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learn c language Pointer Basics

In this drawing the three variables i, j and p have been declared, but none of the three has been initialized.

Pointer Basics

To understand pointers, it helps to compare them to normal variables.

A "normal variable" is a location in memory that can hold a value. For example, when you declare a variable i as an integer, four bytes of memory are set aside for it. In your program, you refer to that location in memory by the name i. At the machine level that location has a memory address. The four bytes at that address are known to you, the programmer, as i, and the four bytes can hold one integer value.

A pointer is different. A pointer is a variable that points to another variable. This means that a pointer holds the memory address of another variable. Put another way, the pointer does not hold a value in the traditional sense; instead, it holds the address of another variable. A pointer "points to" that other variable by holding a copy of its address.

Because a pointer holds an address rather than a value, it has two parts. The pointer itself holds the address. That address points to a value. There is the pointer and the value pointed to. This fact can be a little confusing until you get comfortable with it, but once you get comfortable it becomes extremely powerful.

The following example code shows a typical pointer:

#include <stdio.h>

int main()
{
 int i,j;
 int *p; /* a pointer to an integer */
 p = &i;
 *p=5;
 j=i;
 printf("%d %d %d\n", i, j, *p);
 return 0;
}

The first declaration in this program declares two normal integer variables named i and j. The line int *p declares a pointer named p. This line asks the compiler to declare a variable p that is a pointer to an integer. The * indicates that a pointer is being declared rather than a normal variable. You can create a pointer to anything: a float, a structure, a char, and so on. Just use a * to indicate that you want a pointer rather than a normal variable.

The line p = &i; will definitely be new to you. In C, & is called the address operator. The expression &i means, "The memory address of the variable i." Thus, the expression p = &i; means, "Assign to p the address of i." Once you execute this statement, p "points to" i. Before you do so, p contains a random, unknown address, and its use will likely cause a segmentation fault or similar program crash.

One good way to visualize what is happening is to draw a picture. After i, j and p are declared, the world looks like the image above.

In this drawing the three variables i, j and p have been declared, but none of the three has been initialized. The two integer variables are therefore drawn as boxes containing question marks -- they could contain any value at this point in the program's execution. The pointer is drawn as a circle to distinguish it from a normal variable that holds a value, and the random arrows indicate that it can be pointing anywhere at this moment.

After the line p = &I;, p is initialized and it points to i, like this:

Once p points to i, the memory location i has two names. It is still known as i, but now it is known as *p as well. This is how C talks about the two parts of a pointer variable: p is the location holding the address, while *p is the location pointed to by that address. Therefore *p=5 means that the location pointed to by p should be set to 5, like this:

Because the location *p is also i, i also takes on the value 5. Consequently, j=i; sets j to 5, and the printf statement produces 5 5 5.

The main feature of a pointer is its two-part nature. The pointer itself holds an address. The pointer also points to a value of a specific type - the value at the address the point holds. The pointer itself, in this case, is p. The value pointed to is *p.

The variable f consumes four bytes of RAM in memory. That location has a specific address, in this case 248,440.

© 2011 HowStuffWorks.com

Pointers: Understanding Memory Addresses

The previous discussion becomes a little clearer if you understand how memory addresses work in a computer's hardware. If you have not read it already, now would be a good time to read How Bits and Bytes Work to fully understand bits, bytes and words.

All computers have memory, also known as RAM (random access memory). For example, your computer might have 16 or 32 or 64 megabytes of RAM installed right now. RAM holds the programs that your computer is currently running along with the data they are currently manipulating (their variables and data structures). Memory can be thought of simply as an array of bytes. In this array, every memory location has its own address -- the address of the first byte is 0, followed by 1, 2, 3, and so on. Memory addresses act just like the indexes of a normal array. The computer can access any address in memory at any time (hence the name "random access memory"). It can also group bytes together as it needs to to form larger variables, arrays, and structures. For example, a floating point variable consumes 4 contiguous bytes in memory. You might make the following global declaration in a program:

float f;

This statement says, "Declare a location named f that can hold one floating point value." When the program runs, the computer reserves space for the variable f somewhere in memory. That location has a fixed address in the memory space, like this:

While you think of the variable f, the computer thinks of a specific address in memory (for example, 248,440). Therefore, when you create a statement like this:

f = 3.14;

The compiler might translate that into, "Load the value 3.14 into memory location 248,440." The computer is always thinking of memory in terms of addresses and values at those addresses.

There are, by the way, several interesting side effects to the way your computer treats memory. For example, say that you include the following code in one of your programs:

int i, s[4], t[4], u=0;

for (i=0; i<=4; i++)
{
 s[i] = i;
 t[i] =i;
}
printf("s:t\n");
for (i=0; i<=4; i++)
 printf("%d:%d\n", s[i], t[i]);
printf("u = %d\n", u);

The output that you see from the program will probably look like this:

s:t
1:5
2:2
3:3
4:4
5:5
u = 5

Why are t[0] and u incorrect? If you look carefully at the code, you can see that the for loops are writing one element past the end of each array. In memory, the arrays are placed adjacent to one another, as shown here:

Arrays placed adjacent to one another

Therefore, when you try to write to s[4], which does not exist, the system writes into t[0] instead because t[0] is where s[4] ought to be. When you write into t[4], you are really writing into u. As far as the computer is concerned, s[4] is simply an address, and it can write into it. As you can see however, even though the computer executes the program, it is not correct or valid. The program corrupts the array t in the process of running. If you execute the following statement, more severe consequences result:

s[1000000] = 5;

The location s[1000000] is more than likely outside of your program's memory space. In other words, you are writing into memory that your program does not own. On a system with protected memory spaces (UNIX, Windows 98/NT), this sort of statement will cause the system to terminate execution of the program. On other systems (Windows 3.1, the Mac), however, the system is not aware of what you are doing. You end up damaging the code or variables in another application. The effect of the violation can range from nothing at all to a complete system crash. In memory, i, s, t and u are all placed next to one another at specific addresses. Therefore, if you write past the boundaries of a variable, the computer will do what you say but it will end up corrupting another memory location.

Because C and C++ do not perform any sort of range checking when you access an element of an array, it is essential that you, as a programmer, pay careful attention to array ranges yourself and keep within the array's appropriate boundaries. Unintentionally reading or writing outside of array boundaries always leads to faulty program behavior.

As another example, try the following:

#include <stdio.h>

int main()
{
 int i,j;
 int *p; /* a pointer to an integer */
 printf("%d %d\n", p, &i);
 p = &i;
 printf("%d %d\n", p, &i);
 return 0;
}

This code tells the compiler to print out the address held in p, along with the address of i. The variable p starts off with some crazy value or with 0. The address of i is generally a large value. For example, when I ran this code, I received the following output:

0 2147478276
2147478276 2147478276

which means that the address of i is 2147478276. Once the statement p = &i; has been executed, p contains the address of i. Try this as well:

#include <stdio.h>

void main()
{
 int *p; /* a pointer to an integer */

 printf("%d\n",*p);
}

This code tells the compiler to print the value that p points to. However, p has not been initialized yet; it contains the address 0 or some random address. In most cases, a segmentation fault (or some other run-time error) results, which means that you have used a pointer that points to an invalid area of memory. Almost always, an uninitialized pointer or a bad pointer address is the cause of segmentation faults.

Having said all of this, we can now look at pointers in a whole new light. Take this program, for example:

#include <stdio.h>

int main()
{
 int i;
 int *p; /* a pointer to an integer */
 p = &i;
 *p=5;
 printf("%d %d\n", i, *p);
 return 0;
}

Here is what's happening:

The variable i consumes 4 bytes of memory. The pointer p also consumes 4 bytes (on most machines in use today, a pointer consumes 4 bytes of memory. Memory addresses are 32-bits long on most CPUs today, although there is a increasing trend toward 64-bit addressing). The location of i has a specific address, in this case 248,440. The pointer p holds that address once you say p = &i;. The variables *p and i are therefore equivalent.

The pointer p literally holds the address of i. When you say something like this in a program:

printf("%d", p);

what comes out is the actual address of the variable i.

Pointers: Pointing to the Same Address

Here is a cool aspect of C: Any number of pointers can point to the same address. For example, you could declare p, q, and r as integer pointers and set all of them to point to i, as shown here:

int i;
int *p, *q, *r;

p = &i;
q = &i;
r = p;

Note that in this code, r points to the same thing that p points to, which is i. You can assign pointers to one another, and the address is copied from the right-hand side to the left-hand side during the assignment. After executing the above code, this is how things would look:

The variable i now has four names: i, *p, *q and *r. There is no limit on the number of pointers that can hold (and therefore point to) the same address.

Pointers: Common Bugs

Bug #1 - Uninitialized pointers

One of the easiest ways to create a pointer bug is to try to reference the value of a pointer even though the pointer is uninitialized and does not yet point to a valid address. For example:

 int *p;

 *p = 12;

The pointer p is uninitialized and points to a random location in memory when you declare it. It could be pointing into the system stack, or the global variables, or into the program's code space, or into the operating system. When you say *p=12;, the program will simply try to write a 12 to whatever random location p points to. The program may explode immediately, or may wait half an hour and then explode, or it may subtly corrupt data in another part of your program and you may never realize it. This can make this error very hard to track down. Make sure you initialize all pointers to a valid address before dereferencing them.

Bug #2 - Invalid Pointer References

An invalid pointer reference occurs when a pointer's value is referenced even though the pointer doesn't point to a valid block.

One way to create this error is to say p=q;, when q is uninitialized. The pointer p will then become uninitialized as well, and any reference to *p is an invalid pointer reference.

The only way to avoid this bug is to draw pictures of each step of the program and make sure that all pointers point somewhere. Invalid pointer references cause a program to crash inexplicably for the same reasons given in Bug #1.

Bug #3 - Zero Pointer Reference

A zero pointer reference occurs whenever a pointer pointing to zero is used in a statement that attempts to reference a block. For example, if p is a pointer to an integer, the following code is invalid:

p = 0;
*p = 12;

There is no block pointed to by p. Therefore, trying to read or write anything from or to that block is an invalid zero pointer reference. There are good, valid reasons to point a pointer to zero, as we will see in later articles. Dereferencing such a pointer, however, is invalid.

All of these bugs are fatal to a program that contains them. You must watch your code so that these bugs do not occur. The best way to do that is to draw pictures of the code's execution step by step.

Using Pointers for Function Parameters

Most C programmers first use pointers to implement something called variable parameters in functions. You have actually been using variable parameters in the scanf function -- that's why you've had to use the & (the address operator) on variables used with scanf. Now that you understand pointers you can see what has really been going on.

To understand how variable parameters work, lets see how we might go about implementing a swap function in C. To implement a swap function, what you would like to do is pass in two variables and have the function swap their values. Here's one attempt at an implementation -- enter and execute the following code and see what happens:

#include <stdio.h>

void swap(int i, int j)
{
 int t;

 t=i;
 i=j;
 j=t;
}

void main()
{
 int a,b;

 a=5;
 b=10;
 printf("%d %d\n", a, b);
 swap(a,b);
 printf("%d %d\n", a, b);
}

When you execute this program, you will find that no swapping takes place. The values of a and b are passed to swap, and the swap function does swap them, but when the function returns nothing happens.

To make this function work correctly you can use pointers, as shown below:

#include <stdio.h>

void swap(int *i, int *j)
{
 int t;
 t = *i;
 *i = *j;
 *j = t;
}

void main()
{
 int a,b;
 a=5;
 b=10;
 printf("%d %d\n",a,b);
 swap(&a,&b);
 printf("%d %d\n",a,b);
}

To get an idea of what this code does, print it out, draw the two integers a and b, and enter 5 and 10 in them. Now draw the two pointers i and j, along with the integer t. When swap is called, it is passed the addresses of a and b. Thus, i points to a (draw an arrow from i to a) and j points to b (draw another arrow from b to j). Once the pointers are initialized by the function call, *i is another name for a, and *j is another name for b. Now run the code in swap. When the code uses *i and *j, it really means a and b. When the function completes, a and b have been swapped.

Suppose you accidentally forget the & when the swap function is called, and that the swap line accidentally looks like this: swap(a, b);. This causes a segmentation fault. When you leave out the &, the value of a is passed instead of its address. Therefore, i points to an invalid location in memory and the system crashes when *i is used.

This is also why scanf crashes if you forget the & on variables passed to it. The scanf function is using pointers to put the value it reads back into the variable you have passed. Without the &, scanf is passed a bad address and crashes.

Variable parameters are one of the most common uses of pointers in C. Now you understand what's happening!

Dynamic Data Structures

Dynamic data structures are data structures that grow and shrink as you need them to by allocating and deallocating memory from a place called the heap. They are extremely important in C because they allow the programmer to exactly control memory consumption.

Dynamic data structures allocate blocks of memory from the heap as required, and link those blocks together into some kind of data structure using pointers. When the data structure no longer needs a block of memory, it will return the block to the heap for reuse. This recycling makes very efficient use of memory.

To understand dynamic data structures completely, we need to start with the heap.

The operating system and several applications, along with their global variables and stack spaces, all consume portions of memory. When a program completes execution, it releases its memory for reuse by other programs. Note that part of the memory space remains unused at any given time.

Dynamic Data Structures: The Heap

A typical personal computer or workstation today has somewhere between 16 and 64 megabytes of RAM installed. Using a technique called virtual memory, the system can swap pieces of memory on and off the machine's hard disk to create an illusion for the CPU that it has much more memory, for example 200 to 500 megabytes. While this illusion is complete as far as the CPU is concerned, it can sometimes slow things down tremendously from the user's perspective. Despite this drawback, virtual memory is an extremely useful technique for "increasing" the amount of RAM in a machine in an inexpensive way. Let's assume for the sake of this discussion that a typical computer has a total memory space of, for example, 50 megabytes (regardless of whether that memory is implemented in real RAM or in virtual memory).

The operating system on the machine is in charge of the 50-megabyte memory space. The operating system uses the space in several different ways, as shown here.

This is, of course, an idealization, but the basic principles are correct. As you can see, memory holds the executable code for the different applications currently running on the machine, along with the executable code for the operating system itself. Each application has certain global variables associated with it. These variables also consume memory. Finally, each application uses an area of memory called the stack, which holds all local variables and parameters used by any function. The stack also remembers the order in which functions are called so that function returns occur correctly. Each time a function is called, its local variables and parameters are "pushed onto" the stack. When the function returns, these locals and parameters are "popped." Because of this, the size of a program's stack fluctuates constantly as the program is running, but it has some maximum size.

As a program finishes execution, the operating system unloads it, its globals and its stack space from memory. A new program can make use of that space at a later time. In this way, the memory in a computer system is constantly "recycled" and reused by programs as they execute and complete.

In general, perhaps 50 percent of the computer's total memory space might be unused at any given moment. The operating system owns and manages the unused memory, and it is collectively known as the heap. The heap is extremely important because it is available for use by applications during execution using the C functions malloc (memory allocate) and free. The heap allows programs to allocate memory exactly when they need it during the execution of a program, rather than pre-allocating it with a specifically-sized array declaration.

The block on the right is the block of memory malloc allocated.

Dynamic Data Structures: Malloc and Free

Let's say that you would like to allocate a certain amount of memory during the execution of your application. You can call the malloc function at any time, and it will request a block of memory from the heap. The operating system will reserve a block of memory for your program, and you can use it in any way you like. When you are done with the block, you return it to the operating system for recycling by calling the free function. Then other applications can reserve it later for their own use.

For example, the following code demonstrates the simplest possible use of the heap:

int main()
{
 int *p;

 p = (int *)malloc(sizeof(int));
 if (p == 0)
 {
 printf("ERROR: Out of memory\n");
 return 1;
 }
 *p = 5;
 printf("%d\n", *p);
 free(p);
 return 0;
}

The first line in this program calls the malloc function. This function does three things:

  1. The malloc statement first looks at the amount of memory available on the heap and asks, "Is there enough memory available to allocate a block of memory of the size requested?" The amount of memory needed for the block is known from the parameter passed into malloc -- in this case, sizeof(int) is 4 bytes. If there is not enough memory available, the malloc function returns the address zero to indicate the error (another name for zero is NULL and you will see it used throughout C code). Otherwise malloc proceeds.
  2. If memory is available on the heap, the system "allocates" or "reserves" a block from the heap of the size specified. The system reserves the block of memory so that it isn't accidentally used by more than one malloc statement.
  3. The system then places into the pointer variable (p, in this case) the address of the reserved block. The pointer variable itself contains an address. The allocated block is able to hold a value of the type specified, and the pointer points to it.

The program next checks the pointer p to make sure that the allocation request succeeded with the line if (p == 0) (which could have also been written as if (p == NULL) or even if (!p). If the allocation fails (if p is zero), the program terminates. If the allocation is successful, the program then initializes the block to the value 5, prints out the value, and calls the free function to return the memory to the heap before the program terminates.

There is really no difference between this code and previous code that sets p equal to the address of an existing integer i. The only distinction is that, in the case of the variable i, the memory existed as part of the program's pre-allocated memory space and had the two names: i and *p. In the case of memory allocated from the heap, the block has the single name *p and is allocated during the program's execution. Two common questions:

  • Is it really important to check that the pointer is zero after each allocation? Yes. Since the heap varies in size constantly depending on which programs are running, how much memory they have allocated, etc., there is never any guarantee that a call to malloc will succeed. You should check the pointer after any call to malloc to make sure the pointer is valid.
  • What happens if I forget to delete a block of memory before the program terminates? When a program terminates, the operating system "cleans up after it," releasing its executable code space, stack, global memory space and any heap allocations for recycling. Therefore, there are no long-term consequences to leaving allocations pending at program termination. However, it is considered bad form, and "memory leaks" during the execution of a program are harmful, as discussed below.

The following two programs show two different valid uses of pointers, and try to distinguish between the use of a pointer and of the pointer's value:

void main()
{
 int *p, *q;

 p = (int *)malloc(sizeof(int));
 q = p;
 *p = 10;
 printf("%d\n", *q);
 *q = 20;
 printf("%d\n", *q);
}

The final output of this code would be 10 from line 4 and 20 from line 6.

The following code is slightly different:

void main()
{
 int *p, *q;

 p = (int *)malloc(sizeof(int));
 q = (int *)malloc(sizeof(int));
 *p = 10;
 *q = 20;
 *p = *q;
 printf("%d\n", *p);
}

The final output of this code would be 10 from line 4 and 20 from line 6.

The final output from this code would be 20 from line 6.

The final output from this code would be 20 from line 6.

Notice that the compiler will allow *p = *q, because *p and *q are both integers. This statement says, "Move the integer value pointed to by q into the integer value pointed to by p." The statement moves the values. The compiler will also allow p = q, because p and q are both pointers, and both point to the same type (if s is a pointer to a character, p = s is not allowed because they point to different types). The statement p = q says, "Point p to the same block q points to." In other words, the address pointed to by q is moved into p, so they both point to the same block. This statement moves the addresses.

From all of these examples, you can see that there are four different ways to initialize a pointer. When a pointer is declared, as in int *p, it starts out in the program in an uninitialized state. It may point anywhere, and therefore to dereference it is an error. Initialization of a pointer variable involves pointing it to a known location in memory.

  1. One way, as seen already, is to use the malloc statement. This statement allocates a block of memory from the heap and then points the pointer at the block. This initializes the pointer, because it now points to a known location. The pointer is initialized because it has been filled with a valid address -- the address of the new block.
  2. The second way, as seen just a moment ago, is to use a statement such as p = q so that p points to the same place as q. If q is pointing at a valid block, then p is initialized. The pointer p is loaded with the valid address that q contains. However, if q is uninitialized or invalid, p will pick up the same useless address.
  3. The third way is to point the pointer to a known address, such as a global variable's address. For example, if i is an integer and p is a pointer to an integer, then the statement p=&i initializes p by pointing it to i.
  4. The fourth way to initialize the pointer is to use the value zero. Zero is a special values used with pointers, as shown here: p = 0; or: p = NULL; What this does physically is to place a zero into p. The pointer p's address is zero. This is normally diagrammed as:

Any pointer can be set to point to zero. When p points to zero, however, it does not point to a block. The pointer simply contains the address zero, and this value is useful as a tag. You can use it in statements such as:

if (p == 0){ ...}

or:

while (p != 0){ ...}

The system also recognizes the zero value, and will generate error messages if you happen to dereference a zero pointer. For example, in the following code:

p = 0;*p = 5;

The program will normally crash. The pointer p does not point to a block, it points to zero, so a value cannot be assigned to *p. The zero pointer will be used as a flag when we get to linked lists.

The malloc command is used to allocate a block of memory. It is also possible to deallocate a block of memory when it is no longer needed. When a block is deallocated, it can be reused by a subsequent malloc command, which allows the system to recycle memory. The command used to deallocate memory is called free, and it accepts a pointer as its parameter. The free command does two things:

  1. The block of memory pointed to by the pointer is unreserved and given back to the free memory on the heap. It can then be reused by later new statements.
  2. The pointer is left in an uninitialized state, and must be reinitialized before it can be used again.

The free statement simply returns a pointer to its original uninitialized state and makes the block available again on the heap.

The following example shows how to use the heap. It allocates an integer block, fills it, writes it, and disposes of it:

#include <stdio.h>

int main()
{
 int *p;
 p = (int *)malloc (sizeof(int));
 *p=10;
 printf("%d\n",*p);
 free(p);
 return 0;
}

This code is really useful only for demonstrating the process of allocating, deallocating, and using a block in C. The malloc line allocates a block of memory of the size specified -- in this case, sizeof(int) bytes (4 bytes). The sizeof command in C returns the size, in bytes, of any type. The code could just as easily have said malloc(4), since sizeof(int) equals 4 bytes on most machines. Using sizeof, however, makes the code much more portable and readable.

The malloc function returns a pointer to the allocated block. This pointer is generic. Using the pointer without typecasting generally produces a type warning from the compiler. The (int *) typecast converts the generic pointer returned by malloc into a "pointer to an integer," which is what p expects. The free statement in C returns a block to the heap for reuse.

The second example illustrates the same functions as the previous example, but it uses a structure instead of an integer. In C, the code looks like this:

#include <stdio.h>

struct rec
{
 int i;
 float f;
 char c;
};

int main()
{
 struct rec *p;
 p=(struct rec *) malloc (sizeof(struct rec));
 (*p).i=10;
 (*p).f=3.14;
 (*p).c='a';
 printf("%d %f %c\n",(*p).i,(*p).f,(*p).c);
 free(p);
 return 0;
}

Note the following line:

(*p).i=10;

Many wonder why the following doesn't work:

*p.i=10;

The answer has to do with the precedence of operators in C. The result of the calculation 5+3*4 is 17, not 32, because the * operator has higher precedence than + in most computer languages. In C, the . operator has higher precedence than *, so parentheses force the proper precedence.

Most people tire of typing (*p).i all the time, so C provides a shorthand notation. The following two statements are exactly equivalent, but the second is easier to type:

(*p).i=10;
p->i=10;

You will see the second more often than the first when reading other people's code.

Advanced Pointers

You will normally use pointers in somewhat more complicated ways than those shown in some of the previous examples. For example, it is much easier to create a normal integer and work with it than it is to create and use a pointer to an integer. In this section, some of the more common and advanced ways of working with pointers will be explored.

Pointer Types

It is possible, legal, and beneficial to create pointer types in C, as shown below:

typedef int *IntPointer;
...
IntPointer p;

This is the same as saying:

int *p;

This technique will be used in many of the examples on the following pages. The technique often makes a data declaration easier to read and understand, and also makes it easier to include pointers inside of structures or pass pointer parameters in functions.

Pointers to Structures

It is possible to create a pointer to almost any type in C, including user-defined types. It is extremely common to create pointers to structures. An example is shown below:

typedef struct
{
 char name[21];
 char city[21];
 char state[3];
} Rec;
typedef Rec *RecPointer;

RecPointer r;
r = (RecPointer)malloc(sizeof(Rec));

The pointer r is a pointer to a structure. Please note the fact that r is a pointer, and therefore takes four bytes of memory just like any other pointer. However, the malloc statement allocates 45 bytes of memory from the heap. *r is a structure just like any other structure of type Rec. The following code shows typical uses of the pointer variable:

strcpy((*r).name, "Leigh");
strcpy((*r).city, "Raleigh");
strcpy((*r).state, "NC");
printf("%s\n", (*r).city);
free(r);

You deal with *r just like a normal structure variable, but you have to be careful with the precedence of operators in C. If you were to leave off the parenthesis around *r the code would not compile because the "." operator has a higher precedence than the "*" operator. Because it gets tedious to type so many parentheses when working with pointers to structures, C includes a shorthand notation that does exactly the same thing:

strcpy(r->name, "Leigh");

The r-> notation is exactly equivalent to (*r)., but takes two fewer characters.

Pointers to Arrays

It is also possible to create pointers to arrays, as shown below:

int *p;
 int i;

 p = (int *)malloc(sizeof(int[10]));
 for (i=0; i<10; i++)
 p[i] = 0;
 free(p);

or:

 int *p;
 int i;

 p = (int *)malloc(sizeof(int[10]));
 for (i=0; i<10; i++)
 *(p+i) = 0;
 free(p);

Note that when you create a pointer to an integer array, you simply create a normal pointer to int. The call to malloc allocates an array of whatever size you desire, and the pointer points to that array's first element. You can either index through the array pointed to by p using normal array indexing, or you can do it using pointer arithmetic. C sees both forms as equivalent.

This particular technique is extremely useful when working with strings. It lets you allocate enough storage to exactly hold a string of a particular size.

Arrays of Pointers

Sometimes a great deal of space can be saved, or certain memory-intensive problems can be solved, by declaring an array of pointers. In the example code below, an array of 10 pointers to structures is declared, instead of declaring an array of structures. If an array of the structures had been created instead, 243 * 10 = 2,430 bytes would have been required for the array. Using the array of pointers allows the array to take up minimal space until the actual records are allocated with malloc statements. The code below simply allocates one record, places a value in it, and disposes of the record to demonstrate the process:

 typedef struct
 {
 char s1[81];
 char s2[81];
 char s3[81];
 } Rec;
 Rec *a[10];

 a[0] = (Rec *)malloc(sizeof(Rec));
 strcpy(a[0]->s1, "hello");
 free(a[0]);

Structures Containing Pointers

Structures can contain pointers, as shown below:

typedef struct
 {
 char name[21];
 char city[21];
 char phone[21];
 char *comment;
 } Addr;
 Addr s;
 char comm[100];

 gets(s.name, 20);
 gets(s.city, 20);
 gets(s.phone, 20);
 gets(comm, 100);
 s.comment =
 (char *)malloc(sizeof(char[strlen(comm)+1]));
 strcpy(s.comment, comm);

This technique is useful when only some records actually contained a comment in the comment field. If there is no comment for the record, then the comment field would consist only of a pointer (4 bytes). Those records having a comment then allocate exactly enough space to hold the comment string, based on the length of the string typed by the user.

Pointers to Pointers

It is possible and often useful to create pointers to pointers. This technique is sometimes called a handle, and is useful in certain situations where the operating system wants to be able to move blocks of memory on the heap around at its discretion. The following example demonstrates a pointer to a pointer:

int **p;
 int *q;

 p = (int **)malloc(sizeof(int *));
 *p = (int *)malloc(sizeof(int));
 **p = 12;
 q = *p;
 printf("%d\n", *q);
 free(q);
 free(p);

Windows and the Mac OS use this structure to allow memory compaction on the heap. The program manages the pointer p, while the operating system manages the pointer *p. Because the OS manages *p, the block pointed to by *p (**p) can be moved, and *p can be changed to reflect the move without affecting the program using p. Pointers to pointers are also frequently used in C to handle pointer parameters in functions.

Pointers to Structures Containing Pointers

It is also possible to create pointers to structures that contain pointers. The following example uses the Addr record from the previous section:

typedef struct
 {
 char name[21];
 char city[21];
 char phone[21];
 char *comment;
 } Addr;
 Addr *s;
 char comm[100];

 s = (Addr *)malloc(sizeof(Addr));
 gets(s->name, 20);
 gets(s->city, 20);
 gets( s->phone, 20);
 gets(comm, 100);
 s->comment =
 (char *)malloc(sizeof(char[strlen(comm)+1]));
 strcpy(s->comment, comm);

The pointer s points to a structure that contains a pointer that points to a string.

In this example, it is very easy to create lost blocks if you aren't careful. For example, here is a different version of the AP example.

s = (Addr *)malloc(sizeof(Addr));
 gets(comm, 100);
 s->comment =
 (char *)malloc(sizeof(char[strlen(comm)+1]));
 strcpy(s->comment, comm);
 free(s);

This code creates a lost block because the structure containing the pointer pointing to the string is disposed of before the string block is disposed of, as shown here.

Linking

Finally, it is possible to create structures that are able to point to identical structures, and this capability can be used to link together a whole string of identical records in a structure called a linked list.

typedef struct
 {
 char name[21];
 char city[21];
 char state[21];
 Addr *next;
 } Addr;
 Addr *first;

The compiler will let you do this, and it can be used with a little experience to create structures like the one shown to the left.

Try This!

  • Build a driver program and a makefile, and compile the stack library with the driver to make sure it works.

A Linked Stack Example

A good example of dynamic data structures is a simple stack library, one that uses a dynamic list and includes functions to init, clear, push, and pop. The library's header file looks like this:

/* Stack Library - This library offers the
 minimal stack operations for a
 stack of integers (easily changeable) */

typedef int stack_data;

extern void stack_init();
/* Initializes this library.
 Call first before calling anything. */

extern void stack_clear();
/* Clears the stack of all entries. */

extern int stack_empty();
/* Returns 1 if the stack is empty, 0 otherwise. */

extern void stack_push(stack_data d);
/* Pushes the value d onto the stack. */

extern stack_data stack_pop();
/* Returns the top element of the stack,
 and removes that element.
 Returns garbage if the stack is empty. */

The library's code file follows:

#include "stack.h"
#include <stdio.h>

/* Stack Library - This library offers the
 minimal stack operations for a stack of integers */

struct stack_rec
{
 stack_data data;
 struct stack_rec *next;
};

struct stack_rec *top=NULL;

void stack_init()
/* Initializes this library.
 Call before calling anything else. */
{
 top=NULL;
}

void stack_clear()
/* Clears the stack of all entries. */
{
 stack_data x;

 while (!stack_empty())
 x=stack_pop();
}

int stack_empty()
/* Returns 1 if the stack is empty, 0 otherwise. */
{
 if (top==NULL)
 return(1);
 else
 return(0);
}

void stack_push(stack_data d)
/* Pushes the value d onto the stack. */
{
 struct stack_rec *temp;
 temp=
 (struct stack_rec *)malloc(sizeof(struct stack_rec));
 temp->data=d;
 temp->next=top;
 top=temp;
}

stack_data stack_pop()
/* Returns the top element of the stack,
 and removes that element.
 Returns garbage if the stack is empty. */
{
 struct stack_rec *temp;
 stack_data d=0;
 if (top!=NULL)
 {
 d=top->data;
 temp=top;
 top=top->next;
 free(temp);
 }
 return(d);
}

Note how this library practices information hiding: Someone who can see only the header file cannot tell if the stack is implemented with arrays, pointers, files, or in some other way. Note also that C uses NULL. NULL is defined in stdio.h, so you will almost always have to include stdio.h when you use pointers. NULL is the same as zero.

C Errors to Avoid

  • Forgetting to include parentheses when you reference a record, as in (*p).i above
  • Failing to dispose of any block you allocate - For example, you should not say top=NULL in the stack function, because that action orphans blocks that need to be disposed.
  • Forgetting to include stdio.h with any pointer operations so that you have access to NULL.

Other Things to Try

Add a dup, a count, and an add function to the stack library to duplicate the top element of the stack, return a count of the number of elements in the stack, and add the top two elements in the stack.


Category: Education | Views: 8330 | Added by: farrel | Tags: learn c language Pointer Basics | Rating: 0.0/0
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