If statements in C++
The ability to control the flow of your program, letting it make decisions on what code to execute, is valuable to the programmer. The if statement allows you to control if a program enters a section of code or not based on whether a given condition is true or false. One of the important functions of the if statement is that it allows the program to select an action based upon the user's input. For example, by using an if statement to check a user entered password, your program can decide whether a user is allowed access to the program.
Before discussing the actual structure of the if statement, let us examine the meaning of TRUE and FALSE in computer terminology. A true statement is one that evaluates to a nonzero number. A false statement evaluates to zero. When you perform comparison with the relational operators, the operator will return 1 if the comparison is true, or 0 if the comparison is false. For example, the check 0 == 2 evaluates to 0. The check 2 == 2 evaluates to a 1. If this confuses you, try to use a cout statement to output the result of those various comparisons (for example cout<< ( 2 == 1 );)
When programming, the aim of the program will often require the checking of one value stored by a variable against another value to determine whether one is larger, smaller, or equal to the other.
Example:
if ( TRUE )
Execute the next statement
or
if ( 5 < 10 )
cout<<"Five is now less than ten, that's a big surprise";
Else
Sometimes when the condition in an if statement evaluates to false, it would be nice to execute some code instead of the code executed when the statement evaluates to true. The "else" statement effectively says that whatever code after it (whether a single line or code between brackets) is executed if the if statement is FALSE.
It can look like this:
if ( TRUE ) {
// Execute these statements if TRUE
}
else {
// Execute these statements if FALSE
}
Else If
Another use of else is when there are multiple conditional statements that may all evaluate to true, yet you want only one if statement's body to execute. You can use an "else if" statement following an if statement and its body; that way, if the first statement is true, the "else if" will be ignored, but if the if statement is false, it will then check the condition for the else if statement. If the if statement was true the else statement will not be checked. It is possible to use numerous else if statements to ensure that only one block of code is executed.
if () {
// Execute these statements ifis TRUE
}
else if () {
// Execute these statements ifis TRUE and
//is FALSE
}
similarly
#include
using namespace std;
int main() // Most important part of the program!
{
int age; // Need a variable...
cout<<"Please input your age: "; // Asks for age
cin>> age; // The input is put in age
cin.ignore(); // Throw away enter
if ( age < 100 ) { // If the age is less than 100
cout<<"You are pretty young!\n"; // Just to show you it works...
}
else if ( age == 100 ) { // I use else just to show an example
cout<<"You are old\n"; // Just to show you it works...
}
else {
cout<<"You are really old\n"; // Executed if no other statement is
}
cin.get();
}
Loops
Loops are used to repeat a block of code. Being able to have your program repeatedly execute a block of code is one of the most basic but useful tasks in programming -- many programs or websites that produce extremely complex output (such as a message board) are really only executing a single task many times. (They may be executing a small number of tasks, but in principle, to produce a list of messages only requires repeating the operation of reading in some data and displaying it.) Now, think about what this means: a loop lets you write a very simple statement to produce a significantly greater result simply by repetition.
One Caveat: before going further, you should understand the concept of C++'s true and false, because it will be necessary when working with loops (the conditions are the same as with if statements). There are three types of loops: for, while, and do..while. Each of them has their specific uses. They are all outlined below.
FOR - for loops are the most useful type. The syntax for a for loop is
for ( variable initialization; condition; variable update ) {
Code to execute while the condition is true
}
The variable initialization allows you to either declare a variable and give it a value or give a value to an already existing variable. Second, the condition tells the program that while the conditional expression is true the loop should continue to repeat itself. The variable update section is the easiest way for a for loop to handle changing of the variable. It is possible to do things like x++, x = x + 10, or even x = random ( 5 ), and if you really wanted to, you could call other functions that do nothing to the variable but still have a useful effect on the code. Notice that a semicolon separates each of these sections, that is important. Also note that every single one of the sections may be empty, though the semicolons still have to be there. If the condition is empty, it is evaluated as true and the loop will repeat until something else stops it.
WHILE - WHILE loops are very simple. The basic structure is
while ( condition ) { Code to execute while the condition is true } The true represents a boolean expression which could be x == 1 or while ( x != 7 ) (x does not equal 7). It can be any combination of boolean statements that are legal. Even, (while x ==5 || v == 7) which says execute the code while x equals five or while v equals 7. Notice that a while loop is the same as a for loop without the initialization and update sections. However, an empty condition is not legal for a while loop as it is with a for loop.
This was another simple example, but it is longer than the above FOR loop. The easiest way to think of the loop is that when it reaches the brace at the end it jumps back up to the beginning of the loop, which checks the condition again and decides whether to repeat the block another time, or stop and move to the next statement after the block.
DO..WHILE - DO..WHILE loops are useful for things that want to loop at least once. The structure is
do {
} while ( condition );
similarly,
#include
using namespace std;
int main()
{
int x;
x = 0;
do {
// "Hello, world!" is printed at least one time
// even though the condition is false
cout<<"Hello, world!\n";
} while ( x != 0 );
cin.get();
}
Functions
Functions that a programmer writes will generally require a prototype. Just like a blueprint, the prototype tells the compiler what the function will return, what the function will be called, as well as what arguments the function can be passed. When I say that the function returns a value, I mean that the function can be used in the same manner as a variable would be. For example, a variable can be set equal to a function that returns a value between zero and four.
For example:
#include// Include rand()
using namespace std; // Make rand() visible
int a = rand(); // rand is a standard function that all compilers have
When the programmer actually defines the function, it will begin with the prototype, minus the semi-colon. Then there should always be a block with the code that the function is to execute, just as you would write it for the main function. Any of the arguments passed to the function can be used as if they were declared in the block. Finally, end it all with a cherry and a closing brace. Okay, maybe not a cherry.
#include
using namespace std;
int mult ( int x, int y );
int main()
{
int x;
int y;
cout<<"Please input two numbers to be multiplied: ";
cin>> x >> y;
cin.ignore();
cout<<"The product of your two numbers is "<< mult ( x, y ) <<"\n";
cin.get();
}
int mult ( int x, int y )
{
return x * y;
}
This program begins with the only necessary include file and a directive to make the std namespace visible. Everything in the standard headers is inside of the std namespace and not visible to our programs unless we make them so. Next is the prototype of the function. Notice that it has the final semi-colon! The main function returns an integer, which you should always have to conform to the standard. You should not have trouble understanding the input and output functions. It is fine to use cin to input to variables as the program does. But when typing in the numbers, be sure to separate them by a space so that cin can tell them apart and put them in the right variables.
Notice how cout actually outputs what appears to be the mult function. What is really happening is cout is printing the value returned by mult, not mult itself. The result would be the same as if we had use this print instead
cout<<"The product of your two numbers is "<< x * y <<"\n";
The mult function is actually defined below main. Due to its prototype being above main, the compiler still recognizes it as being defined, and so the compiler will not give an error about mult being undefined. As long as the prototype is present, a function can be used even if there is no definition. However, the code cannot be run without a definition even though it will compile. The prototype and definition can be combined into one also. If mult were defined before it is used, we could do away with the prototype because the definition can act as a prototype as well.
Return is the keyword used to force the function to return a value. Note that it is possible to have a function that returns no value. If a function returns void, the return statement is valid, but only if it does not have an expression. In other words, for a function that returns void, the statement "return;" is legal, but redundant.
Recursion in C
Recursion is a programming technique that allows the programmer to express operations in terms of themselves. In C++, this takes the form of a function that calls itself. A useful way to think of recursive functions is to imagine them as a process being performed where one of the instructions is to "repeat the process". This makes it sound very similar to a loop because it repeats the same code, and in some ways it is similar to looping. On the other hand, recursion makes it easier to express ideas in which the result of the recursive call is necessary to complete the task. Of course, it must be possible for the "process" to sometimes be completed without the recursive call. One simple example is the idea of building a wall that is ten feet high; if I want to build a ten foot high wall, then I will first build a 9 foot high wall, and then add an extra foot of bricks. Conceptually, this is like saying the "build wall" function takes a height and if that height is greater than one, first calls itself to build a lower wall, and then adds one a foot of bricks.
void recurse()
{
recurse(); //Function calls itself
}
int main()
{
recurse(); //Sets off the recursion
}
similarly
#include
using namespace std;
void recurse ( int count ) // Each call gets its own count
{
cout<< count <<"\n";
// It is not necessary to increment count since each function's
// variables are separate (so each count will be initialized one greater)
recurse ( count + 1 );
}
int main()
{
recurse ( 1 ); //First function call, so it starts at one
}
This simple program will show the number of times the recurse function has been called by initializing each individual function call's count variable one greater than it was previous by passing in count + 1. Keep in mind, it is not a function restarting itself, it is hundreds of functions that are each unfinished with the last one calling a new recurse function.
Think of a really tiny doll, the size of a few atoms. You can't get any smaller than that, so there are no more dolls. Normally, a recursive function will have a variable that performs a similar action; one that controls when the function will finally exit. The condition where the function will not call itself is termed the base case of the function. Basically, it is an if-statement that checks some variable for a condition (such as a number being less than zero, or greater than some other number) and if that condition is true, it will not allow the function to call itself again. (Or, it could check if a certain condition is true and only then allow the function to call itself).
A quick example:
void doll ( int size )
{
if ( size == 0 ) // No doll can be smaller than 1 atom (10^0==1) so doesn't call itself
return; // Return does not have to return something, it can be used
// to exit a function
doll ( size - 1 ); // Decrements the size variable so the next doll will be smaller.
}
int main()
{
doll ( 10 ); //Starts off with a large doll (it's a logarithmic scale)
}
similarly
void printnum ( int begin )
{
cout<< begin;
if ( begin < 9 ) // The base case is when begin is greater than 9
{ // for it will not recurse after the if-statement
printnum ( begin + 1 );
}
cout<< begin; // Outputs the second begin, after the program has
// gone through and output
}
This function works because it will go through and print the numbers begin to 9, and then as each printnum function terminates it will continue printing the value of begin in each function from 9 to begin.
Binary Trees
The typical graphical representation of a binary tree is essentially that of an upside down tree. It begins with a root node, which contains the original key value. The root node has two child nodes; each child node might have its own child nodes. Ideally, the tree would be structured so that it is a perfectly balanced tree, with each node having the same number of child nodes to its left and to its right. A perfectly balanced tree allows for the fastest average insertion of data or retrieval of data. The worst case scenario is a tree in which each node only has one child node, so it becomes as if it were a linked list in terms of speed. The typical representation of a binary tree looks like the following:
10
/ \
6 14
/ \ / \
5 8 11 18
void btree::destroy_tree(node *leaf)
{
if(leaf!=NULL)
{
destroy_tree(leaf->left);
destroy_tree(leaf->right);
delete leaf;
}
}
The function destroy_tree goes to the bottom of each part of the tree, that is, searching while there is a non-null node, deletes that leaf, and then it works its way back up. The function deletes the leftmost node, then the right child node from the leftmost node's parent node, then it deletes the parent node, then works its way back to deleting the other child node of the parent of the node it just deleted, and it continues this deletion working its way up to the node of the tree upon which delete_tree was originally called. In the example tree above, the order of deletion of nodes would be 5 8 6 11 18 14 10. Note that it is necessary to delete all the child nodes to avoid wasting memory.
void btree::insert(int key, node *leaf)
{
if(key< leaf->key_value)
{
if(leaf->left!=NULL)
insert(key, leaf->left);
else
{
leaf->left=new node;
leaf->left->key_value=key;
leaf->left->left=NULL; //Sets the left child of the child node to null
leaf->left->right=NULL; //Sets the right child of the child node to null
}
}
else if(key>=leaf->key_value)
{
if(leaf->right!=NULL)
insert(key, leaf->right);
else
{
leaf->right=new node;
leaf->right->key_value=key;
leaf->right->left=NULL; //Sets the left child of the child node to null
leaf->right->right=NULL; //Sets the right child of the child node to null
}
}
}
The case where the root node is still NULL will be taken care of by the insert function that is nonrecursive and available to non-members of the class. The insert function searches, moving down the tree of children nodes, following the prescribed rules, left for a lower value to be inserted and right for a greater value, until it finds an empty node which it creates using the 'new' keyword and initializes with the key value while setting the new node's child node pointers to NULL. After creating the new node, the insert function will no longer call itself.
Inheritance in C++
The ability to use the object-oriented programming is an important feature of C++. Lesson 12: classes in C++ introduced the idea of the class; if you have not read it and do not know the basic details of classes, you should read it before continuing this tutorial.
Inheritance is an important feature of classes; in fact, it is integral to the idea of object oriented programming. Inheritance allows you to create a hierarchy of classes, with various classes of more specific natures inheriting the general aspects of more generalized classes. In this way, it is possible to structure a program starting with abstract ideas that are then implemented by specific classes. For example, you might have a class Animal from which class dog and cat inherent the traits that are general to all animals; at the same time, each of those classes will have attributes specific to the animal dog or cat.
Inheritance offers many useful features to programmers. The ability, for example, of a variable of a more general class to function as any of the more specific classes which inherit from it, called polymorphism, is handy. For now, we will concentrate on the basic syntax of inheritance. Polymorphism will be covered in its own tutorial.
Any class can inherit from any other class, but it is not necessarily good practice to use inheritance (put it in the bank rather than go on a vacation). Inheritance should be used when you have a more general class of objects that describes a set of objects. The features of every element of that set (of every object that is also of the more general type) should be reflected in the more general class. This class is called the base class. base classes usually contain functions that all the classes inheriting from it, known as derived classes, will need. base classes should also have all the variables that every derived class would otherwise contain.
Classes, of course, share data. A derived class has access to most of the functions and variables of the base class. There are, however, ways to keep a derived class from accessing some attributes of its base class. The keywords public, protected, and private are used to control access to information within a class. It is important to remember that public, protected, and private control information both for specific instances of classes and for classes as general data types. Variables and functions designated public are both inheritable by derived classes and accessible to outside functions and code when they are elements of a specific instance of a class. Protected variables are not accessible by functions and code outside the class, but derived classes inherit these functions and variables as part of their own class. Private variables are neither accessible outside the class when it is a specific class nor are available to derived classes. Private variables are useful when you have variables that make sense in the context of large idea.
Enumerated Types in C++
Sometimes as programmers we want to express the idea that a variable will be used for a specific purpose and should only be able to have a small number of values--for instance, a variable that stores the current direction of the wind might only need to store values corresponding to north, south, east, and west. One solution to this problem might be to use an int and some #define'd values:
#define NORTH_WIND 0
#define SOUTH_WIND 1
#define EAST_WIND 2
#define WEST_WIND 3
#define NO_WIND 4
int wind_direction = NO_WIND;
This would let the user input any value at all and, almost as bad, force the user to know the range of values that the enum could take on. A much better solution would be to shield the user from the enumeration by asking for a string and then validating the input by comparing it to the possible input strings to choose which constant to assign the enum. For instance,
std::cout << "Please enter NORTH, SOUTH, EAST, WEST, or NONE for our wind direction";
std::cout << std::endl;
string input_wind_dir;
cin >>
wind_directions_t wind_dir;
if ( user_wind_dir == "NORTH" )
{
wind_dir = NORTH_WIND;
}
else if ( user_wind_dir == "SOUTH" )
{
wind_dir = SOUTH_WIND;
}
else if ( user_wind_dir == "EAST" )
{
wind_dir = EAST_WIND;
}
else if ( user_wind_dir == "WEST" )
{
wind_dir = WEST_WIND;
}
else if ( user_wind_dir == "NONE" )
{
wind_dir = NO_WIND;
}
else
{
std::cout << "That's not a valid direction!" << std::endl;
}