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Sunday, November 14, 2010

Lesson 67 -C++-The C Preprocessor

The C preprocessor modifies a source code file before handing it over to the compiler. You're most likely used to using the preprocessor to include files directly into other files, or #define constants, but the preprocessor can also be used to create "inlined" code using macros expanded at compile time and to prevent code from being compiled twice.

There are essentially three uses of the preprocessor--directives, constants, and macros. Directives are commands that tell the preprocessor to skip part of a file, include another file, or define a constant or macro. Directives always begin with a sharp sign (#) and for readability should be placed flush to the left of the page. All other uses of the preprocessor involve processing #define'd constants or macros. Typically, constants and macros are written in ALL CAPS to indicate they are special (as we will see).
Header Files

The #include directive tells the preprocessor to grab the text of a file and place it directly into the current file. Typically, such statements are placed at the top of a program--hence the name "header file" for files thus included.
Constants

If we write
#define [identifier name] [value]
whenever [identifier name] shows up in the file, it will be replaced by [value].

If you are defining a constant in terms of a mathematical expression, it is wise to surround the entire value in parentheses:
#define PI_PLUS_ONE (3.14 + 1)
By doing so, you avoid the possibility that an order of operations issue will destroy the meaning of your constant:
x = PI_PLUS_ONE * 5;
Without parentheses, the above would be converted to
x = 3.14 + 1 * 5;
which would result in 1 * 5 being evaluated before the addition, not after. Oops!

It is also possible to write simply
#define [identifier name]
which defines [identifier name] without giving it a value. This can be useful in conjunction with another set of directives that allow conditional compilation.
Conditional Compilation

There are a whole set of options that can be used to determine whether the preprocessor will remove lines of code before handing the file to the compiler. They include #if, #elif, #else, #ifdef, and #ifndef. An #if or #if/#elif/#else block or a #ifdef or #ifndef block must be terminated with a closing #endif.

The #if directive takes a numerical argument that evaluates to true if it's non-zero. If its argument is false, then code until the closing #else, #elif, of #endif will be excluded.
Commenting out Code

Conditional compilation is a particularly useful way to comment out a block of code that contains multi-line comments (which cannot be nested).
#if 0
/* comment ...
*/

// code

/* comment */
#endif
Avoiding Including Files Multiple Times (idempotency)

Another common problem is that a header file is required in multiple other header files that are later included into a source code file, with the result often being that variables, structs, classes or functions appear to be defined multiple times (once for each time the header file is included). This can result in a lot of compile-time headaches. Fortunately, the preprocessor provides an easy technique for ensuring that any given file is included once and only once.

By using the #ifndef directive, you can include a block of text only if a particular expression is undefined; then, within the header file, you can define the expression. This ensures that the code in the #ifndef is included only the first time the file is loaded.
#ifndef _FILE_NAME_H_
#define _FILE_NAME_H_

/* code */

#endif // #ifndef _FILE_NAME_H_
Notice that it's not necessary to actually give a value to the expression _FILE_NAME_H_. It's sufficient to include the line "#define _FILE_NAME_H_" to make it "defined". (Note that there is an n in #ifndef--it stands for "if not defined").

A similar tactic can be used for defining specific constants, such as NULL:
#ifndef NULL
#define NULL (void *)0
#endif // #ifndef NULL
Notice that it's useful to comment which conditional statement a particular #endif terminates. This is particularly true because preprocessor directives are rarely indented, so it can be hard to follow the flow of execution.
Macros

The other major use of the preprocessor is to define macros. The advantage of a macro is that it can be type-neutral (this can also be a disadvantage, of course), and it's inlined directly into the code, so there isn't any function call overhead. (Note that in C++, it's possible to get around both of these issues with templated functions and the inline keyword.)

A macro definition is usually of the following form:
#define MACRO_NAME(arg1, arg2, ...) [code to expand to]
For instance, a simple increment macro might look like this:
#define INCREMENT(x) x++
They look a lot like function calls, but they're not so simple. There are actually a couple of tricky points when it comes to working with macros. First, remember that the exact text of the macro argument is "pasted in" to the macro. For instance, if you wrote something like this:
#define MULT(x, y) x * y
and then wrote
int z = MULT(3 + 2, 4 + 2);
what value do you expect z to end up with? The obvious answer, 30, is wrong! That's because what happens when the macro MULT expands is that it looks like this:
int z = 3 + 2 * 4 + 2; // 2 * 4 will be evaluated first!
So z would end up with the value 13! This is almost certainly not what you want to happen. The way to avoid it is to force the arguments themselves to be evaluated before the rest of the macro body. You can do this by surrounding them by parentheses in the macro definition:
#define MULT(x, y) (x) * (y)
// now MULT(3 + 2, 4 + 2) will expand to (3 + 2) * (4 + 2)
But this isn't the only gotcha! It is also generally a good idea to surround the macro's code in parentheses if you expect it to return a value. Otherwise, you can get similar problems as when you define a constant. For instance, the following macro, which adds 5 to a given argument, has problems when embedded within a larger statement:
#define ADD_FIVE(a) (a) + 5

int x = ADD_FIVE(3) * 3;
// this expands to (3) + 5 * 3, so 5 * 3 is evaluated first
// Now x is 18, not 24!
To fix this, you generally want to surround the whole macro body with parentheses to prevent the surrounding context from affecting the macro body.
#define ADD_FIVE(a) ((a) + 5)

int x = ADD_FIVE(3) * 3;
On the other hand, if you have a multiline macro that you are using for its side effects, rather than to compute a value, you probably want to wrap it within curly braces so you don't have problems when using it following an if statement.
// We use a trick involving exclusive-or to swap two variables
#define SWAP(a, b) a ^= b; b ^= a; a ^= b;

int x = 10;
int y = 5;

// works OK
SWAP(x, y);

// What happens now?
if(x < 0) SWAP(x, y); When SWAP is expanded in the second example, only the first statement, a ^= b, is governed by the conditional; the other two statements will always execute. What we really meant was that all of the statements should be grouped together, which we can enforce using curly braces: #define SWAP(a, b) {a ^= b; b ^= a; a ^= b;} Now, there is still a bit more to our story! What if you write code like so: #define SWAP(a, b) { a ^= b; b ^= a; a ^= b; } int x = 10; int y = 5; int z = 4; // What happens now? if(x < 0) SWAP(x, y); else SWAP(x, z); Then it will not compile because semicolon after the closing curly brace will break the flow between if and else. The solution? Use a do-while loop: #define SWAP(a, b) do { a ^= b; b ^= a; a ^= b; } while ( 0 ) int x = 10; int y = 5; int z = 4; // What happens now? if(x < 0) SWAP(x, y); else SWAP(x, z); Now the semi-colon doesn't break anything because it is part of the expression. (By the way, note that we didn't surround the arguments in parentheses because we don't expect anyone to pass an expression into swap!) More Gotchas By now, you've probably realized why people don't really like using macros. They're dangerous, they're picky, and they're just not that safe. Perhaps the most irritating problem with macros is that you don't want to pass arguments with "side effects" to macros. By side effects, I mean any expression that does something besides evaluate to a value. For instance, ++x evaluates to x+1, but it also increments x. This increment operation is a side effect. The problem with side effects is that macros don't evaluate their arguments; they just paste them into the macro text when performing the substitution. So something like #define MAX(a, b) ((a) < (b) ? (b) : (a)) int x = 5, y = 10; int z = MAX(x++, y++); will end up looking like this: int x = (x++ < y++ ? y++ : x++) The problem here is that y++ ends up being evaluated twice! The nasty consequence is that after this expression, y will have a value of 12 rather than the expected 11. This can be a real pain to debug! Multiline macros Until now, we've seen only short, one line macros (possibly taking advantage of the semicolon to put multiple statements on one line.) It turns out that by using a the "\" to indicate a line continuation, we can write our macros across multiple lines to make them a bit more readable. For instance, we could rewrite swap as #define SWAP(a, b) { \ a ^= b; \ b ^= a; \ a ^= b; \ } Notice that you do not need a slash at the end of the last line! The slash tells the preprocessor that the macro continues to the next line, not that the line is a continuation from a previous line. Aside from readability, writing multi-line macros may make it more obvious that you need to use curly braces to surround the body because it's more clear that multiple effects are happening at once. Advanced Macro Tricks In addition to simple substitution, the preprocessor can also perform a bit of extra work on macro arguments, such as turning them into strings or pasting them together. Pasting Tokens Each argument passed to a macro is a token, and sometimes it might be expedient to paste arguments together to form a new token. This could come in handy if you have a complicated structure and you'd like to debug your program by printing out different fields. Instead of writing out the whole structure each time, you might use a macro to pass in the field of the structure to print. To paste tokens in a macro, use ## between the two things to paste together. For instance #define BUILD_FIELD(field) my_struct.inner_struct.union_a.##field Now, when used with a particular field name, it will expand to something like my_struct.inner_struct.union_a.field1 The tokens are literally pasted together. String-izing Tokens Another potentially useful macro option is to turn a token into a string containing the literal text of the token. This might be useful for printing out the token. The syntax is simple--simply prefix the token with a pound sign (#). #define PRINT_TOKEN(token) printf(#token " is %d", token) For instance, PRINT_TOKEN(foo) would expand to printf("" " is %d" )
(Note that in C, string literals next to each other are concatenated, so something like "token" " is " " this " will effectively become "token is this". This can be useful for formatting printf statements.)

For instance, you might use it to print the value of an expression as well as the expression itself (for debugging purposes).
PRINT_TOKEN(x + y);
Avoiding Macros in C++

In C++, you should generally avoid macros when possible. You won't be able to avoid them entirely if you need the ability to paste tokens together, but with templated classes and type inference for templated functions, you shouldn't need to use macros to create type-neutral code. Inline functions should also get rid of the need for macros for efficiency reasons. (Though you aren't guaranteed that the compiler will inline your code.)

Moreover, you should use const to declare typed constants rather than #define to create untyped (and therefore less safe) constants. Const should work in pretty much all contexts where you would want to use a #define, including declaring static sized arrays or as template parameters.

Lesson 66 -C++-Template Specialization and Partial Template Specialization

Template Specialization

In many cases when working with templates, you'll write one generic version for all possible data types and leave it at that--every vector may be implemented in exactly the same way. The idea of template specialization is to override the default template implementation to handle a particular type in a different way.

For instance, while most vectors might be implemented as arrays of the given type, you might decide to save some memory and implement vectors of bools as a vector of integers with each bit corresponding to one entry in the vector. So you might have two separate vector classes. The first class would look like this.
template
class vector
{
// accessor functions and so forth
private:
T* vec_data; // we'll store the data as block of dynamically allocated
// memory
int length; // number of elements used
int vec_size; // actual size of vec_data
};
But when it comes to bools, you might not really want to do this because most systems are going to use 16 or 32 bits for each boolean type even though all that's required is a single bit. So we might make our boolean vector look a little bit different by representing the data as an array of integers whose bits we manually manipulate. (For more on manipulating bits directly, see bitwise operators and bit manipulations in C and C++.)

To do this, we still need to specify that we're working with something akin to a template, but this time the list of template parameters will be empty:
template <>
and the class name is followed by the specialized type: class className. In this case, the template would look like this:
template <>
class vector
{
// interface

private:
unsigned int *vector_data;
int length;
int size;
};
Note that it would be perfectly reasonable if the specialized version of the vector class had a different interface (set of public methods) than the generic vector class--although they're both vector templates, they don't share any interface or any code.

It's worth pointing out that the salient reason for the specialization in this case was to allow for a more space-efficient implementation, but you could think of other reasons why this might come in handy--for instance, if you wanted to add extra methods to one templated class based on its type, but not to other templates. For instance, you might have a vector of doubles with a method that returns the non-integer component of each element although you might think prefer inheritance in this case. There isn't a particular reason to prevent the existence of a vector of doubles without those extra features. If, however, you felt strongly about the issue and wanted to prevent it, you could do so using template specialization.

Another time when you might want to specialize certain templates could be if you have a template type that relies on some behavior that was not implemented in a collection of classes you'd like to store in that template. For example, if you had a templated sortedVector type that required the > operator to be defined, and a set of classes written by someone else that didn't include any overloaded operators but did include a function for comparison, you might specialize your template to handle these classes separately.
Template Partial Specialization

Partial template specialization stems from similar motives as full specialization as described above. This time, however, instead of implementing a class for one specific type, you end up implementing a template that still allows some parameterization. That is, you write a template that specializes on one feature but still lets the class user choose other features as part of the template. Let's make this more concrete with an example.

Going back to the idea of extending the concept of vectors so that we can have a sortedVector, let's think about how this might look: we'll need a way of making comparisons. Fine; we can just use > if it's been implemented, or specialize if it hasn't. But now let's say that we wanted to have pointers to objects in our sorted vector. We could sort them by the value of the pointers, just doing a standard > comparison (we'll have a vector sorted from low to high):
template
class sortedVector
{
public:
void insert (T val)
{
if ( length == vec_size ) // length is the number of elements
{
vec_size *= 2; // we'll just ignore overflow possibility!
vec_data = new T[vec_size];
}
++length; // we are about to add an element

// we'll start at the end, sliding elements back until we find the
// place to insert the new element
int pos;
for( pos = length; pos > 0 && val > vec_data[pos - 1]; --pos )
{
vec_data[pos] = vec_data[pos - 1];
}
vec_data[pos] = val;
}
// other functions...
private:
T *vec_data;
int length;
int size;
};
Now, notice that in the above for loop, we're making a direct comparison between elements of type T. That's OK for most things, but it would probably make more sense to have sorted on the actual object type instead of the pointer address. To do that, we'd need to write code that had this line:
for( pos = length; pos > 0 && *val > *vec_data[pos - 1]; --pos )
Of course, that would break for any non-pointer type. What we want to do here is use a partial specialization based on whether the type is a pointer or a non-pointer (you could get fancy and have multiple levels of pointers, but we'll stay simple).

To declare a partially specialized template that handles any pointer types, we'd add this class declaration:
template
class sortedVector
{
public:
// same functions as before. Now the insert function looks like this:
insert( T *val )
{
if ( length == vec_size ) // length is the number of elements
{
vec_size *= 2; // we'll just ignore overflow possibility!
vec_data = new T[vec_size];
}
++length; // we are about to add an element

// we'll start at the end, sliding elements back until we find the
// place to insert the new element
int pos;
for( pos = length; pos > 0 && *val > *vec_data[pos - 1]; --pos )
{
vec_data[pos] = vec_data[pos - 1];
}
vec_data[pos] = val;
}

private:
T** vec_data;
int length;
int size;
};
There are a couple of syntax points to notice here. First, our template parameter list still names T as the parameter, but the declaration now has a T * after the name of the class; this tells the compiler to match a pointer of any type with this template instead of the more general template. The second thing to note is that T is now the type pointed to; it is not itself a pointer. For instance, when you declare a sortedVector, T will refer to the int type! This makes some sense if you think of it as a form of pattern matching where T matches the type if that type is followed by an asterisk. This does mean that you have to be a tad bit more careful in your implementation: note that vec_data is a T** because we need a dynamically sized array made up of pointers.

You might wonder if you really want your sortedVector type to work like this--after all, if you're putting them in an array of pointers, you'd expect them to be sorted by pointer type. But there's a practical reason for doing this: when you allocate memory for an array of objects, the default constructor must be called to construct each object. If no default constructor exists (for instance, if every object needs some data to be created), you're stuck needing a list of pointers to objects, but you probably want them to be sorted the same way the actual objects themselves would be!

Note, by the way, that you can also partially specialize on template arguments--for instance, if you had a fixedVector type that allowed the user of the class to specify both a type to store and the length of the vector (possibly to avoid the cost of dynamic memory allocations), it might look something like this:
template
class fixedVector { ... };
Then you could partially specialize for booleans with the following syntax
template
class fixedVector {...}
Note that since T is no longer a template parameter, it's left out of the template parameter list, leaving only length. Also note that length now shows up as part of fixedVector's name (unlike when you have a generic template declaration, where you specify nothing after the name). (By the way, don't be surprised to see a template parameter that's a non-type: it's perfectly valid, and sometimes useful, to have template arguments that are integer types such as unsigned.)

A final implementation detail comes up with partial specializations: how does the compiler pick which specialization to use if there are a combination of completely generic types, some partial specializations, and maybe even some full specializations? The general rule of thumb is that the compiler will pick the most specific template specialization--the most specific template specialization is the one whose template arguments would be accepted by the other template declarations, but which would not accept all possible arguments that other templates with the same name would accept.

For instance, if you decided that you wanted a sortedVector that sorted by memory location, you could create a full specialization of sortedVector and if you declared a sortedVector, then the compiler would pick that implementation over the less-specific partial specialization for pointers. It's the most specialized since only an int * matches the full specialization, not any other pointer type such as a double *, whereas int * certainly could be a parameter to either of the other templates.

Lesson 65 -C++-Templated Functions

C++ templates can be used both for classes and for functions in C++. Templated functions are actually a bit easier to use than templated classes, as the compiler can often deduce the desired type from the function's argument list.

The syntax for declaring a templated function is similar to that for a templated class:
template type func_name(type arg1, ...);
For instance, to declare a templated function to add two values together, you could use the following syntax:
template type add(type a, type b)
{
return a + b;
}
Now, when you actually use the add function, you can simply treat it like any other function because the desired type is also the type given for the arguments. This means that upon compiling the code, the compiler will know what type is desired:
int x = add(1, 2);
will correctly deduce that "type" should be int. This would be the equivalent of saying:
int x = add(1, 2);
where the template is explicitly instantiated by giving the type as a template parameter.

On the other hand, type inference of this sort isn't always possible because it's not always feasible to guess the desired types from the arguments to the function. For instance, if you wanted a function that performed some kind of cast on the arguments, you might have a template with multiple parameters:
template type2 cast(type1 x)
{
return (type2)x;
}
Using this function without specifying the correct type for type2 would be impossible. On the other hand, it is possible to take advantage of some type inference if the template parameters are correctly ordered. In particular, if the first argument must be specified and the second deduced, it is only necessary to specify the first, and the second parameter can be deduced.

For instance, given the following declaration
template rettype cast(argtype x)
{
return (rettype)x;
}
this function call specifies everything that is necessary to allow the compiler deduce the correct type:
cast(10);
which will cast an int to a double. Note that arguments to be deduced must always follow arguments to be specified. (This is similar to the way that default arguments to functions work.)

You might wonder why you cannot use type inference for classes in C++. The problem is that it would be a much more complex process with classes, especially as constructors may have multiple versions that take different numbers of parameters, and not all of the necessary template parameters may be used in any given constructor.
Templated Classes with Templated Functions

It is also possible to have a templated class that has a member function that is itself a template, separate from the class template. For instance,
template class TClass
{
// constructors, etc

template type2 myFunc(type2 arg);
};
The function myFunc is a templated function inside of a templated class, and when you actually define the function, you must respect this by using the template keyword twice:
template // For the class
template // For the function
type2 TClass::myFunc(type2 arg)
{
// code
}
The following attempt to combine the two is wrong and will not work:
// bad code!
template type2 TClass::myFunc(type2 arg)
{
// ...
}
because it suggests that the template is entirely the class template and not a function template at all.

Lesson 64 -C++-Templates and Templated Classes in C++

Templates are a way of making your classes more abstract by letting you define the behavior of the class without actually knowing what datatype will be handled by the operations of the class. In essence, this is what is known as generic programming; this term is a useful way to think about templates because it helps remind the programmer that a templated class does not depend on the datatype (or types) it deals with. To a large degree, a templated class is more focused on the algorithmic thought rather than the specific nuances of a single datatype. Templates can be used in conjunction with abstract datatypes in order to allow them to handle any type of data. For example, you could make a templated stack class that can handle a stack of any datatype, rather than having to create a stack class for every different datatype for which you want the stack to function. The ability to have a single class that can handle several different datatypes means the code is easier to maintain, and it makes classes more reusable.

The basic syntax for declaring a templated class is as follows:

template class a_class {...};
The keyword 'class' above simply means that the identifier a_type will stand for a datatype. NB: a_type is not a keyword; it is an identifier that during the execution of the program will represent a single datatype. For example, you could, when defining variables in the class, use the following line:

a_type a_var;
and when the programmer defines which datatype 'a_type' is to be when the program instantiates a particular instance of a_class, a_var will be of that type.

When defining a function as a member of a templated class, it is necessary to define it as a templated function:

template void a_class::a_function(){...}

When declaring an instance of a templated class, the syntax is as follows:

a_class an_example_class;

An instantiated object of a templated class is called a specialization; the term specialization is useful to remember because it reminds us that the original class is a generic class, whereas a specific instantiation of a class is specialized for a single datatype (although it is possible to template multiple types).

Usually when writing code it is easiest to precede from concrete to abstract; therefore, it is easier to write a class for a specific datatype and then proceed to a templated - generic - class. For that brevity is the soul of wit, this example will be brief and therefore of little practical application.

We will define the first class to act only on integers.

class calc
{
public:
int multiply(int x, int y);
int add(int x, int y);
};
int calc::multiply(int x, int y)
{
return x*y;
}
int calc::add(int x, int y)
{
return x+y;
}
We now have a perfectly harmless little class that functions perfectly well for integers; but what if we decided we wanted a generic class that would work equally well for floating point numbers? We would use a template.

template class calc
{
public:
A_Type multiply(A_Type x, A_Type y);
A_Type add(A_Type x, A_Type y);
};
template A_Type calc::multiply(A_Type x,A_Type y)
{
return x*y;
}
template A_Type calc::add(A_Type x, A_Type y)
{
return x+y;
}
To understand the templated class, just think about replacing the identifier A_Type everywhere it appears, except as part of the template or class definition, with the keyword int. It would be the same as the above class; now when you instantiate an
object of class calc you can choose which datatype the class will handle.

calc a_calc_class;
Templates are handy for making your programs more generic and allowing your code to be reused later.

Lesson 63 -C++-The C++ Modulus Operator

Take a simple arithmetic problem: what's left over when you divide 11 by 3? The answer is easy to compute: divide 11 by 3 and take the remainder: 2. But how would you compute this in a programming language like C or C++? It's not hard to come up with a formula, but the language provides a built-in mechanism, the modulus operator ('%'), that computes the remainder that results from performing integer division.

The modulus operator is useful in a variety of circumstances. It is commonly used to take a randomly generated number and reduce that number to a random number on a smaller range, and it can also quickly tell you if one number is a factor of another.

If you wanted to know if a number was odd or even, you could use modulus to quickly tell you by asking for the remainder of the number when divided by 2.

#include

using namespace std;

int main()
{
int num;
cin >> num;
// num % 2 computes the remainder when num is divided by 2
if ( num % 2 == 0 )
{
cout << num << " is even ";
}

return 0;
}
The key line is the one that performs the modulus operation: "num % 2 == 0". A number is even if and only if it is divisible by two, and a number is divisible by another only if there is no remainder.

Lesson 62 -C++-Getting Random Values in C and C++ with Rand

Randomizing of values is, at its most basic form, one of the easier things a programmer can do with the C++ language. I have created this short tutorial for Cprogramming.com to aid you in learning, constructing, and using the functions available to you to randomize values.

I will first start with an introduction to the idea of randomizing values, followed by a simple example program that will output three random values. Once a secure understanding of these concepts is in place (hopefully it will be), I will include a short program that uses a range of values from which the random values can be taken.

Ok, now that you know why this tutorial was written, and what it includes, you are ready to learn how to randomize values! So without further ado, let's get started, shall we?

Many programs that you will write require the use of random numbers. For example, a game such as backgammon requires a roll of two dice on each move. Since there are 6 numbers on each die, you could calculate each roll by finding a random number from 1 to 6 for each die.

To make this task a little easier, C++ provides us with a library function, called rand that returns an integer between 0 and RAND_MAX. Let's take a break to explain what RAND_MAX is. RAND_MAX is a compiler-dependent constant, and it is inclusive. Inclusive means that the value of RAND_MAX is included in the range of values. The function, rand, and the constant, RAND_MAX, are included in the library header file stdlib.h.

The number returned by function rand is dependent on the initial value, called a seed that remains the same for each run of a program. This means that the sequence of random numbers that is generated by the program will be exactly the same on each run of the program.

How do you solve this problem you ask? Well I'll tell you! To help us combat this problem we will use another function, srand(seed), which is also declared in the stdlib.h header file. This function allows an application to specify the initial value used by rand at program startup.

Using this method of randomization, the program will use a different seed value on every run, causing a different set of random values every run, which is what we want in this case. The problem posed to us now, of course, is how to get an arbitrary seed value. Forcing the user or programmer to enter this value every time the program was run wouldn't be very efficient at all, so we need another way to do it.

So we turn to the perfect source for our always-changing value, the system clock. The C++ data type time_t and the function time, both declared in time.h, can be used to easily retrieve the time on the computers clock.

When converted to an unsigned integer, a positive whole number, the program time (at execution of program) can make a very nice seed value. This works nicely because no two program executions will occur at the same instant of the computers clock.

As promised, here is a very basic example program. The following code was written in Visual C++ 6.0, but should compile fine on most computers (given u have a compiler, which if your reading this I assume you do). The program outputs three random values.

/*Steven Billington
January 17, 2003
Ranexample.cpp
Program displays three random integers.
*/
/*
Header: iostream
Reason: Input/Output stream
Header: cstdlib
Reason: For functions rand and srand
Header: time.h
Reason: For function time, and for data type time_t
*/
#include
#include
#include
int main()
{
/*
Declare variable to hold seconds on clock.
*/
time_t seconds;
/*
Get value from system clock and
place in seconds variable.
*/
time(&seconds);
/*
Convert seconds to a unsigned
integer.
*/
srand((unsigned int) seconds);
/*
Output random values.
*/
cout<< rand() << endl; cout<< rand() << endl; cout<< rand() << endl; return 0; } Users of a random number generator might wish to have a narrower or a wider range of numbers than provided by the rand function. Ideally, to solve this problem a user would specify the range with integer values representing the lower and the upper bounds. To understand how we might accomplish this with the rand function, consider how to generate a number between 0 and an arbitrary upper bound, referred to as high, inclusive. For any two integers, say a and b, a % b is between 0 and b - 1, inclusive. With this in mind, the expression rand() % high + 1 would generate a number between 1 and high, inclusive, where high is less than or equal to RAND_MAX, a constant defined by the compiler. To place a lower bound in replacement of 1 on that result, we can have the program generate a random number between 0 and (high - low + 1) + low. I realize how confused you might be right now, so take a look at the next sample program I promised, run it, toy with it, and alternate it to give you different values. It has been a pleasure to teach you another chapter in the world of C++, and you may feel free to email me at Silent_Death17@hotmail.com or to contact me on the message boards of this fine website, where I use the name RoD. Enjoy, and happy programming! /* Steven Billington January 17, 2003 exDice.cpp Program rolls two dice with random results. */ /* Header: iostream Reason: Input/Output stream Header: stdlib Reason: For functions rand and srand Header: time.h Reason: For function time, and for data type time_t */ #include
#include
#include
/*
These constants define our upper
and our lower bounds. The random numbers
will always be between 1 and 6, inclusive.
*/
const int LOW = 1;
const int HIGH = 6;
int main()
{
/*
Variables to hold random values
for the first and the second die on
each roll.
*/
int first_die, sec_die;
/*
Declare variable to hold seconds on clock.
*/
time_t seconds;
/*
Get value from system clock and
place in seconds variable.
*/
time(&seconds);
/*
Convert seconds to a unsigned
integer.
*/
srand((unsigned int) seconds);
/*
Get first and second random numbers.
*/
first_die = rand() % (HIGH - LOW + 1) + LOW;
sec_die = rand() % (HIGH - LOW + 1) + LOW;
/*
Output first roll results.
*/
cout<< "Your roll is (" << first_die << ", "
<< sec_die << "}" << endl << endl;
/*
Get two new random values.
*/
first_die = rand() % (HIGH - LOW + 1) + LOW;
sec_die = rand() % (HIGH - LOW + 1) + LOW;
/*
Output second roll results.
*/
cout<< "My roll is (" << first_die << ", "
<< sec_die << "}" << endl << endl;
return 0;
}

Lesson 61 -C++-Formatting Cout Output in C++ using iomanip

Creating cleanly formatted output is a common programming requirement--it improves your user interface and makes it easier to read any debugging messages that you might print to the screen. In C, formatted output works via the printf statement, but in C++, you can create nicely formatted output to streams such as cout. This tutorial covers a set of basic I/O manipulations possible in C++ from the iomanip header file. Note that all of the functions in the iomanip header are inside the std namespace, so you will need to either prefix your calls with "std::" or put "using namespace std;" before using the functions.

Dealing with Spacing Issues using iomanip

A principle aspect of nicely formatted output is that the spacing looks right. There aren't columns of text that are too long or too short, and everything is appropriately aligned. This section deals with ways of spacing output correctly.
Setting the field width with setw

The std::setw function allows you to set the minimum width of the next output via the insertion operator. setw takes, one argument, the width of the next output (insertion), an integer. if the next output is too short, then spaces will be used for padding. There is no effect if the output is longer than the width--note that the output won't be truncated. The only strange thing about setw is that its return value must be inserted into the stream. The setw function has no effect if it is called without reference to a stream. A simple example is
using namespace std;
cout< people;
// fill the vector somehow

int field_one_width = 0, field_two_width = 0;

// get the max widths

for ( vector::iterator iter = people.begin();
iter != people.end();
++iter )
{
if ( iter->firstname.length() > field_one_width )
{
field_one_width = iter->firstname.length();
}
if ( iter->lastname.length() > field_two_width )
{
field_two_width = iter->lastname.length();
}
}

// print the elements of the vector
for ( vector::iterator iter = people.begin();
iter != people.end();
++iter )
{
cout<firstname;
cout<<" "; cout<lastname;
}
Note that the space output between the two fields wasn't strictly necessary because we could have added it by changing the first call to setw to set the width to one more than the longest first name (since it would use a space as the padding for the extra character).
Printing Numbers

Another challenge in creating nice output is correctly formatting numbers; for instance, when printing out a hexadecimal value, it would be nice if it were preceded by the "0x" prefix. More generally, it's nice to correctly set the number of trailing zeros after a decimal place.
Setting the precision of numerical output with setprecision

The setprecision function can be used to set the maximum number of digits that are displayed for a number. Like setw, it should be inserted into the stream. In fact, its usage is very similar to setw in all respects. For instance, to print the number 2.71828 to 3 decimal places:
std::cout << setprecision(3) << 2.71828;
Note that setprecision will change the precision until the next time it is passed into a given stream. So changing the above example to also print out 1.412 would result in the output of
2.71 1.41
Output in different bases

In computer science, frequently numbers need to be printed in octal or hexadecimal. The setbase function returns a value that can be passed into a stream to set the base of numbers to either base 8, 10, or 16. The input number is still read as a number in base ten, but it is printed in the given base. For instance,
std::cout << setbase(16) << 32;
will print out "20", which is 32 written in base 16. Note that you can use dec, oct, and hex as shorthand for setbase(10), setbase(8), and setbase(16) respectively when inserting into a stream. If you wish to include an indication of the base along with the printed number, you can use the setiosflags function, again passed into a stream, with an input of ios_base::showbase. Using the ios_base::showbase flag will append a "0x" in front of hexadecimal numbers and a 0 in front of octal numbers. Decimal numbers will be printed as normal.
std::cout <<
std::cout<< setbase(16) << 32;
This should get you started with the ability to create nicely formatted output in C++ without having to resort to returning to printf!