The title corresponds to my last attempt, I try to store color values corresponding to walls, a bit like this:
#include <stdint.h>
typedef uint8_t RGB[3];
typedef RGB ColorArray[];
typedef struct {
int wall_num;
ColorArray wall_colors;
} Map;
int main(void)
{
int wall_num = 3;
ColorArray wall_colors = {
*(RGB){ 255, 0, 0 },
*(RGB){ 0, 255, 0 },
*(RGB){ 0, 0, 255 }
};
Map my_map = {wall_num, wall_colors}; // error: non-static initialization of a flexible array member
return 0;
}
But I get this:
error: non-static initialization of a flexible array member
I tried other ways with pointers but I quickly realized that it was pointing to anything and so I got any colors until a segfault...
Is there a way to do it like this ? Or is it just the wrong way to go and I have to start all over again ?
UPDATE - (SELF ANSWER):
So I decided to call malloc() because no alternative was satisfactory for my case, I share what I did if it can help someone:
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
typedef uint8_t RGB[3];
typedef RGB RGB_Array[];
typedef struct {
int wall_num;
RGB_Array wall_colors;
} Map;
void print_map (Map *m) {
printf("wall_num: %d\n", m->wall_num);
for (int i = 0; i < m->wall_num; ++i) {
printf("wall_colors[%d]: (R:%d, G:%d, B:%d)\n", i,
m->wall_colors[i][0],
m->wall_colors[i][1],
m->wall_colors[i][2]);
}
}
int main(void)
{
int wall_num = 3;
RGB_Array color_arr = {
{255,0,0},
{0,255,0},
{0,0,255}
};
Map* map = malloc(sizeof(Map) + sizeof(color_arr));
map->wall_num = wall_num;
memcpy(map->wall_colors, color_arr, sizeof(color_arr));
print_map(map);
free(map); // free is for example
return 0;
}
Otherwise, jxh's answer is still interesting and perfectly does what was asked for, even if it doesn't suit me personally, I validate it anyway.
You cannot use an array name to initialize an array variable anyway.
There is no memory associated with the flexible array member. It is a convenience to allow you to have a name for the end of the struct to refer to the array that you intend to allocate behind the struct.
Typically, you would use malloc() and add the size of the array to the size of the struct to get a single object to represent your structure with the flexible array.
However, you can do it off the "stack" by defining a new structure where the flexible array member is replaced with an array of the appropriate size, and then casting a pointer to this structure to your desired type.
Alternatively, you could use a union and avoid the casting.
Both techniques are illustrated below. First some helpers:
...
#define MAP_TEMPLATE(N) struct { \
int wall_num; \
RGB wall_colors[N]; \
}
...
void print_map (Map *m) {
printf("wall_num: %d\n", m->wall_num);
for (int i = 0; i < m->wall_num; ++i) {
printf("wall_colors[%d]: (R:%d, G:%d, B:%d)\n", i,
m->wall_colors[i][0],
m->wall_colors[i][1],
m->wall_colors[i][2]);
}
}
Then using a new structure:
MAP_TEMPLATE(3) my_map1 = {
wall_num,
{ { 155, 0, 0 },
{ 0, 155, 0 },
{ 0, 0, 155 },
},
};
print_map((Map *)&my_map1);
And using a union:
union {
MAP_TEMPLATE(3) _;
MAP_TEMPLATE();
} my_map2 = {
{ wall_num,
{ { 255, 0, 0 },
{ 0, 255, 0 },
{ 0, 0, 255 },
},
},
};
print_map((Map *)&my_map2);
Related
I'm trying to optimize access to some jump tables I have made, they are as follows:
int (*const usart_ctrl_table[USART_READ_WRITE_CLEAR])() =
{zg_usartCtrlRead, zg_usartCtrlWrite, zg_usartCtrlClr};
int (*const usart_frame_table[USART_READ_WRITE_CLEAR])() =
{zg_usartFrameRead, zg_usartFrameWrite, zg_usartFrameClr};
int (*const usart_trig_ctrl_table[USART_READ_WRITE_CLEAR])() =
{zg_usartTrigctrlRead, zg_usartTrigctrlWrite, zg_usartTrigctrlClr};
As you can see, the functions are for accessing a usart peripheral on a hardware level and are arranged in the table in the order of read/write/clear.
What I am attempting to do is have another jump table of jump tables, this way I can either run through initializing all the usart's registers in startup or simply change a single register later if desired.
i.e.
<datatype> (*usart_peripheral_table[<number of jump tables>])() =
{usart_ctrl_table, usart_frame_table, usart_trig_ctrl_table};
This way I can expose that table to my middleware layer, which will help maintain a standard across changing HALs, and also I can use a define to index this table i.e.
fn_ptr = usart_peripheral_table[CTRL_TABLE]
fn_ptr[WRITE](bitmask);
fn_ptr[READ](buffer);
As you may have already guessed, I am struggling to figure out how to construct this table. I figured it is one of two things:
Another simple array of pointers, as even a jump table itself is just an array of pointers. Hence my initialization would be:
const int* (*usart_peripheral_table[<number of jump tables])() =
{usart_ctrl_table, usart_frame_table, usart_trig_ctrl_table};
However this doesn't seem to be working. Then I thought:
An array of pointers to pointers. So I tried all kinds of combos:
const int**(*usart_perip...
const int**(usart_perip...
const int** (*usart_peripheral_table[<number of jump tables])() =
{&usart_ctrl_table, &usart_frame_table[0], usart_trig_ctrl_table};
Nothing seems to work. Do I need to store the address of the lower jump tables in yet another pointer before assigning that variable to a pointer-to-pointer array? i.e.
int* fn_ptr = usart_ctrl_table;
<dataytype>(*const usart_periph[<number>])() = {fn_ptr};
Thanks in advance, any help would be greatly appreciated.
MM25
EDIT:
const int** (*const peripheral_table[1])() =
{&usart_ctrl_table[0]};
const int** (*const peripheral_table[1])() =
{usart_ctrl_table};
The above both give the error "initialization from incomaptible pointer type", as do all other combinations I have tried
You might find that defining a typedef for your function pointers makes your code easier to read and maintain (although I’ve seen people recommend against it too):
#include <stdio.h>
#include <stdlib.h>
#define UART_RWC 3U
typedef int (*uart_ctl_func)(void);
int uart_read(void)
{
printf("Read.\n");
fflush(stdout);
return 0;
}
int uart_write(void)
{
printf("Write.\n");
fflush(stdout);
return(0);
}
int uart_clear(void)
{
printf("Clear.\n");
fflush(stdout);
return 0;
}
uart_ctl_func uart_ctl_jump_table[][UART_RWC] = {
{ uart_read, uart_write, uart_clear },
{ uart_read, uart_write, uart_clear }
};
int main(void)
{
uart_ctl_jump_table[0][1](); // Write.
uart_ctl_jump_table[1][0](); // Read.
uart_ctl_jump_table[1][2](); // Clear.
return EXIT_SUCCESS;
}
The next step might be to make the jump table a struct so you end up writing Uart_ctl_table.frame.read(), or to at least define an enum for the constants.
#include <stdio.h>
#include <stdlib.h>
#define UART_RWC 3U
typedef int (*uart_ctl_func)(void);
int uart_read(void)
{
printf("Read.\n");
fflush(stdout);
return 0;
}
int uart_write(void)
{
printf("Write.\n");
fflush(stdout);
return(0);
}
int uart_clear(void)
{
printf("Clear.\n");
fflush(stdout);
return 0;
}
typedef struct {
uart_ctl_func read;
uart_ctl_func write;
uart_ctl_func clear;
} uart_ctl_set_t;
typedef struct {
uart_ctl_set_t ctrl;
uart_ctl_set_t frame;
uart_ctl_set_t trig;
} uart_ctl_table_t;
const uart_ctl_table_t uart_ctl_table = {
.ctrl = { uart_read, uart_write, uart_clear },
.frame = { uart_read, uart_write, uart_clear },
.trig = { uart_read, uart_write, uart_clear }
};
int main(void)
{
uart_ctl_table.ctrl.write(); // Write.
uart_ctl_table.frame.read(); // Read.
uart_ctl_table.trig.clear(); // Clear.
return EXIT_SUCCESS;
}
Just add a * like you added [] when defining an array.
int zg_usartCtrlRead();
int zg_usartCtrlWrite();
int zg_usartCtrlClr();
int zg_usartFrameRead();
int zg_usartFrameWrite();
int zg_usartFrameClr();
int zg_usartTrigctrlRead();
int zg_usartTrigctrlWrite();
int zg_usartTrigctrlClr();
int (*const usart_ctrl_table[])() =
{zg_usartCtrlRead, zg_usartCtrlWrite, zg_usartCtrlClr};
int (*const usart_frame_table[])() =
{zg_usartFrameRead, zg_usartFrameWrite, zg_usartFrameClr};
int (*const usart_trig_ctrl_table[])() =
{zg_usartTrigctrlRead, zg_usartTrigctrlWrite, zg_usartTrigctrlClr};
int (* const * const usart_peripheral_table[])() =
{usart_ctrl_table, usart_frame_table, usart_trig_ctrl_table};
Usage:
usart_peripheral_table[1][2](5, 1, 3, 5, 6);
Btw, an empty parameter list on function declaration () means unspecified number and type of arguments. Do (void) if you want no arguments passed to your function.
This:
const int* (*usart_peripheral_table[<number of jump tables])();
Is an array of functions pointers that take unspecified number of arguments and return a pointer to constant integer.
This:
const int** (*usart_peripheral_table[<number of jump tables])()
Is an array of function pointers that take unspecified number of arguments and return a pointer to a pointer to a constant integer.
You can also go with a 2D array:
int (* const usart_peripheral_table_2d[][3])() = {
{
zg_usartCtrlRead, zg_usartCtrlWrite, zg_usartCtrlClr,
}, {
zg_usartFrameRead, zg_usartFrameWrite, zg_usartFrameClr,
}, {
zg_usartTrigctrlRead, zg_usartTrigctrlWrite, zg_usartTrigctrlClr,
},
};
But maybe you want to write accessor functions that will return a pointer to an array of functions. Nothing simpler!
#include <stddef.h>
int (*usart_ctrl_table_get(size_t idx))() {
return usart_ctrl_table[idx];
}
int (*usart_frame_table_get(size_t idx))() {
return usart_frame_table[idx];
}
int (*usart_trig_ctrl_table_get(size_t idx))() {
return usart_trig_ctrl_table[idx];
}
int (* const (* const usart_peripheral_table_indirect[])(size_t))() = {
usart_ctrl_table_get,
usart_frame_table_get,
usart_trig_ctrl_table_get,
};
Usage sample:
int main() {
usart_peripheral_table_indirect[2](1)();
}
Im having trouble initialising structures (well doing everything actually, but structures first). The struct is first made in a header as follows
typedef enum cell
{
BLANK, RED, CYAN
} Cell;
#define NAMELEN 20
typedef struct player
{
char name[NAMELEN + NULL_SPACE];
Cell token;
unsigned score;
} Player;
void initFirstPlayer(Player * player);
void initSecondPlayer(Player * player, Cell token);
#endif
=======================================================================
and I tried to initialise it here
void initFirstPlayer(Player * player)
{
int randNo = rand() % 2;
if (randNo == 0) {
token = RED;
}
else() {
token = CYAN;
}
player ; p1 = {
"placeholder",
token,
0,
}
}
void initSecondPlayer(Player * player, Cell token)
{ }
What is the correct way to initialise this player struct?
I suspect this should work for you. Use a generic initPlayer function. Use that to allocate memory for the player and set the initial values. Be sure to also include a freePlayer function where you free() the player when you're done.
#include <stdlib.h>
#include <string.h>
Player* initPlayer()
{
Player* player = malloc(sizeof(Player));
int randNo = rand() % 2;
if (randNo == 0) {
player->token = RED;
}
else {
player->token = CYAN;
}
const char* initName = "placeholder";
strcpy(player->name, initName);
player->score = 0;
return player;
}
void freePlayer(Player* p)
{
free(p);
}
The way you'd use this would be like so:
int main()
{
Player* p1 = initPlayer();
Player* p2 = initPlayer();
play(p1, p2);
freePlayer(p1);
freePlayer(p2);
}
Assuming you have at least C99 support, so that compound literals and designated initializers are available to you, then you can use:
void initFirstPlayer(Player *player)
{
*player = (Player){ .token = rand() % 2 ? CYAN : RED,
.score = 0,
.name = "placeholder"
};
}
This does a structure assignment to the variable whose address is passed to the function. It compresses it all into one statement; you can split it out into several if you wish. This is an occasion where the ternary ? : operator is useful. You might prefer (rand() % 2) with the extra parentheses; I'd probably add them as often as I'd omit them.
The compound literal comes from (typename){ ...initializer for typename... }.
The designated initializers are the .member = value notations.
If you're stuck with C90 support, you have to work harder, perhaps creating a local variable with the correct information and then doing the structure assignment.
void initFirstPlayer(Player *player)
{
Player p1 = { "placeholder", rand() % 2 ? CYAN : RED, 0 };
*player = p1;
}
Now the onus is on you to list the initializers in the correct sequence.
Another way is to receive the player you want to inicialize as parameter:
void initPlayer(Player* player)
{
int randNo = rand() % 2;
if (randNo == 0) {
player->token = RED;
}
else {
player->token = CYAN;
}
const char* initName = "placeholder";
strcpy(player->name, initName);
player->score = 0;
}
int main() {
Player p1;
initPlayer(&p1);
}
You can have an array of players or allocate dinamically with malloc.
I'm new to C, coming from a language like javascript the amount of types, keywords etc. in the language are painfully confusing.
In javascript I can create an array of objects like so.
arrayOfObjectsInsideJavascript = [
{ s:"ejf09j290fj390j2f09", f=0 },
{ s:"dj320992209920209dj", f=0 }
]
From what I've read it seems that I'll need to be using typedefand orstructs.
I've tried:
typedef struct[] = {
{ s:"ejf09j290fj390j2f09", f=0 },
{ s:"dj320992209920209dj", f=0 }
}
struct[] = {
{ s:"ejf09j290fj390j2f09", f=0 },
{ s:"dj320992209920209dj", f=0 }
}
typedef struct {
char[] s = "ejf09j290fj390j2f09";
int f = 0;
} objectLikeClassThingy;
What's the best way to create the object I need?
like this ?
struct {
const char *s;
double f;
} obj[] = {
{ .s = "ejf09j290fj390j2f09", .f = 0 },
{ .s = "dj320992209920209dj", .f = 0 }
};
Where JavaScript has dynamic "properties", C has static "tags". A struct type is defined as a sequence of tags, which each have a type.
For the type inside your example array
arrayOfObjectsInsideJavascript = [
{ s:"ejf09j290fj390j2f09", f=0 },
{ s:"dj320992209920209dj", f=0 }
]
your last solution started off almost correctly:
struct element {
char s[256];
int f;
};
You have two options for the type of s:
If you want to store the string inside the object, you use some array type, such as char s[256]. 256 is the length of the array, so when you use zero-terminated strings, the maximum allowed string length is 255 (which is 256, minus one for the '\0' character).
If you want to store the string outside the object, you use some pointer type. Since you want to use string literals, you should declare the tag as const char *s. Changing a string literal causes undefined behaviour, so it's best to prevent yourself from doing so.
For this answer, I'll use the first option in the examples.
If you want to define one struct, you could now write something like
struct element {
char s[256];
int f;
} one_object = {
.s = "ejf09j290fj390j2f09",
.f = 0,
};
or
struct element {
char s[256];
int f;
};
/* ... later, in a scope where `struct element` is visible ... */
struct element one_object = {
.s = "ejf09j290fj390j2f09",
.f = 0,
};
or, with a typedef,
typedef struct {
char s[256];
int f;
} your_element_type;
/* ... later, in a scope where `your_element_type` is visible ... */
your_element_type one_object = {
.s = "ejf09j290fj390j2f09",
.f = 0,
};
Note that this doesn't necessarily work with older compilers that don't support the C99 standard. In the older days, you'd have to initialise fields in order:
your_element_type one_object = { "ejf09j290fj390j2f09", 0 };
Also note that, if you're never going to refer to the type name struct element again, you don't have to name it:
struct {
char s[256];
int f;
} one_object = {
.s = "ejf09j290fj390j2f09",
.f = 0,
};
Arrays are initialised similarly (you've actually already initialised an array, namely s, with a string):
struct element {
char s[256];
int f;
} so_many_objects[] = {
{ .s = "ejf09j290fj390j2f09", .f = 0 },
{ .s = "dj320992209920209dj", .f = 0 },
};
or
struct element {
char s[256];
int f;
};
/* ... later, in a scope where `struct element` is visible ... */
struct element so_many_objects[] = {
{ .s = "ejf09j290fj390j2f09", .f = 0 },
{ .s = "dj320992209920209dj", .f = 0 },
};
or, with a typedef again,
typedef struct {
char s[256];
int f;
} your_element_type;
/* ... later, in a scope where `your_element_type` is visible ... */
your_element_type so_many_objects[] = {
{ .s = "ejf09j290fj390j2f09", .f = 0 },
{ .s = "dj320992209920209dj", .f = 0 },
};
By the way, note that we are using an incomplete type for so_many_objects; this is only possible because the compiler can see how big the array should be. In these examples, the compiler would treat your code as if you'd have written struct element so_many_objects[2]. If you think you'll have to extend the array with more objects, you'd better specify how many elements the array has (at maximum), or learn about dynamic allocation.
I have a struct Entity that is made up of Limbs and an enum, Limbs is also a struct with two items e.g.
typedef enum{ALIVE, DEAD} state;
typedef struct Limb{
int is_connected;
int is_wounded;
} Limb;
typedef struct Entity{
Limb limb_1;
Limb limb_2;
state is_alive;
} Entity;
Now lets say I have a function that's designed to assign entity particular values, what is the proper syntax to use here? My current guess is this:
void assign_entity(Entity *entity){
*entity = {
.limb_1 = { 1, 0 },
.limb_2 = { 1, 0 },
.is_alive = ALIVE
};
}
But I get an error (expected expression) when I use this syntax, what am I doing wrong here? What is the proper syntax for assigning to a struct inside a struct.
You're trying to use a compound literal but omitting the proper syntax.
It should be:
void assign_entity(Entity *entity){
*entity = ((Entity) {
.limb_1 = { 1, 0 },
.limb_2 = { 1, 0 },
.is_alive = ALIVE
});
}
Note that this requires C99 (or a suitably extended compiler, of course).
Probably too verbose for someone the code below:
void assign_entity(Entity *entity)
{
entity->limp_1.is_connected = 1;
entity->limp_1.is_wounded= 0;
entity->limp_2.is_connected = 1;
entity->limp_2.is_wounded= 0;
entity->is_alive = ALIVE;
}
If you have already allocated memory at the address pointed to by entity and all you're trying to do is "assign particular values", then you would do it as follows:
void assign_entity(Entity *entity)
{
entity->limb_1 = ( 1, 0 );
entity->limb_2 = ( 1, 0 );
entity->is_alive = ALIVE;
}
Or, if you want to roll it all up into one line:
void assign_entity(Entity *entity)
{
*entity = ((1, 0), (1, 0), ALIVE);
}
Designated initializer syntax can only be used in an initialization.
One way to do what you want would be:
Entity const new = {
.limb_1 = { 1, 0 },
.limb_2 = { 1, 0 },
.is_alive = ALIVE
};
*entity = new;
I have this array:
static const Layout layouts[] = {
{ "[]=", tile },
{ "><>", NULL },
{ "[M]", monocle },
};
This function should cycle through the array:
int
cyclelayout(const Arg *arg) {
static unsigned short int layout = 0;
if (++layout >= sizeof(layouts)/sizeof(layouts[0])) {
layout = 0;
}
setlayout( &((Arg) {.v = &layouts[layout]}));
}
When it is called it should set next layout or return to 0 if it goes beyond array elements. but it goes over the array elements and the program crashes. I cant figure out whats wrong?
Arg and Layout:
typedef union {
int i;
unsigned int ui;
float f;
const void *v;
} Arg;
typedef struct {
const char *symbol;
void (*arrange)(Monitor *);
} Layout;
Complete program:
dwm-6.0
dwm-6.0-cyclelayout.patch
int // This says to return an int.
cyclelayout(const Arg *arg) {
static unsigned short int layout = 0;
if (++layout >= sizeof(layouts)/sizeof(layouts[0])) {
layout = 0;
}
setlayout( &((Arg) {.v = &layouts[layout]})); // This doesn't look like valid C to me?
return 4; // http://xkcd.com/221/
}
If your function should "cycle through an array", shouldn't it have a loop somewhere?
Loops come in the flavors:
for
do-while
while
I don't see any of those keywords in your function, so I conclude it doesn't "cycle" through anything.
My 2 cents:
you have an hidden if/else construct there, setLayout is part of the else clause, it's not a real error but you have something that is implicit and not readable to anyone, not explicit
you are using a pre-increment operator ++variable which returns a reference and not a copy of the object like the post-increment operator variable++ does, it's probably not the "quantity" that you want to use in a comparison
you are not returning any value considering that you have declared to return an int in the signature for your function
It will also help to know what is Arg and Layout as a type.