Initializing a struct in C - c

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.

Related

C language how to call a member of multi-dimensional array in corresponding to a structure

I have a problem with how to call a member of a structure. For example, there is a struct
typedef struct FAVORITE_TBL_S
{
UI32_T apple;
UI32_T banana;
UI16_T puzzle;
UI16_T car;
}FAVORITE_TBL_T;
And in the function, I have created a multi-dimensional array about this struct.
FUNCTION_NO_T
call_myFavoriteTbl(
const UI32_T unit,
const UI32_T value)
{
FUNCTION_NO_T ret = FUNCTION_E_GOOD;
UI8_T num_of_list = 4;
UI32_T i = 0;
FAVORITE_TBL_T *ptr_fav = NULL;
ptr_fav = priviate_alloc(sizeof(FAVORITE_TBL_T ) * num_of_list );
priviate_memset(ptr_fav, 0, sizeof(FAVORITE_TBL_T ) * num_of_list );
/* In this function, if I want to use member in the multi-dim array */
for (i = 0, i < value, i++)
{
if (BRAND_PINKLADY == ptr_fav[i]->apple)
{
printf("I love it!");
}
else
{
printf("I don't want to eat.");
}
if (BRAND_COSTAPICA == ptr_fav[i].banana)
{
printf("I love it!");
}
else
{
printf("I don't want to eat.");
}
}
return ret;
}
So why ptr_fav[i]->apple is wrong and ptr_fav[i].banana is right?
As ptr_fav is an array of FAVORITE_TBL_T values, ptr_fav[i] is a FAVORITE_TBL_T value. It is not a pointer to FAVORITE_TBL_T.
As such, the . notation is correct.
Now, because ptr_fav[i] is equivalent to *(ptr + i), you might write: (ptr_fav + i)->apple, though I'm not sure why you'd want to do that.
The -> operator is used to access a field on a pointer to a structure.
ptr_fav[i] has already dereferenced it and now you have structure value not pointer. If you want to use -> you should try (ptr_fav + i)->apple.

Exit code 11 on extractMin() in PriorityQueue in C'99

I'm new in C programming. I'm developing a priority queue in C'99 with the heap data structure.
I'm using heapifyDown() in combination with swapValues() to sort the heap array for extracting the first element (min-heap) pqueue_extractMin() function. My structure looks like this:
typedef struct ProrityQueue_s PriorityQueue;
typedef struct PriorityQueue_Entry_s *PriorityQueue_Entry;
struct ProrityQueue_s {
int size, last;
char error;
PriorityQueue_Entry *entries;
};
struct PriorityQueue_Entry_s {
char *value;
float priority;
};
For information – Full code for information on gist: https://gist.github.com/it4need/ddf9014bfda9fe6a64bb01a7417422bc
Questions:
Insertion into the Priority queue ("minheap") looks good. Everything is fine. But when I'm extract more than one element at once, I will get this error: "Process finished with exit code 11".
Is this line allowed to copy the whole contents of the last element to the first of the heap? priorityqueue->entries[0] = priorityqueue->entries[priorityqueue->last];
swapValues(priorityqueue, currentPositionIndex, smallestChild); Can I swap values of whole Structure elements? -> implementation (bottom).
HeapifyDown():
void heapifyDown(PriorityQueue *priorityqueue)
{
int currentPositionIndex = 0;
while(currentPositionIndex < priorityqueue->last)
{
int smallestChild = currentPositionIndex;
int leftChildIndex = (2 * currentPositionIndex) + 1;
int rightChildIndex = (2 * currentPositionIndex) + 2;
smallestChild = (priorityqueue->entries[leftChildIndex]->priority < priorityqueue->entries[smallestChild]->priority && priorityqueue->last > leftChildIndex)
? leftChildIndex : smallestChild;
smallestChild = (priorityqueue->entries[rightChildIndex]->priority < priorityqueue->entries[smallestChild]->priority && priorityqueue->last > rightChildIndex)
? rightChildIndex : smallestChild;
if(smallestChild == currentPositionIndex)
{
break;
}
swapValues(priorityqueue, currentPositionIndex, smallestChild); // #todo: Why does this line break the function on two function calls by negative values
currentPositionIndex = smallestChild;
}
}
SwapValues():
void swapValues(PriorityQueue *priorityqueue, int firstIndex, int secondIndex)
{
// #todo: Does this work properly?
PriorityQueue_Entry tmp_entry = priorityqueue->entries[firstIndex];
priorityqueue->entries[firstIndex] = priorityqueue->entries[secondIndex];
priorityqueue->entries[secondIndex] = tmp_entry;
}
extractMin():
char *pqueue_extractMin(PriorityQueue *priorityqueue)
{
if(isEmpty(priorityqueue))
{
priorityqueue->error = ERROR_PRIORITY_QUEUE_EMPTY;
}
priorityqueue->last--;
char *tmp = priorityqueue->entries[0]->value;
priorityqueue->entries[0] = priorityqueue->entries[priorityqueue->last]; // #todo: Is this allowed?
heapifyDown(priorityqueue); // #todo: Why does this line break the extractMin() function on two function calls -> check swapValues() in heapifyDown()
return tmp;
}
Full code for information on gist: https://gist.github.com/it4need/ddf9014bfda9fe6a64bb01a7417422bc

C: initializing struct with an array of strings

I'm trying to do the following, but the compiler is complaining about brackets, however, I can't find my way to an alternative.
struct cards {
char faces[13][6], suits[4][9];
}
typedef struct cards cards;
void init_struct(cards *s) {
s->suits = {"hearts","spades","clubs","diamonds"};
s->faces = {"ace","two","three","four","five",
"six","seven","eight","nine"
"ten","jack","queen","king"};
}
I realize that there are several possible duplicate threads out there, but none of them has led me on the track. I hope one of you can :) Thanks
#include <string.h>
typedef struct cards {
char faces[13][6], suits[4][9];
} cards;
cards base_card = {
{"ace","two","three","four","five",
"six","seven","eight","nine", //forgot "," at nine after
"ten","jack","queen","king"},
{"hearts","spades","clubs","diamonds"}
};
void init_struct(cards *s) {
memcpy(s, &base_card,sizeof(cards));
}
The direct initialization syntax can only be used for initialization, not assignment. You cannot do this, for example:
char p[2][5];
p = {"a", "b"}; //error
That's why it fails to compile. Try strcpy-ing string by string
strcpy(s->suits[0], "hearts");
strcpy(s->suits[1], "spades");
...etc
or, alternatively, initialize a temporary array and then copy it
char suits_tmp[4][9] = {"hearts","spades","clubs","diamonds"};
memcpy(s->suits, suits_tmp, 4*9);
#include <string.h>
#include <stdio.h>
struct cards {
const char** suits;
const char** faces;
};
typedef struct cards cards;
const char* suits[4] = {"hearts","spades","clubs","diamonds"};
const char* faces[13] = {"ace","two","three","four","five",
"six","seven","eight","nine"
"ten","jack","queen","king"};
int main()
{
cards deck;
deck.suits = suits;
deck.faces = faces;
printf(deck.suits[0]);
return 0;
}
This works as well. Uses no pointers.
Clarification
I know mine is the quick and dirty answer, but there is no strcpy or memcpy or a long list of assignments. If your plan is to use the standard deck of cards for your game, then it would be a constant set of values anyway. If your intent is to have different types of decks, then my answer may not be adequate. Yes, it doesn't have a init_struct function, but you could easily modify it for your intent (since I am not well versed in C and malloc.)
Use const char * within your struct (I assume there is no requirement to modify the actual content of the suit/face value) and initialise them individually:
struct cards {
const char *suits[4];
const char *faces[13];
};
typedef struct cards cards;
void init_struct(cards *s)
{
s->suits[0] = "hearts";
s->suits[1] = "spades";
s->suits[2] = "clubs";
s->suits[3] = "diamonds";
s->faces[0] = "ace";
s->faces[1] = "two";
s->faces[2] = "three";
s->faces[3] = "four";
s->faces[4] = "five";
s->faces[5] = "six";
s->faces[6] = "seven";
s->faces[7] = "eight";
s->faces[8] = "nine";
s->faces[9] = "ten";
s->faces[10] = "jack";
s->faces[11] = "queen";
s->faces[12] = "king";
}
Of course, if you just want a one-off set of cards, which is reasonable, then this will work:
struct
{
const char *suits[4];
const char *faces[13];
} cards =
{
{"hearts","spades","clubs","diamonds"},
{"ace","two","three","four","five",
"six","seven","eight","nine",
"ten","jack","queen","king"}
};

Changing pointer to a struct, passed by reference

I have this call on a file called 'PlayBoard.c':
MoveSucc = putBoardSquare(theBoard, getX, getY, nextTurn);
Where 'theBoard' is a pointer to struct Board. Inside the function I am changing the board's size by referencing the pointer to ANOTHER Board struct, a bigger one. Will it change 'theBoard' on 'PlayBoard.c', where MoveSucc is invoked?
EDIT: putBoardSquare is defined in another source file
EDIT: I've added the relevant functions
Boolean putBoardSquare(BoardP theBoard, int X, int Y, char val)
{
if (val != 'X' && val != 'O')
{
reportError(BAD_VAL);
return FALSE;
}
if (X<0 || Y<0)
{
reportError(OUT_OF_BOUND);
return FALSE;
}
if (X>theBoard->height || Y>theBoard->width)
{
theBoard = expandBoard(theBoard, X,Y);
}
printf("BOARD SIZE IS %d*%d\n",theBoard->height,theBoard->width);
if (theBoard->board[X][Y] == 'X' || theBoard->board[X][Y] == 'Y' )
{
reportError(SQUARE_FULL);
return FALSE;
}
if (val != turn)
{
reportError(WRONG_TURN);
return FALSE;
}
theBoard->board[X][Y] = val;
printf("PUT %c\n",theBoard->board[X][Y]);
changeTurn(val);
return TRUE;
}
static BoardP expandBoard(ConstBoardP theBoard, int X, int Y)
{
int newWidth = theBoard->width;
int newHeight = theBoard->height;
if (X>theBoard->height)
{
newHeight = (newHeight+1) * 2;
}
if (Y>theBoard->width)
{
newWidth = (newWidth+1) * 2;
}
BoardP newBoard = createNewBoard(newWidth,newHeight);
copyBoard(theBoard,newBoard);
printf("RETUNRNING NEW BOARD OF SIZE %d*%d\n",newHeight,newWidth);
return newBoard;
}
As you can see, when the user tries to place 'X' or 'O' outside the board, it needs to be expanded which happens (I know cause I've printed new board's size in expandBoard() and in putBoardSquare()). But the pointer in 'PlayBoard.c' doesn't seem to change anyway....
My question: how can I change the pointer of a struct passed as an argument to another function? In 'PlayBoard.c' I pass one struct as an argument, and I want putBoardSquare to refrence it to another struct, which will take effect in PlayBoard.c as well.
Am I clear?
EDIT
theBoard = expandBoard(theBoard, X,Y);
This assignment only changes a local variable. You'll have to add one level of indirection, as in:
MoveSucc = putBoardSquare(&theBoard, getX, getY, nextTurn);
Boolean putBoardSquare(BoardP *theBoard, int X, int Y, char val)
{
/* ... */
*theBoard = expandBoard(theBoard, X,Y);
/* ... */
}
Your question is confusing (perhaps you should post the code you have), but the error you have is cause simply by the definition of the struct not being available in PlayBoard.c. For instance, if you only have
struct foo;
void foo(struct foo *foov) { ... }
without a definition of foo available, as in
struct foo { int a; ... }
then you won't be able to access the members of the structure (see "opaque type").
If I understand correctly and you want to change where theBoard points to, you need to define it as a pointer to pointer, not as pointer.
MoveSucc = putBoardSquare(&theBoard, getX, getY, nextTurn);
and change the parameter in putBoardSquare() to ** and when you set the pointer do it like (assuming x is a pointer):
*theBoard = x;

How to make struct members private?

I define a structure in a header file like so:
typedef struct {
void *data;
} point;
I want to keep other people from accessing *data directly, so I thought I'd declare the structure in the .c file instead and use something like extern typedef struct point; in the header file. That doesn't work however.
What's the best way to achieve this?
In your (public) header file:
typedef struct point point;
In your .c file:
struct point
{
void *data;
};
Note that users of your code will no longer be able to create a point on the stack, as the compiler doesn't know how big it is. You may have to provide a point_create() function which allocates memory and returns its address to the caller.
Use C++
Since jokes seem not be allowed here is the pure C version.
As another commenter pointed out if you really want to protect your internals from users of your Api you have seen and used plenty of such Apis. This Apis are e.g. the Windows or Linux user mode Apis. There you create kernel objects to which you never shall have access to. The Apis to deal with kernel objects use a synthetic construct called handle which is not simply a pointer to your own object but instead it is an index to an array where the kernel has stored the relevant meta data for your object.
You can use the same idea for your Apis as well.
Here for example is a C-Style public Api:
// Public.h
#include <stdlib.h>
typedef enum
{
None = 0,
PointType = 1
} Types;
typedef int Handle;
Handle CreateType(Types type);
int DeleteType(Handle object);
void IncrementX(Handle point);
void PrintPoint(Handle point);
As you can see you have generic methods which create and delete your objects which are defined here in an enum. Your methods which use the object will then need to lookup the integer handle to get the meta data object where the real data is stored.
This design is not very efficient if the objects you manage are small since for every object a second object is need which stores the object type, handle value and the pointer to the real data.
But you get much stronger safety guarantees such as
Type safety
Invalid handles are easy to find
Double free is impossible since you can manage the free state in the meta object
A typical usage of your Api might look like this:
Handle h = CreateType(PointType);
IncrementX(h);
IncrementX(h);
PrintPoint(h);
DeleteType(h);
And there is the super secret implementation in private.cpp where the Handle lookup array and some helper methods exist:
// Private.C
#include "stdafx.h"
#include <stdlib.h>
#include <Windows.h> // for ZeroMemory
#include "Public.h"
typedef struct
{
LPVOID pData;
Types type;
Handle handle;
} HandleInfo;
typedef struct
{
int x;
int y;
} Point;
HandleInfo *pAllocated;
int HandleBuffer = 0xffff;
unsigned char bInit = 0;
HandleInfo *GetFreeHandle()
{
int i;
if( !bInit )
{
pAllocated = (HandleInfo *) malloc(sizeof(HandleInfo)*HandleBuffer);
bInit = 1;
ZeroMemory(pAllocated, sizeof(HandleInfo)*HandleBuffer);
}
for(i=0; i<HandleBuffer; i++)
{
HandleInfo *pInfo = (pAllocated+i);
if( 0 == pInfo->handle )
{
pInfo->handle = i+1;
return pInfo;
}
}
return NULL;
}
HandleInfo * GetHandleInfo(Handle h)
{
if( h <= 0 || h >= HandleBuffer-1)
{
return NULL;
}
return (pAllocated+h-1);
}
Handle CreateType(Types typeId)
{
HandleInfo *pInfo;
pInfo = GetFreeHandle();
if( NULL == pInfo )
{
return -1;
}
pInfo->type = typeId;
switch(typeId)
{
case PointType:
pInfo->pData = malloc(sizeof(Point));
ZeroMemory(pInfo->pData, sizeof(Point));
break;
}
return pInfo->handle;
}
int DeleteType(Handle object)
{
HandleInfo *pInfo = GetHandleInfo(object);
if( NULL == pInfo )
{
return -1;
}
if( pInfo->handle != 0 )
{
free(pInfo->pData);
pInfo->pData = NULL;
pInfo->handle = 0;
return 1;
}
else
{
return 0; // Handle was already closed
}
}
void *GetObjectOfCorrectType(Handle object, Types type)
{
HandleInfo *p = GetHandleInfo(object);
if( p == NULL )
{
return NULL;
}
if( p->type != type)
{
return NULL; // handle has wrong object type
}
return p->pData;
}
void IncrementX(Handle point)
{
Point *pPoint = (Point *) GetObjectOfCorrectType(point, PointType);
if( pPoint == NULL )
{
return;
}
pPoint->x++;
}
void PrintPoint(Handle point)
{
Point *pPoint = (Point *) GetObjectOfCorrectType(point, PointType);
if( pPoint == NULL )
{
return;
}
printf("Point has x: %d y: %d", pPoint->x, pPoint->y);
}
Yours,
Alois Kraus
This is the pointer to implementation or pimpl idiom. See http://en.wikibooks.org/wiki/C++_Programming/Idioms#Pointer_To_Implementation_.28pImpl.29 for a tutorial for C++, but the idea should work in C as well.
typedef struct {
/* private members; don't access directly */
void *data;
} point;
You can have separate public header and private header files. Some libraries have conventions for this:
Xt (X11) -> header.h and headerP.h, e.g: X11/Vendor.h vs X11/VendorP.h
Qt -> header.h vs private/header_p.h, e.g: qapplication.h vs private/qapplication_p.h
If you do not want to use the declaration method (because you want the library user to access other members of your struct, for example) it is convention to prepend private member with an underscore, like this:
typedef struct {
void * _data;
} point;
Of course people could still access _data if they would really want to (just like people can access private data in C++ by adding a #define private public before their includes) but that is their own responsibility; at least you have indicated that they shouldn't do that if they want your library to behave as it should.
I use this approach in order to let client alloc the module instance in his STACK.
struct module_private {
int data;
}
typedef uint8_t module_t [sizeof (struct module_private) ];
Client will be able to see private struct content, but not access it without doing a cast that he shouldn't.
Use the following workaround:
#include <stdio.h>
#define C_PRIVATE(T) struct T##private {
#define C_PRIVATE_END } private;
#define C_PRIV(x) ((x).private)
#define C_PRIV_REF(x) (&(x)->private)
struct T {
int a;
C_PRIVATE(T)
int x;
C_PRIVATE_END
};
int main()
{
struct T t;
struct T *tref = &t;
t.a = 1;
C_PRIV(t).x = 2;
printf("t.a = %d\nt.x = %d\n", t.a, C_PRIV(t).x);
tref->a = 3;
C_PRIV_REF(tref)->x = 4;
printf("tref->a = %d\ntref->x = %d\n", tref->a, C_PRIV_REF(tref)->x);
return 0;
}
Result is:
t.a = 1
t.x = 2
tref->a = 3
tref->x = 4

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