Copy members of a struct - c

I have a struct Node and Box given by
typedef struct Node{
Particle p;
Box box;
struct Node *son[4];
}Node
and
typedef struct Box{
double low[3];
double up[3];
}Box
I have two functions insert() and sonumb() where I want to use these structures.
void insert(Particle *p, Node *t){
Box sonbox;
int b=sonumb(&t->box, &sonbox, p);
t->son[b]->box = sonbox; // <--- Produces Segmentation fault (core dumped)
}
int sonumb(Box *box, Box *sonbox, Particle *p){
int b=0;
for(int d=0;d<3;d++){
sonbox->up[d] = 0.5*box->up[d];
sonbox->low[d] = 0.5*box->low[d];
}
b=1; // b=[0,3] just for this example
}
sonum() returns an integer value b. sonbox represents after the call of sonumb() a smaller box inside of t->box. I return the right values for sonbox after the call. So sonbox is not empty. But if I want to copy those values like t->son[b]->box = sonbox I get an segmentatioin fault. What did I miss?

You have nearly certainly missed the allocation of son elements. In order for the expression t->son[b]->box to produce a valid target of an assignment, t->son[b] needs to be assigned a pointer to a valid Node structure. The pointer needs to point to some Node that you have previously allocated.
If child nodes are shared among nodes, this should be a malloc-ed node. This adds quite a bit of complexity, because deleting shared nodes is non-trivial. Two common approaches to working with shared nodes are to (1) allocate all nodes at once in a large array, and use them one-by-one as they become needed, and (2) add reference count to the struct, increment it when taking a pointer, and decrement it when the reference is no longer needed. The second approach is extremely difficult to implement; see if you can avoid it before committing to it.
On the other hand, if child nodes are owned exclusively by their parent, you have a very simple solution: allocate Node with malloc before the assignment of son[b] elements, and free them when you are done with the node:
Box sonbox;
int b=sonumb(&t->box, &sonbox, p);
t->son[b] = calloc(1, sizeof(Node)); // Allocate the node
t->son[b]->box = sonbox;
Use of calloc ensures that the memory of the Node is cleared prior to making other assignments. If this is not necessary, because you assign all members in the rest of your function, replace the call with malloc:
t->son[b] = malloc(sizeof(Node));

adding to #dasblinkenlight's comment.
Box sonbox; ---> This variable is on stack
int b=sonumb(&t->box, &sonbox, p); --> content of t->box is COPIED to sonbox, not by reference but by value.
t->son[b]->box = sonbox; // --> Assigning stack variable is incorrect, because it will vanish once you exit function. OR as #dasblinkenlight suggested pass the value but not the pointer.

Related

insertion in linked list -

I was reading Skeina's book. I could not understand this code. Basically what is the use of double pointer. And what is the use of *l = p? Can anyone please explain by diagram.
void insert_list(list **l, item_type x) {
list *p; /* temporary pointer */
p = malloc(sizeof(list));
p->item = x;
p->next = *l;
*l = p;
}
You shouldn't call it a "double pointer" because that would be a pointer to a double. It is a pointer to a pointer, and it is used to allow the function to alter the value of an argument which happens to be a pointer. If you're familiar with C#, it's like an out argument. In this situation the l argument used to get both IN and OUT behavior, but you may often see this used for output only.
Since this function returns type void it very well could have been written without the use of the pointer to a pointer like this:
list * insert_list(list *l, item_type x) {
{
list *p; /* temporary pointer */
p = malloc(sizeof(list));
p->item = x;
p->next = l; // note that this is not *l here
return p;
}
This change would require the code that calls the function to update it's own handle to the list since the head of the list is what's being changed.
This function performs a very simple task: it inserts a list node at
the position for which it receives a pointer. There is nothing
special about double pointers, they are just pointers to pointers. They hold the address of a pointer, which contains the address of an object.
void **l contains the address of a list * pointer. *l retrieves
this address and *l = p stores it.
malloc is used to allocate a
list structure, p receives the address of the allocated structure.
The code is somewhat sloppy as p is not checked for NULL before
dereferencing it. If malloc fails because of lack of memory, the
program will invoke undefined behaviour, hopefully stopping with a
segmentation fault or something potentially worse.
The node is initialized, its next pointer is set to the node pointed
to by the l argument, and finally the new node's address is stored
at the address passed as the l argument. The effect is simple: the node is inserted at *l.
This method is clever ad it allows the same function to insert a new node anywhere is a list. For example:
list *head = NULL;
...
/* Insert a LIST_A node at the beginning of the list */
insert_list(&head, LIST_A);
...
/* insert a LIST_B element as the second node in the list */
insert_list(&head->next, LIST_B);
...
/* find the end of the list */
list *node;
for (node = head; node->next; node = node->next)
continue;
/* insert a LIST_Z node at the end of the list */
insert_list(&node->next, LIST_Z);
The only tricky thing above is the concept of pointer itself, here is a simple overview:
Memory can be conceptualized as a (large) array of bytes, addresses are offsets in this array.
char variables by definition are single bytes,
int variables occupies a number of bytes specific to the architecture of the system, typically 4 or 8 bytes in current hardware.
Think of pointers as variables holding the address in memory of another variable. They need to be large enough to hold any valid address in the system, in current systems with more than 4 GB of physical and addressable memory, they are 64 bit long and occupy 8 bytes.
There is a special address value NULL which represents no object and is used to specify that a given pointer does not point to any real object. The address 0 is used for this purpose. malloc will return NULL if it cannot allocate the memory requested, the return value should be tested, as storing a value at this address is forbidden and usually caught as an invalid access (segmentation fault).
This summary is purposely simplistic. I used the term variable instead of object to avoid the confusion with OOP concepts.

Memory allocation of fixed size array inside a struct

I have the following tree node struct that holds pointers to other tree nodes:
struct node {
// ...
struct node* children[20];
}
The idea is that I want to check whether there is node* inside the children and based and that go deeper into the tree. So when I allocate the node I want to have children with 20 NULL values.
Currently I am not doin
How should I allocate this array in order to not get errors like Conditional jump or move depends on uninitialised value(s) (Valgrind)?
Would it be better to use struct node** children and allocate fixed size each time I allocate a new node?
EDIT: Example of one place where Valgrind complains:
for(int i=0;i<20;i++)
if(node->children[i] != NULL)
do_something_with_the_node(node->children[i]);
When you allocate a new instance of struct node, you must set the contained pointers to NULL to mark them as "not pointing anywhere". This will make the Valgrind warning go away, since the pointers will no longer be uninitialized.
Something like this:
struct node * node_new(void)
{
struct node *n = malloc(sizeof *n);
if(n != NULL)
{
for(size_t i = 0; i < sizeof n->children / sizeof *n->children; ++i)
n->children[i] = NULL;
}
return n;
}
You cannot portably use either memset() on n->children nor calloc(), since those will give you "all bits zero" which is not the same as "pointer NULL".
Your struct definition is valid (although it's hard to tell without more context if it fits your requirements).
Valgrind doesn't complain about your struct definition, it probably complains about how you instantiate variables of that type. Ensure that all of the array members get initialized and the complaints will most likely go away.
The problem is that you are using an unintialized value in an if condition.
When you instantiate a struct node, its member struct node* children[20]; is an array of 20 struct node *, all of which are uninitialized.
It would be no different from this:
char *x;
if (x == NULL) {
/* Stuff */
}
At this point, x may have literally any value. In your example, any element of an array may have any value.
To fix this, you need to initialize the elements of an array before using them, for example like this:
for (int i = 0; i < 20; ++i) {
node->children[i] = NULL;
}
Or shorter:
memset(node->children, 0, 20);
If you changed the member to, as you've suggested, node **children, the situation wouldn't be much different - you'll still need to initialize all the members, including array's elements. You could make it shorter by using calloc, which will initialize all bytes to 0; then again, you'll need some code for correct deallocation (and remember to do it), so I think the tradeoff's not worth it.

Why create heap when creating a linked list when we can simply do this?

I'm studying linked lists from this lesson.
The writer (and all other coders on every single tutorial) goes through creating node type pointer variables, then allocates memory to them using typecasting and malloc. It seems kinda unnecessary to me (Offourse I know I'm missing something), why can't we implement the same using this?
struct node
{
int data;
struct node *next;
};
int main()
{
struct node head;
struct node second;
struct node third;
head.data = 1;
head.next = &second;
second.data = 2;
second.next = &third;
third.data = 3;
third.next = NULL;
getchar();
return 0;
}
I've created nodes and the next pointers points towards the addresses of the next nodes...
Let's say you create a variable of type node called my_node:
struct node my_node;
You can access its members as my_node.data and my_node.next because it is not a pointer. Your code, however, will only be able to create 3 nodes. Let's say you have a loop that asks the user for a number and stores that number in the linked list, stopping only when the user types in 0. You don't know when the user will type in 0, so you have to have a way of creating variables while the program is running. "Creating a variable" at runtime is called dynamic memory allocation and is done by calling malloc, which always returns a pointer. Don't forget to free the dynamically allocated data after it is no longer needed, to do so call the free function with the pointer returned by malloc. The tutorial you mentioned is just explaining the fundamental concepts of linked lists, in an actual program you're not going to limit yourself to a fixed number of nodes but will instead make the linked list resizable depending on information you only have at runtime (unless a fixed-sized linked list is all you need).
Edit:
"Creating a variable at runtime" was just a highly simplified way of explaining the need for pointers. When you call malloc, it allocates memory on the heap and gives you an address, which you must store in a pointer.
int var = 5;
int * ptr = &var;
In this case, ptr is a variable (it was declared in all its glory) that holds the address of another variable, and so it is called a pointer. Now consider an excerpt from the tutorial you mentioned:
struct node* head = NULL;
head = (struct node*)malloc(sizeof(struct node));
In this case, the variable head will point to data allocated on the heap at runtime.
If you keep allocating nodes on the heap and assigning the returned address to the next member of the last node in the linked list, you will be able to iterate over the linked list simply by writing pointer_to_node = pointer_to_node->next. Example:
struct node * my_node = head; // my_node points to the first node in the linked list
while (true)
{
printf("%d\n", my_node->data); // print the data of the node we're iterating over
my_node = my_node->next; // advance the my_node pointer to the next node
if (my_node->next == NULL) // let's assume that the 'next' member of the last node is always set to NULL
{
printf("%d\n", my_node->data);
break;
}
}
You can, of course, insert an element into any position of the linked list, not just at the end as I mentioned above. Note though that the only node you ever have a name for is head, all the others are accessed through pointers because you can't possibly name all nodes your program will ever have a hold of.
When you declare 'struct node xyz;' in a function, it exists only so long as that function exists. If you add it to a linked list and then exit the function, that object no longer exists, but the linked list still has a reference to it. On the other hand, if you allocate it from the heap and add it to the linked list, it will still exist until it is removed from the linked list and deleted.
This mechanism allows an arbitrary number of nodes to be created at various times throughout your program and inserted into the linked list. The method you show above only allows a fixed number of specific items to be placed in the list for a short duration. You can do that, but it serves little purpose, since you could have just accessed the items directly outside the list.
Of course you can do like that. but how far ? how many nodes are you going to create ? We use linkedlists when we don't know how many entries we need when we create the list. So how can you create nodes ? How much ?
That's why we use malloc() (or new nodes).
But what if you had a file containing an unknown number of entries, and you needed to iterate over them, adding each one to the linked list? Think about how you might do that without malloc.
You would have a loop, and in each iteration you need to create a completely new "instance" of a node, different to all the other nodes. If you just had a bunch of locals, each loop iteration they would still be the same locals.
Your code and approach is correct as long as you know the number of nodes that you need in advance. In many cases, though, the number of nodes depends on user input and is not known in advance.
You definitely have to decide between C and C++, because typecasting and malloc belong in C only. Your C++ linked list code won't be doing typecasting nor using malloc precisely because it's not C code, but C++ code.
Say you are writing an application such as a text editor. The writer of the application has no idea how big a file a user in the future may want to edit.
Making the editor always use a large amount of memory is not helpful in multi-tasking environments, especially one with a large number of users.
With malloc() an editing application can take additional amounts of memory from the heap as required, with different processes using different amounts of memory, without large amounts of memory being wasted.
You can, and you can exploit this technique to create cute code like this, to use the stack as a malloc in a way:
The code below should be safe enough assuming there are no tail optimizations enabled.
#include <stdio.h>
typedef struct node_t {
struct node_t *next;
int cur;
int n;
} node_t;
void factorial(node_t *state, void (*then)(node_t *))
{
node_t tmp;
if (state->n <= 1) {
then(state);
} else {
tmp.next = state;
tmp.cur = state->n * state->cur;
tmp.n = state->n - 1;
printf("down: %x %d %d.\n", tmp);
factorial(&tmp, then);
printf("up: %x %d %d.\n", tmp);
}
}
void andThen(node_t *result)
{
while (result != (node_t *)0) {
printf("printing: %x %d %d.\n", *result);
result = result->next;
}
}
int main(int argc, char **argv)
{
node_t initial_state;
node_t *result_state;
initial_state.next = (node_t *)0;
initial_state.n = 6; // factorial of
initial_state.cur = 1; // identity for factorial
factorial(&initial_state, andThen);
}
result:
$ ./fact
down: 28ff34 6 5.
down: 28ff04 30 4.
down: 28fed4 120 3.
down: 28fea4 360 2.
down: 28fe74 720 1.
printing: 28fe74 720 1.
printing: 28fea4 360 2.
printing: 28fed4 120 3.
printing: 28ff04 30 4.
printing: 28ff34 6 5.
printing: 0 1 6.
up: 28fe74 720 1.
up: 28fea4 360 2.
up: 28fed4 120 3.
up: 28ff04 30 4.
up: 28ff34 6 5.
factorial works differently than usual because we can't return the result to caller because the caller will invalidate it with any single stack operation. a single function call will destroy the result, so instead, we must pass it to another function that will have its own frame on top of the current result, which will not invalidate the arbitrary number of stack frames it's sitting on top of that hold our nodes.
I imagine there are many ways for this to break other than tail call optimizations, but it's really elegant when it doesn't, because the links are guaranteed to be fairly cache local, since they are fairly close to each other, and there is no malloc/free needed for arbitrary sized consecutive allocations, since everything is cleaned as soon as returns happen.
Lets think you are making an Application like CHROME web browser, then you wanna create link between tabs created by user at run time which can only possible if you use Dynamic Memory Allocation.
That's why we use new, malloc() etc to apply dynamic memory allocation.
☺:).

Using a function call to implement a stack

I'm a little unclear on this part of C, since it's a bit unlike other languages I've used, but this may just be a dumb question. I'm trying to implement a stack. I have the node struct, it has the information I want to pass:
struct position{
int square[2];
int counter;
struct position *prev;
};
so in main, I declare and initialize the bottom node of the stack, set *prev to NULL, then declare the rest. My question is, what happens when I try to pass it to function pop? I can create a position object that points to this one and return that, but will it be pushed off the stack when the function closes? Or should I return the position and set that equal to a new position object in main? What if I decide to create several of these nodes in a function? Will they remain once the function closes?
Edit: mah reminded me of my followup question which is, if they don't exist outside of the function, should I use malloc to create the space in the memory for them?
The lifetime of your objects depend on where they're created; if you declare for example a structure within a block of code (where a block is everything inside { and its matching }), that structure is no longer valid once execution leaves the block. Pointers to that structure are only valid as long as the structure is valid.
For what you're describing, you want to dynamically allocate your structures, using either malloc() or a similar function. Dynamically allocated data will remain valid (assuming you do not overwrite it) until you free() the memory, or until your program terminates. Pointers to these areas of memory will remain valid for that same period of time.
Consider:
static struct position *topOfStack = NULL;
void push(struct position *node)
{
node->prev = topOfStack;
topOfStack = node;
}
struct position *pop()
{
struct position *popped = topOfStack;
if (topOfStack) topOfStack = topOfStack->pref;
return popped;
}
To use this, you can:
f() {
struct position *node = malloc(sizeof(*node));
/* ... fill in node details ... */
push(node);
}
Notice that I allocated the node dynamically. Had I just declared a struct position node;, I could legally call push(&node); but once my function left scope, the stack would have an invalid item in it (which would likely cause havoc).
what happens when I try to pass it to function pop?
it depends on your pop() function prototype. If the pop's function prototype should be:
struct position* pop(struct position* stack);
I can create a position object that points to this one and return that, but will it be pushed off the stack when the function closes?
your question is quite unclear, and it looks like a big misunderstanding of instance scoping in C. Basically, you have two ways to allocate variables, either on the stack or on the heap. The scoping you're talking about is stack instances scope.
What if I decide to create several of these nodes in a function? Will they remain once the function closes?
basically, if you use the stack, they will live as long as the scope they're declared in. In C, scope is defined by { and }. for example:
int main() {
struct position pos1;
struct position pos2;
struct position pos3;
pos3.prev = pos2;
pos2.prev = pos1;
pos1.prev = NULL;
pop(&pos3);
}
there you declare 3 variables, and associate them, and the pop function just resets the .prev link. But for a stack that kind of architecture is not really useful, because it is quite limited.
There you definitely need to push your instances in the heap, thus using malloc() and free():
// push() pseudocode:
// take stack, iterate over each prev until prev is NULL
// allocate prev with malloc() the same way as for "stack" in main()
// insert values in prev
void push(struct position* stack, int* value);
// pop() pseudocode:
// take stack, iterate over each prev until prev->prev is NULL,
// then keep prev->prev in a temporary variable
// set prev to NULL
// return temporary variable (former prev->prev)
struct position* pop(struct position* stack);
int main() {
int value[2];
struct position* stack = malloc(sizeof(struct position));
// value is what you want to push to the stack
value[0] = 42;
value[1] = 42;
push(stack, value);
value[0] = 2;
value[1] = 20;
push(stack, value);
struct position* pos;
pos = pop(stack);
// do something with pos->value
free(pos);
}
there you create a pointer to a node for which you allocate some memory in the heap. the push() function is allocating some new memory, assigning .prev for that new space to stack's address and populating that memory with the value. pop() should get to the value before the last one, reset its pointer to that value, and return that value.
Of course, I'm just giving concepts and ideas here, I'm leaving you get to the real implementation. One advice though, instead of using square that contains an array, use two separate values in your struct, that will make it simpler for a first implementation.

Basic Malloc/Free

If I have a snippit of my program like this:
struct Node *node;
while(...){
node = malloc(100);
//do stuff with node
}
This means that every time I loop through the while loop I newly allocate 100 bytes that is pointed to by the node pointer right?
If this is true, then how do I free up all the memory that I have made with all the loops if I only have a pointer left pointing to the last malloc that happened?
Thanks!
Please allocate exactly the size you need: malloc(sizeof *node); -- if you move to a 64-bit platform that doubles the size of all your members, your old 96-byte structure might take 192 bytes in the new environment.
If you don't have any pointers to any of the struct Nodes you have created, then I don't think you should be allocating them with malloc(3) in the first place. malloc(3) is best if your application requires the data to persist outside the calling scope of the current function. I expect that you could re-write your function like this:
struct Node node;
while(...){
//do stuff with node
}
or
while(...){
struct Node node;
//do stuff with node
}
depending if you want access to the last node (the first version) or not (the second version).
Of course, if you actually need those structures outside this piece of code, then you need to store references to them somewhere. Add them to a global list keeping track of struct Node objects, or add each one to the next pointer of the previous struct Node, or add each one to a corresponding struct User that refers to them, whatever is best for your application.
If you set node = NULL before the loop and then use free(node) before node = malloc(100) you should be OK. You will also need to do a free(node) after the loop exits. But then again, it all depends on what "//do stuff with node" actually does. As others have pointed out, malloc(100) is not a good idea. What I would use is malloc(sizeof(*node)). That way, if the type of node changes, you don't have to change the malloc line.
If you don't need the malloc'ed space at the end of one iteration anymore, you should free it right away.
To keep track of the allocated nodes you could save them in a dynamically growing list:
#include <stdlib.h>
int main() {
int i;
void *node;
int prt_len = 0;
void **ptrs = NULL;
for (i = 0; i < 10; i++) {
node = malloc(100);
ptrs = realloc(ptrs, sizeof(void*) * ++prt_len);
ptrs[prt_len-1] = node;
/* code */
}
for (i = 0; i < prt_len; i++) {
free(ptrs[i]);
}
free(ptrs);
return 0;
}
Note: You should probably re-think your algorithm if you need to employ such methods!
Otherwise see sarnold's answer.
then how do I free up all the memory that I have made with all the loops if I only have a pointer left pointing to the last malloc that happened?
You can't. You just created a giant memory leak.
You have to keep track of every chunk of memory you malloc() and free() it when you're done using it.
You can not. You need to store all the pointer to free the memory. if you are saving those pointer somewhere then only you can free the memory.

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