confusion concerning function definitions - function

I'm really new to coding and I was wonder if the function definition void some_thing( char *thing) would be equivalent to void some_thing( char thing[]).
I know, for example, ar[i] is equivalent to *(ar+i) but I wasn't sure if they were equivalent as function definitions.
Thanks for the help.

Both of them are equivalent when used in function parameters.Elements can be accessed either by array notation i.e. thing[i] or by pointers( *(thing+n) ) inside the function.

Related

QTCreator function placement - error: reference to non-static member function must be called-

I am new on the QT world. And I am confused to where to put my small bool function:
bool Widget::compareBy(const dist_obj &a, const dist_obj &b)
{
return a.distance < b.distance;
}
and I want to call it from `void Widget::update_window()
like:
`
std::sort(found_obj.begin() , found_obj.end() , compareBy);
it gave:
error: reference to non-static member function must be called
I am using this function in my normal c++11 Clion environment. What am I doing wroin in this QT world :O
thanks
I found an answer which is worked for me from sorting a vector of classes based on a variable in the class
worked like a charm without defining any function or class.

How can I create a function which accepts a function with specific parameters as an argument?

I'd like to create a function which accepts a function that accepts specific types of parameters as an argument. For example:
myFn(Function paramFn) {
paramFn([1, 2, 3]);
}
How can I ensure that paramFn accepts a List<int> as an only parameter?
You can use typedef to define the signature you want like described in Kul's answer or you can simply inline the function signature in the parameter:
myFn(void paramFn(List<int> l)) {
paramFn([1, 2, 3]);
}
You can use typedef to associate a symbol with a function that satisfies the signature you want. Something like
typedef void ParamFn(List<int> l);
myFn(ParamFn f) {
f('abc'); // compile time error
f([1,2,3]); // works fine
}
That's what typedefs are for, although I'm not sure how rigid the strong mode will enforce it yet.

Function objects in C++ (C++11)

I am reading about boost::function and I am a bit confused about its use and its relation to other C++ constructs or terms I have found in the documentation, e.g. here.
In the context of C++ (C++11), what is the difference between an instance of boost::function, a function object, a functor, and a lambda expression? When should one use which construct? For example, when should I wrap a function object in a boost::function instead of using the object directly?
Are all the above C++ constructs different ways to implement what in functional languages is called a closure (a function, possibly containing captured variables, that can be passed around as a value and invoked by other functions)?
A function object and a functor are the same thing; an object that implements the function call operator operator(). A lambda expression produces a function object. Objects with the type of some specialization of boost::function/std::function are also function objects.
Lambda are special in that lambda expressions have an anonymous and unique type, and are a convenient way to create a functor inline.
boost::function/std::function is special in that it turns any callable entity into a functor with a type that depends only on the signature of the callable entity. For example, lambda expressions each have a unique type, so it's difficult to pass them around non-generic code. If you create an std::function from a lambda then you can easily pass around the wrapped lambda.
Both boost::function and the standard version std::function are wrappers provided by the li­brary. They're potentially expensive and pretty heavy, and you should only use them if you actually need a collection of heterogeneous, callable entities. As long as you only need one callable entity at a time, you are much better off using auto or templates.
Here's an example:
std::vector<std::function<int(int, int)>> v;
v.push_back(some_free_function); // free function
v.push_back(&Foo::mem_fun, &x, _1, _2); // member function bound to an object
v.push_back([&](int a, int b) -> int { return a + m[b]; }); // closure
int res = 0;
for (auto & f : v) { res += f(1, 2); }
Here's a counter-example:
template <typename F>
int apply(F && f)
{
return std::forward<F>(f)(1, 2);
}
In this case, it would have been entirely gratuitous to declare apply like this:
int apply(std::function<int(int,int)>) // wasteful
The conversion is unnecessary, and the templated version can match the actual (often unknowable) type, for example of the bind expression or the lambda expression.
Function Objects and Functors are often described in terms of a
concept. That means they describe a set of requirements of a type. A
lot of things in respect to Functors changed in C++11 and the new
concept is called Callable. An object o of callable type is an
object where (essentially) the expression o(ARGS) is true. Examples
for Callable are
int f() {return 23;}
struct FO {
int operator()() const {return 23;}
};
Often some requirements on the return type of the Callable are added
too. You use a Callable like this:
template<typename Callable>
int call(Callable c) {
return c();
}
call(&f);
call(FO());
Constructs like above require you to know the exact type at
compile-time. This is not always possible and this is where
std::function comes in.
std::function is such a Callable, but it allows you to erase the
actual type you are calling (e.g. your function accepting a callable
is not a template anymore). Still calling a function requires you to
know its arguments and return type, thus those have to be specified as
template arguments to std::function.
You would use it like this:
int call(std::function<int()> c) {
return c();
}
call(&f);
call(FO());
You need to remember that using std::function can have an impact on
performance and you should only use it, when you are sure you need
it. In almost all other cases a template solves your problem.

What Does "Overloaded"/"Overload"/"Overloading" Mean?

What does "Overloaded"/"Overload" mean in regards to programming?
It means that you are providing a function (method or operator) with the same name, but with a different signature.
For example:
void doSomething();
int doSomething(string x);
int doSomething(int a, int b, int c);
Basic Concept
Overloading, or "method overloading" is the name of the concept of having more than one methods with the same name but with different parameters.
For e.g. System.DateTime class in c# have more than one ToString method. The standard ToString uses the default culture of the system to convert the datetime to string:
new DateTime(2008, 11, 14).ToString(); // returns "14/11/2008" in America
while another overload of the same method allows the user to customize the format:
new DateTime(2008, 11, 14).ToString("dd MMM yyyy"); // returns "11 Nov 2008"
Sometimes parameter name may be the same but the parameter types may differ:
Convert.ToInt32(123m);
converts a decimal to int while
Convert.ToInt32("123");
converts a string to int.
Overload Resolution
For finding the best overload to call, compiler performs an operation named "overload resolution". For the first example, compiler can find the best method simply by matching the argument count. For the second example, compiler automatically calls the decimal version of replace method if you pass a decimal parameter and calls string version if you pass a string parameter. From the list of possible outputs, if compiler cannot find a suitable one to call, you will get a compiler error like "The best overload does not match the parameters...".
You can find lots of information on how different compilers perform overload resolution.
A function is overloaded when it has more than one signature. This means that you can call it with different argument types. For instance, you may have a function for printing a variable on screen, and you can define it for different argument types:
void print(int i);
void print(char i);
void print(UserDefinedType t);
In this case, the function print() would have three overloads.
It means having different versions of the same function which take different types of parameters. Such a function is "overloaded". For example, take the following function:
void Print(std::string str) {
std::cout << str << endl;
}
You can use this function to print a string to the screen. However, this function cannot be used when you want to print an integer, you can then make a second version of the function, like this:
void Print(int i) {
std::cout << i << endl;
}
Now the function is overloaded, and which version of the function will be called depends on the parameters you give it.
Others have answered what an overload is. When you are starting out it gets confused with override/overriding.
As opposed to overloading, overriding is defining a method with the same signature in the subclass (or child class), which overrides the parent classes implementation. Some language require explicit directive, such as virtual member function in C++ or override in Delphi and C#.
using System;
public class DrawingObject
{
public virtual void Draw()
{
Console.WriteLine("I'm just a generic drawing object.");
}
}
public class Line : DrawingObject
{
public override void Draw()
{
Console.WriteLine("I'm a Line.");
}
}
An overloaded method is one with several options for the number and type of parameters. For instance:
foo(foo)
foo(foo, bar)
both would do relatively the same thing but one has a second parameter for more options
Also you can have the same method take different types
int Convert(int i)
int Convert(double i)
int Convert(float i)
Just like in common usage, it refers to something (in this case, a method name), doing more than one job.
Overloading is the poor man's version of multimethods from CLOS and other languages. It's the confusing one.
Overriding is the usual OO one. It goes with inheritance, we call it redefinition too (e.g. in https://stackoverflow.com/users/3827/eed3si9n's answer Line provides a specialized definition of Draw().

What's the cleanest way to simulate pass-by-reference in Actionscript 3.0?

Actionscript 3.0 (and I assume Javascript and ECMAScript in general) lacks pass-by-reference for native types like ints. As a result I'm finding getting values back from a function really clunky. What's the normal pattern to work around this?
For example, is there a clean way to implement swap( intA, intB ) in Actionscript?
I Believe the best you can do is pass a container object as an argument to a function and change the values of some properties in that object:
function swapAB(aValuesContainer:Object):void
{
if (!(aValuesContainer.hasOwnProperty("a") && aValuesContainer.hasOwnProperty("b")))
throw new ArgumentError("aValuesContainer must have properties a and b");
var tempValue:int = aValuesContainer["a"];
aValuesContainer["a"] = aValuesContainer["b"];
aValuesContainer["b"] = tempValue;
}
var ints:Object = {a:13, b:25};
swapAB(ints);
I suppose an alternative would be somewhere defining this sort of thing ...
public class Reference {
public var value:*;
}
Then use functions that take some number of Reference arguments to act as "pointers" if you're really just looking for "out" parameters and either initialize them on the way in or not and your swap would become:
function swap(Reference a, Reference b) {
var tmp:* = a.value;
a.value = b.value;
b.value = tmp;
}
And you could always go nuts and define specific IntReference, StringReference, etc.
This is nitpicking, but int, String, Number and the others are passed by reference, it's just that they are immutable. Of course, the effect is the same as if they were passed by value.
You could also use a wrapper instead of int:
public class Integer
{
public var value:int;
public function Integer(value:int)
{
this.value = value;
}
}
Of course, this would be more useful if you could use operator overloading...
Just look at some Java code. Java has had the convention that reference types are passed by reference and primitive types are passed by value since it's inception. It's a very good model in many ways.
But talking about swap, the best and easiest way to do a swap in Java/AS3 is with the following three lines:
var temp:int = array[i];
array[j] = array[i];
array[i] = temp;
Theres not really any reason to use a function to do a simple swap, when you can do it faster with just 3 lines.
It is annoying. But if you use different idioms than in e.g. C#, you can get reasonable-quality results. If you need to pass a lot of parameters back and forth, pass in an object filled with the needed data, and change the object's parameters when you return. The Object class is for just this sort of thing.
If you just need to return a bunch of data, return an Object. This is more in keeping with the ECMAScript style than pass-by-ref semantics.
Destructuring assignment (e.g. [a,b] = [b,a]) isn't defined in the ECMA-262 3 specification, and it's not implemented in JavaScript 1.5, which is the version equivalent to the JScript implementation in IE. I've seen this syntax in the AS4 specifications preview though, and I believe it's part of JavaScript 1.7.
If ActionScript works like Javascript,
[a,b] = [b,a]