Pass by value-doesn't execute as I want it [duplicate] - c

This question already has answers here:
What's the difference between passing by reference vs. passing by value?
(18 answers)
Closed 7 years ago.
I do not understand the concept of pass by value in C. Here is my function:
void add(int x){
x = x+1;
}
and when I call the function:
int y=3;
add(y);
but when I compile, I still get 3. I've been told it has something to do with pass-by-value but I still do not understand? Can anyone explain why?

Pass by value creates a copy of the argument. It is this copy that is changed in the function
void add(int x){
x = x+1;
}
Thus the change you make is made to the copy and not the variable in your main scope (that you are expecting to see changed).
If you want to change a variable within a function by passing it as a parameter you cannot pass by value. You could change your function to pass by pointer like this
void add(int* x){
*x = *x + 1;
}
and pass the address of an integer to the function like this
int y=3;
add(&y);
within main()
The pointer is still passed by value so it is a copy of the pointer that is being acted on, but this doesn't matter as you are not changing the pointer itself, you are changing the value of the variable it points to.

This function:
void add(int x) {
x = x + 1;
}
Essentially says this: create a function named add, that returns nothing (void), and takes a single integer argument x. Then you call the function:
y = 3;
add(y);
This says "Set the variable named y to 3. Now call the add() function passing as an argument the current value of y, namely 3. This is no different from
add(3);
The argument x is entirely local to the function add(). It exists only inside the function, and does not affect anything outside it.
So your function dutifully adds 1 to the number you gave it, and then throws it away. Just like you told it to.
C has no "pass by reference" like other languages, where you can tell a function to act on a variable itself rather than its current value. It does, however, have pointers, which can accomplish similar things.

All function arguments in C are passed by value. That means that the parameter (in this case, x defined in add) is initialized to a copy of the value of the argument (in this case, y, which has the value 3).
Since x is a local variable, executing
x = x + 1;
changes the value of x, but that change has no effect after the function returns and x no longer exists.
Note that the argument doesn't have to be the name of a variable. You can legally call your function like this:
add(42);
x is initialized to 42 -- but x = x + 1 certainly isn't going to change the value of 42.
If you want to modify the value, you can have the function return the new value:
int add(int x) {
return x + 1;
}
The caller can do anything it likes with the result, including assigning it back to the variable:
int y = 3;
y = add(y);
Or you can pass the address of the object you want to modify:
int add(int *x) {
*x = *x + 1;
}
and then the caller can do this:
int y = 3;
add(&y);
This is still pass-by-value, but the value being passed is a pointer value, the address of x. It's how we can emulate pass-by-reference in C.

You can solve above by using the code :
int add(int x)
{ x=x+1;
return x;}
then use
a new variable like
k= add(y);
and then print k.

Related

If a variable is defined previously and is waiting on a function to return a value, what is the value of that variable?

This is for programming in C.
Say I had the follow code in my program:
int fun1(int x);
int main (void)
{
int a = 5;
a = fun1(10);
}
int fun1(int x)
{
\\Program arbitrarily ends here
return x;
}
In my memory diagram what would the value of a be assuming the program terminates before fun1 is able to return a value? Would the value of a be undetermined (??) or would it be 5?
The value of a is already initialized to 5. Now, according to the condition, you want to know the results of that circumstance when the fun1() ends before it could return a value; assume the following:
int fun1(int x)
{
// return x;
}
Here we've supposed the function quits before returning the value.
You'll still get the output 5 before, during or after execution of the program since it returns nothing but the variable a is preassigned to 5 and it can't be changed to 10 unless the function returns 10 and assigns to the variable.
But remember, if you don't assign anything to a, then it may show an unexpected value (I got 4195638 when used printf() for a).

Why is this function not pure?

In the Wikipedia article https://en.wikipedia.org/wiki/Pure_function#Impure_functions it says that the following function is not pure.
int f(int* x)
{
return *x;
}
Why is that? The function would return the same value for the same argument right? Would it be considered pure if it was a non-mutable reference, as in the following?
int f2(const int* x)
{
return *x;
}
f isn't pure because its return value isn't necessary the same for the same arguments. You could call f twice with the same inputs and get different outputs. The following program demonstrates this:
#include <stdio.h>
int main() {
int i = 3;
int * const x = &i;
printf("%d\n", f(x));
i = 4;
printf("%d\n", f(x));
return 0;
}
Because x doesn't change between the two calls, the second call to f(x) could be optimized away (in favour of reusing the result from the first call) if f was pure. Obviously, that could produce the wrong result, so f isn't pure.
f2 isn't pure for the same reason.
Rule 1 says:
Its return value is the same for the same arguments (no variation with local static variables, non-local variables, mutable reference arguments or input streams from I/O devices).
The point is that the argument is not the value pointed by x but rather the address of the pointer. You're passing an address to the function.
Since you can change the pointed data and pass the same address then you have different return values.
Of course this wouldn't be true if f or f2 returned int* instead that int. In that case the same argument would lead to the same return value.

Changing value of a variable in C

Why should one change the value of the main variable and NOT the COPY of the variable.
I have a method
int plusInt(int x){
return ++x;
}
When this function is called, a new stack frame is created, with the copy of x and not the original variable. So this changes this copy's value?
Q: If I want to change the value of the original variable I use a pointer to it and then increase a value right? Eg:
int plusIntPointer(int *x){
return ++*x;
}
But what is the use/why would someone want to change the value of the original variable and not the copy?
So this changes this copy's value?
Exactly, as the function has only the copy, and not the original variable, as a local variable.
If I want to change the value of the original variable I use a pointer to it and then increase a value right?
Right again. The reason you use a pointer is to pass the address of the variable to the function.
But what is the use/why would someone want to change the value of the original variable and not the copy?
The reason is that any changes to the copy will be lost after your function ends and you return to the calling function.
For example, let's assume that you want to use a function in order to swap the values of two variables. Then, you have to change the original values. Your function should be like this :
void swap(int *x, int *y)
{
int temp = *x;
*x = *y;
*y = *temp;
}
and you should call it like this :
swap(&a, &b);
This way, the changes will remain even when you return to the calling function.
If you just change the copies, the variables will not have swapped values when you return to the calling function!!!
Let's say you want to make a function that swaps two variables. Then you need to do this:
void swap(int *a, int *b)
{
int temp = *a;
*a = *b;
*b = *temp;
}
...
void swapwrong(int a, int b) // wont work as intended
{
int temp = a;
a = b;
b = temp;
}
...
int a = 1, b = 2 ;
swap(&a, &b);
printf ("after swap : a=%d b=%d\n", a,b);
swapwrong(&a, &b);
printf ("after swapwrong : a=%d b=%d\n", a,b);
This will print
after swap : a=2 b=1
after swapwrong : a=2 b=1
So this changes this copy's value?
Yes. Only the copy that is local to plusInt
If I want to change the value of the original variable I use a pointer to it and then increase a value right?
Yes. To change a variable in another scope we must preform an indirection. That is achieved by passing the variables address.
But what is the use/why would someone want to change the value of the original variable and not the copy?
The simplest use case one comes across early while learning to program, is when trying to insert a node into the head of a linked list. Your addition function must modify the structure in a calling context.
Well, maybe this is not the simplest. Consider this function
void swap_ints(int l, int r) {
int t = l; l = r; r = t;
}
int main(void) {
int x = 1, y = 2;
swap_ints(x, y);
// Were they swapped?
}
But what is the use/why would someone want to change the value of the
original variable and not the copy?
You can change the copy variable, but this variable will not be available when you code exits the function.
Also, we don't generally call a function just for doing a simple increment. The code
int plusInt(int x){
return ++x;
}
can very well in replace as
x++
instead of calling a function. In optimized mode, compilers may decide to get rid of this function by in-lining the change the code wants to do
We use copy variables in many cases, e.g displaying the value of the variable or in the places where you don't want to reflect any accidental changes
There are many applications of the passing parameters to a function by the pointer. E.g.:
When you pass a parameters to a function, as you mentioned, a space in the stack is allocated and such parameters are copied to this space. This operation may be an expensive, so you may consider to pass such parameters by the pointer. Then the pointer to your data will be passed to your function (i.e., will be copied to the stack). In such case you may consider to put the const with such parameters to prevent an "unexpected" changing of their values (as usually done with the char*).
Sometimes you actually need to change a value of such parameter. Pay your attention to that this will be done "in-place". I.e. there will no a copying operations. In the (modified) your example we may to do something like this:
void increment(int* i)
{
if(i)
++*i;
}
In this example there is no any copying operations (as far of the input parameters, as of the result of the function). Moreover, as you can see, we can to pass the NULL as the value of the i. An algorithm of your function may to handle such the case in a different ways (e.g., to skip this parameter etc).
Using of this method of parameter's passing is suggests itself when you need to change a value of many parameters in one function.

Using a void type procedure to change a variable in C

I need to figure out how to use a void type function to change a value in another function, so I'm trying to write a practice program that uses a procedure to change an integer from 5 to 4 and then prints the new integer (should be 4).
#include <stdio.h>
#include <stdlib.h>
void change(int x)
{
x = 4;
}
int main(int argc, char **argv)
{
int z = 5;
change(z);
printf("%d\n",z);
return 0;
}
This prints 5 at the end. I can tell there's some kind of issue with scope here, but I can't figure out how to resolve it. I also can't print within the procedure, so that solution is out of the question. I'd really appreciate any help!
To change a variable within another function, that isn't in the scope of the function, you must pass the variable by pointer.
void change(int *x)
{
*x = 4;
}
And call the function using change(&z).
If the variable isn't passed by pointer, then only the variable inside the scope of the function will change, but not its argument.
In C, function arguments are always passed by value. This means that any changes made to a value in a function are not reflected in the caller. That is what's happening in your case.
Fortunately, you can pass a pointer (by value of course) instead. This allows you, via dereferencing, to change the value that the pointer is pointing to.
To do this, adjust the prototype of your function to
void change(int* x)
Then, within that function, use
*x = 4;
And, finally, call the function using
change(&z);
You need to pass the address of the variable and then you can change the value of the variable.
void change(int *x)
{
*x = 4;
}
Now the invoking function will have new value of x which is 4.
You can pass a pointer to the function, like so:
void change(int *x)

Understanding functions and pointers in C

This is a very simple question but what does the following function prototype mean?
int square( int y, size_t* x )
what dose the size_t* mean? I know size_t is a data type (int >=0). But how do I read the * attached to it? Is it a pointer to the memory location for x? In general I'm having trouble with this stuff, and if anybody could provide a handy reference, I'd appreciate it.
Thanks everybody. I understand what a pointer is, but I guess I have a hard hard time understanding the relationship between pointers and functions. When I see a function prototype defined as int sq(int x, int y), then it is perfectly clear to me what is going on. However, when I see something like int sq( int x, int* y), then I cannot--for the life of me--understand what the second parameter really means. On some level I understand it means "passing a pointer" but I don't understand things well enough to manipulate it on my own.
How about a tutorial on understanding pointers?
In this case however, the pointer is probably used to modify/return the value. In C, there are two basic mechanisms in which a function can return a value (please forgive the dumb example):
It can return the value directly:
float square_root( float x )
{
if ( x >= 0 )
return sqrt( x );
return 0;
}
Or it can return by a pointer:
int square_root( float x, float* result )
{
if ( x >= 0 )
{
*result = sqrt( result );
return 1;
}
return 0;
}
The first one is called:
float a = square_root( 12.0 );
... while the latter:
float b;
square_root( 12.00, &b );
Note that the latter example will also allow you to check whether the value returned was real -- this mechanism is widely used in C libraries, where the return value of a function usually denotes success (or the lack of it) while the values themselves are returned via parameters.
Hence with the latter you could write:
float sqresult;
if ( !square_root( myvar, &sqresult ) )
{
// signal error
}
else
{
// value is good, continue using sqresult!
}
*x means that x is a pointer to a memory location of type size_t.
You can set the location with x = &y;
or set the value were x points to with: *x = 0;
If you need further information take a look at: Pointers
The prototype means that the function takes one integer arg and one arg which is a pointer to a size_t type. size_t is a type defined in a header file, usually to be an unsigned int, but the reason for not just using "unsigned int* x" is to give compiler writers flexibility to use something else.
A pointer is a value that holds a memory address. If I write
int x = 42;
then the compiler will allocate 4 bytes in memory and remember the location any time I use x. If I want to pass that location explicitly, I can create a pointer and assign to it the address of x:
int* ptr = &x;
Now I can pass around ptr to functions that expect a int* for an argument, and I can use ptr by dereferencing:
cout << *ptr + 1;
will print out 43.
There are a number of reasons you might want to use pointers instead of values. 1) you avoid copy-constructing structs and classes when you pass to a function 2) you can have more than one handle to a variable 3) it is the only way to manipulate variables on the heap 4) you can use them to pass results out of a function by writing to the location pointed to by an arg
Pointer Basics
Pointers And Memory
In response to your last comment, I'll try and explain.
You know that variables hold a value, and the type of the variable tells you what kind of values it can hold. So an int type variable can hold an integer number that falls within a certain range. If I declare a function like:
int sq(int x);
...then that means that the sq function needs you to supply a value which is an integer number, and it will return a value that is also an integer number.
If a variable is declared with a pointer type, it means that the value of that variable itself is "the location of another variable". So an int * type variable can hold as its value, "the location of another variable, and that other variable has int type". Then we can extend that to functions:
int sqp(int * x);
That means that the sqp function needs to you to supply a value which is itself the location of an int type variable. That means I could call it like so:
int p;
int q;
p = sqp(&q);
(&q just means "give me the location of q, not its value"). Within sqp, I could use that pointer like this:
int sqp(int * x)
{
*x = 10;
return 20;
}
(*x means "act on the variable at the location given by x, not x itself").
size_t *x means you are passing a pointer to a size_t 'instance'.
There are a couple of reasons you want to pass a pointer.
So that the function can modify the caller's variable. C uses pass-by-value so that modifying a parameter inside a function does not modify the original variable.
For performance reasons. If a parameter is a structure, pass-by-value means you have to copy the struct. If the struct is big enough this could cause a performance hit.
There's a further interpretation given this is a parameter to a function.
When you use pointers (something*) in a function's argument and you pass a variable you are not passing a value, you are passing a reference (a "pointer") to a value. Any changes made to the variable inside the function are done to the variable to which it refers, i.e. the variable outside the function.
You still have to pass the correct type - there are two ways to do this; either use a pointer in the calling routine or use the & (addressof) operator.
I've just written this quickly to demonstrate:
#include <stdio.h>
void add(int one, int* two)
{
*two += one;
}
int main()
{
int x = 5;
int y = 7;
add(x,&y);
printf("%d %d\n", x, y);
return 0;
}
This is how things like scanf work.
int square( int y, size_t* x );
This declares a function that takes two arguments - an integer, and a pointer to unsigned (probably large) integer, and returns an integer.
size_t is unsigned integer type (usually a typedef) returned by sizeof() operator.
* (star) signals pointer type (e.g. int* ptr; makes ptr to be pointer to integer) when used in declarations (and casts), or dereference of a pointer when used at lvalue or rvalue (*ptr = 10; assigns ten to memory pointed to by ptr). It's just our luck that the same symbol is used for multiplication (Pascal, for example, uses ^ for pointers).
At the point of function declaration the names of the parameters (x and y here) don't really matter. You can define your function with different parameter names in the .c file. The caller of the function is only interested in the types and number of function parameters, and the return type.
When you define the function, the parameters now name local variables, whose values are assigned by the caller.
Pointer function parameters are used when passing objects by reference or as output parameters where you pass in a pointer to location where the function stores output value.
C is beautiful and simple language :)
U said that u know what int sq(int x, int y) is.It means we are passing two variables x,y as aguements to the function sq.Say sq function is called from main() function as in
main()
{
/*some code*/
x=sr(a,b);
/*some other code*/
}
int sq(int x,int y)
{
/*code*/
}
any operations done on x,y in sq function does not effect the values a,b
while in
main()
{
/*some code*/
x=sq(a,&b);
/*some other code*/
}
int sq(int x,int* y)
{
/*code*/
}
the operations done on y will modify the value of b,because we are referring to b
so, if you want to modify original values, use pointers.
If you want to use those values, then no need of using pointers.
most of the explanation above is quite well explained. I would like to add the application point of view of this kind of argument passing.
1) when a function has to return more than one value it cannot be done by using more than one return type(trivial, and we all know that).In order to achieve that passing pointers to the function as arguments will provide a way to reflect the changes made inside the function being called(eg:sqrt) in the calling function(eg:main)
Eg: silly but gives you a scenario
//a function is used to get two random numbers into x,y in the main function
int main()
{
int x,y;
generate_rand(&x,&y);
//now x,y contain random values generated by the function
}
void generate_rand(int *x,int *y)
{
*x=rand()%100;
*y=rand()%100;
}
2)when passing an object(a class' object or a structure etc) is a costly process (i.e if the size is too huge then memory n other constraints etc)
eg: instead of passing a structure to a function as an argument, the pointer could be handy as the pointer can be used to access the structure but also saves memory as you are not storing the structure in the temporary location(or stack)
just a couple of examples.. hope it helps..
2 years on and still no answer accepted? Alright, I'll try and explain it...
Let's take the two functions you've mentioned in your question:
int sq_A(int x, int y)
You know this - it's a function called sq_A which takes two int parameters. Easy.
int sq_B(int x, int* y)
This is a function called sq_B which takes two parameters:
Parameter 1 is an int
Parameter 2 is a pointer. This is a pointer that points to an int
So, when we call sq_B(), we need to pass a pointer as the second
parameter. We can't just pass any pointer though - it must be a pointer to an int type.
For example:
int sq_B(int x, int* y) {
/* do something with x and y and return a value */
}
int main() {
int t = 6;
int u = 24;
int result;
result = sq_B(t, &u);
return 0;
}
In main(), variable u is an int. To obtain a pointer to u, we
use the & operator - &u. This means "address of u", and is a
pointer.
Because u is an int, &u is a pointer to an int (or int *), which is the type specified by parameter 2 of sq_B().
Any questions?

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