, 47);
} ///:~

In the class interface and in main( ), you can see that the entire implementation, including the functions, has been hidden away. The code must even ask for the count( ) of functions. This way, the class implementer can change the quantity of functions in the underlying implementation without affecting the code where the class is used.

The initialization of the pointers-to-members in the constructor may seem overspecified. Shouldn’t you be able to say

fptr[1] = &g;

because the name g occurs in the member function, which is automatically in the scope of the class? The problem is this doesn’t conform to the pointer-to-member syntax, which is required so everyone, especially the compiler, can figure out what’s going on. Similarly, when the pointer-to-member is dereferenced, it seems like

(this->*fptr[i])(j);

is also over-specified; this looks redundant. Again, the syntax requires that a pointer-to-member always be bound to an object when it is dereferenced.

Summary

Pointers in C++ are almost identical to pointers in C, which is good. Otherwise, a lot of C code wouldn’t compile properly under C++. The only compile-time errors you will produce occur with dangerous assignments. If these are in fact what are intended, the compile-time errors can be removed with a simple (and explicit!) cast.

C++ also adds the reference from Algol and Pascal, which is like a constant pointer that is automatically dereferenced by the compiler. A reference holds an address, but you treat it like an object. References are essential for clean syntax with operator overloading (the subject of the next chapter), but they also add syntactic convenience for passing and returning objects for ordinary functions.

The copy-constructor takes a reference to an existing object of the same type as its argument, and it is used to create a new object from an existing one. The compiler automatically calls the copy-constructor when you pass or return an object by value. Although the compiler will automatically create a copy-constructor for you, if you think one will be needed for your class, you should always define it yourself to ensure that the proper behavior occurs. If you don’t want the object passed or returned by value, you should create a private copy-constructor.

Pointers-to-members have the same functionality as ordinary pointers: You can choose a particular region of storage (data or function) at runtime. Pointers-to-members just happen to work with class members instead of with global data or functions. You get the programming flexibility that allows you to change behavior at runtime.

Exercises

Solutions to selected exercises can be found in the electronic document The Thinking in C++ Annotated Solution Guide, available for a small fee from www.BruceEckel.com.

  1. Turn the “bird & rock” code fragment at the beginning of this chapter into a C program (using structs for the data types), and show that it compiles. Now try to compile it with the C++ compiler and see what happens.
  2. Take the code fragments in the beginning of the section titled “References in C++” and put them into a main( ). Add statements to print output so that you can prove to yourself that references are like pointers that are automatically dereferenced.
  3. Write a program in which you try to (1) Create a reference that is not initialized when it is created. (2) Change a reference to refer to another object after it is initialized. (3) Create a NULL reference.
  4. Write a function that takes a pointer argument, modifies what the pointer points to, and then returns the destination of the pointer as a reference.
  5. Create a class with some member functions, and make that the object that is pointed to by the argument of Exercise 4. Make the pointer a const and make some of the member functions const and prove that you can only call the const member functions inside your function. Make the argument to your function a reference instead of a pointer.
  6. Take the code fragments at the beginning of the section titled “Pointer references” and turn them into a program.
  7. Create a function that takes an argument of a reference to a pointer to a pointer and modifies that argument. In main( ), call the function.
  8. Create a function that takes a char& argument and modifies that argument. In main( ), print out a char variable, call your function for that variable, and print it out again to prove to yourself that it has been changed. How does this affect program readability?
  9. Write a class that has a const member function and a non-const member function. Write three functions that take an object of that class as an argument; the first takes it by value, the second by reference, and the third by const reference. Inside the functions, try to call both member functions of your class and explain the results.
  10. (Somewhat challenging) Write a simple function that takes an int as an argument, increments the value, and returns it. In main( ), call your function. Now discover how your compiler generates assembly code and trace through the assembly statements so that you understand how arguments are passed and returned, and how local variables are indexed off the stack.
  11. Write a function that takes as its arguments a char, int, float, and double. Generate assembly code with your compiler and find the statements that push the arguments on the stack before a function call.
  12. Write a function that returns a double. Generate assembly code and determine how the value is returned.
  13. Produce assembly code for PassingBigStructures.cpp. Trace through and demystify the way your compiler generates code to pass and return large structures.
  14. Write a simple recursive function that decrements its argument and returns zero if the argument becomes zero, otherwise it calls itself. Generate assembly code for this function and explain how the way that the assembly code is created by the compiler supports recursion.
  15. Write code to prove that the compiler automatically synthesizes a copy-constructor if you don’t create one yourself. Prove that the synthesized copy-constructor performs a bitcopy of primitive types and calls the copy-constructor of user-defined types.
  16. Write a class with a copy-constructor that announces itself to cout. Now create a function that passes an object of your new class in by value and another one that creates a local object of your new class and returns it by value. Call these functions to prove to yourself that the copy-constructor is indeed quietly called when passing and returning objects by value.
  17. Create a class that contains a double*. The constructor initializes the double* by calling new double and assigning a value to the resulting storage from the constructor argument. The destructor prints the value that’s pointed to, assigns that value to -1, calls delete for the storage, and then sets the pointer to zero. Now create a function that takes an object of your class by value, and call this function in main( ). What happens? Fix the problem by writing a copy-constructor.
  18. Create a class with a constructor that looks like a copy-constructor, but that has an extra argument with a default value. Show that this is still used as the copy-constructor.
  19. Create a class with a copy-constructor that announces itself. Make a second class containing a member object of the first class, but do not create a copy-constructor. Show that the synthesized copy-constructor in the second class automatically calls the copy-constructor of the first class.
  20. Create a very simple class, and a function that returns an object of that class by value. Create a second function that takes a reference to an object of your class. Call the first function as the argument of the second function, and demonstrate that the second function must use a const reference as its argument.
  21. Create a simple class without a copy-constructor, and a simple function that takes an object of that class by value. Now change your class by adding a private declaration (only) for the copy-constructor. Explain what happens when your function is compiled.
  22. This exercise creates an alternative to using the copy-constructor. Create a class X and declare (but don’t define) a private copy-constructor. Make a public clone( ) function as a const member function that returns a copy of the object that is created using new. Now write a function that takes as an argument a const X& and clones a local copy that can be modified. The drawback to this approach is that you are responsible for explicitly destroying the cloned object (using delete) when you’re done with it.
  23. Explain what’s wrong with both Mem.cpp and MemTest.cpp from Chapter 7. Fix the problem.
  24. Create a class containing a double and a print( ) function that prints the double. In main( ), create pointers to members for both the data member and the function in your class. Create an object of your class and a pointer to that object, and manipulate both class elements via your pointers to members, using both the object and the pointer to the object.
  25. Create a class containing an array of int. Can you index through this array using a pointer to member?
  26. Modify PmemFunDefinition.cpp by adding an overloaded member function f( ) (you can determine the argument list that causes the overload). Now make a second pointer to member, assign it to the overloaded version of f( ), and call the function through that pointer. How does the overload resolution happen in this case?
  27. Start with FunctionTable.cpp from Chapter 3. Create a class that contains a vector of pointers to functions, with add( ) and remove( ) member functions to add and remove pointers to functions. Add a run( ) function that moves through the vector and calls all of the functions.
  28. Modify the above Exercise 27 so that it works with pointers to member functions instead.

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