What is the real difference between Pointers and References? - c

AKA - What's this obsession with pointers?
Having only really used modern, object oriented languages like ActionScript, Java and C#, I don't really understand the importance of pointers and what you use them for. What am I missing out on here?

It's all just indirection: The ability to not deal with data, but say "I'll direct you to some data, over there". You have the same concept in Java and C#, but only in reference format.
The key differences are that references are effectively immutable signposts - they always point to something. This is useful, and easy to understand, but less flexible than the C pointer model. C pointers are signposts that you can happily rewrite. You know that the string you're looking for is next door to the string being pointed at? Well, just slightly alter the signpost.
This couples well with C's "close to the bone, low level knowledge required" approach. We know that a char* foo consists of a set of characters beginning at the location pointed to by the foo signpost. If we also know that the string is at least 10 characters long, we can change the signpost to (foo + 5) to point at then same string, but start half the length in.
This flexibility is useful when you know what you're doing, and death if you don't (where "know" is more than just "know the language", it's "know the exact state of the program"). Get it wrong, and your signpost is directing you off the edge of a cliff. References don't let you fiddle, so you're much more confident that you can follow them without risk (especially when coupled with rules like "A referenced object will never disappear", as in most Garbage collected languages).

You're missing out on a lot! Understanding how the computer works on lower levels is very useful in several situations. C and assembler will do that for you.
Basically a pointer lets you write stuff to any point in the computer's memory. On more primitive hardware/OS or in embedded systems this actually might do something useful. Say turn the blinkenlichts on and off again.
Of course this doesn't work on modern systems. The operating system is the Lord and Master of main memory. If you try to access a wrong memory location, your process will pay for its hubris with its life.
In C, pointers are the way of passing references to data. When you call a function, you don't want to copy a million bits to a stack. Instead you just tell where the data resides in the main memory. In other words, you give a pointer to the data.
To some extent that is what happens even with Java. You pass references to objects, not the objects themselves. Remember, ultimately every object is a set of bits in the computer main memory.

Pointers are for directly manipulating the contents of memory.
It's up to you whether you think this is a good thing to do, but it's the basis of how anything gets done in C or assembler.
High-level languages hide pointers behind the scenes: for example a reference in Java is implemented as a pointer in almost any JVM you'll come across, which is why it's called NullPointerException rather than NullReferenceException. But it doesn't let the programmer directly access the memory address it points to, and it can't be modified to take a value other than the address of an object of the correct type. So it doesn't offer the same power (and responsibility) that pointers in low-level languages do.
[Edit: this is an answer to the question 'what's this obsession with pointers?'. All I've compared is assembler/C-style pointers with Java references. The question title has since changed: had I set out to answer the new question I might have mentioned references in languages other than Java]

This is like asking, “what's this obsession with CPU instructions? Do I miss out on something by not sprinkling x86 MOV instructions all over the place?”
You just need pointers when programming on a low level. In most higher-level programming language implementations, pointers are used just as extensively as in C, but hidden from the user by the compiler.
So... Don't worry. You're using pointers already -- and without the dangers of doing so incorrectly, too. :)

I see pointers as a manual transmission in a car. If you learn to drive with a car that has an automatic transmission, that won't make for a bad driver. And you can still do most everything that the drivers that learned on a manual transmission can do. There will just be a hole in your knowledge of driving. If you had to drive a manual you'd probably be in trouble. Sure, it is easy to understand the basic concept of it, but once you have to do a hill start, you're screwed. But, there is still a place for manual transmissions. For instance, race car drivers need to be able to shift to get the car to respond in the most optimal way to the current racing conditions. Having a manual transmission is very important to their success.
This is very similar to programming right now. There is a need for C/C++ development on some software. Some examples are high-end 3D games, low level embedded software, things where speed is a critical part of the software's purpose, and a lower level language that allows you closer access to the actual data that needs to be processed is key to that performance. However, for most programmers this is not the case and not knowing pointers is not crippling. However, I do believe everybody can benefit from learning about C and pointers, and manual transmissions too.

Since you have been programming in object-oriented languages, let me put it this way.
You get Object A instantiate Object B, and you pass it as a method parameter to Object C. The Object C modifies some values in the Object B. When you are back to Object A's code, you can see the changed value in Object B. Why is this so?
Because you passed in a reference of Object B to Object C, not made another copy of Object B. So Object A and Object C both hold references to the same Object B in memory. Changes from one place and be seen in another. This is called By Reference.
Now, if you use primitive types instead, like int or float, and pass them as method parameters, changes in Object C cannot be seen by Object A, because Object A merely passed a copy instead of a reference of its own copy of the variable. This is called By Value.
You probably already knew that.
Coming back to the C language, Function A passes to Function B some variables. These function parameters are natively copies, By Value. In order for Function B to manipulate the copy belonging to Function A, Function A must pass a pointer to the variable, so that it becomes a pass By Reference.
"Hey, here's the memory address to my integer variable. Put the new value at that address location and I will pick up later."
Note the concept is similar but not 100% analogous. Pointers can do a lot more than just passing "by reference". Pointers allow functions to manipulate arbitrary locations of memory to whatever value required. Pointers are also used to point to new addresses of execution code to dynamically execute arbitrary logic, not just data variables. Pointers may even point to other pointers (double pointer). That is powerful but also pretty easy to introduce hard-to-detect bugs and security vulnerabilities.

If you haven't seen pointers before, you're surely missing out on this mini-gem:
void strcpy(char *dest, char *src)
{
while(*dest++ = *src++);
}

Historically, what made programming possible was the realization that memory locations could hold computer instructions, not just data.
Pointers arose from the realization that memory locations could also hold the address of other memory locations, thus giving us indirection. Without pointers (at a low level) most complicated data structures would be impossible. No linked-lists, binary-trees or hash-tables. No pass by reference, only by value. Since pointers can point to code, without them we would also have no virtual functions or function look up tables.

I use pointers and references heavily in my day to day work...in managed code (C#, Java) and unmanaged (C++, C). I learned about how to deal with pointers and what they are by the master himself...[Binky!!][1] Nothing else needs to be said ;)
The difference between a pointer and reference is this. A pointer is an address to some block of memory. It can be rewritten or in other words, reassigned to some other block of memory. A reference is simply a renaming of some object. It can only be assigned once! Once it is assigned to an object, it cannot be assigned to another. A reference is not an address, it is another name for the variable. Check out C++ FAQ for more on this.
Link1
LInk2

I'm currently waist-deep in designing some high level enterprise software in which chunks of data (stored in an SQL database, in this case) are referenced by 1 or more other entities. If a chunk of data remains when no more entities reference it, we're wasting storage. If a reference points so data that's not present, that's a big problem too.
There's a strong analogy to be made between our issues, and those of memory management in a language that uses pointers. It's tremendously useful to be able to talk to my colleagues in terms of that analogy. Not deleting unreferenced data is a "memory leak". A reference that goes nowhere is a "dangling pointer". We can choose explicit "frees", or we can implement "garbage collection" using "reference counting".
So here, understanding low-level memory management is helping design high-level applications.
In Java you're using pointers all the time. Most variables are pointers to objects - which is why:
StringBuffer x = new StringBuffer("Hello");
StringBuffer y = x;
x.append(" boys");
System.out.println(y);
... prints "Hello boys" and not "Hello".
The only difference in C is that it's common to add and subtract from pointers - and if you get the logic wrong you can end up messing with data you shouldn't be touching.

Strings are fundamental to C (and other related languages). When programming in C, you must manage your memory. You don't just say "okay, I'll need a bunch of strings"; you need to think about the data structure. How much memory do you need? When will you allocate it? When will you free it? Let's say you want 10 strings, each with no more than 80 characters.
Okay, each string is an array of characters (81 characters - you mustn't forget the null or you'll be sorry!) and then each string is itself in an array. The final result will be a multidimensional array something like
char dict[10][81];
Note, incidentally, that dict isn't a "string" or an "array", or a "char". It's a pointer. When you try to print one of those strings, all you're doing is passing the address of a single character; C assumes that if it just starts printing characters it will eventually hit a null. And it assumes that if you are at the start of one string, and you jump forward 81 bytes, you'll be at the start of the next string. And, in fact taking your pointer and adding 81 bytes to it is the only possible way to jump to the next string.
So, why are pointers important? Because you can't do anything without them. You can't even do something simple like print out a bunch of strings; you certainly can't do anything interesting like implement linked lists, or hashes, or queues, or trees, or a file system, or some memory management code, or a kernel or...whatever. You NEED to understand them because C just hands you a block of memory and let's you do the rest, and doing anything with a block of raw memory requires pointers.
Also many people suggest that the ability to understand pointers correlates highly with programming skill. Joel has made this argument, among others. For example
Now, I freely admit that programming with pointers is not needed in 90% of the code written today, and in fact, it's downright dangerous in production code. OK. That's fine. And functional programming is just not used much in practice. Agreed.
But it's still important for some of the most exciting programming jobs. Without pointers, for example, you'd never be able to work on the Linux kernel. You can't understand a line of code in Linux, or, indeed, any operating system, without really understanding pointers.
From here. Excellent article.

To be honest, most seasoned developers will have a laugh (hopefully friendly) if you don't know pointers.
At my previous Job we had two new hires last year (just graduated) that didn't know about pointers, and that alone was the topic of conversation with them for about a week. No one could believe how someone could graduate without knowing pointers...

References in C++ are fundamentally different from references in Java or .NET languages; .NET languages have special types called "byrefs" which behave much like C++ "references".
A C++ reference or .NET byref (I'll use the latter term, to distinguish from .NET references) is a special type which doesn't hold a variable, but rather holds information sufficient to identify a variable (or something that can behave as one, such as an array slot) held elsewhere. Byrefs are generally only used as function parameters/arguments, and are intended to be ephemeral. Code which passes a byref to a function guarantees that the variable which is identified thereby will exist at least until that function returns, and functions generally guarantee not to keep any copy of a byref after they return (note that in C++ the latter restriction is not enforced). Thus, byrefs cannot outlive the variables identified thereby.
In Java and .NET languages, a reference is a type that identifies a heap object; each heap object has an associated class, and code in the heap object's class can access data stored in the object. Heap objects may grant outside code limited or full access to the data stored therein, and/or allow outside code to call certain methods within their class. Using a reference to calling a method of its class will cause that reference to be made available to that method, which may then use it to access data (even private data) within the heap object.
What makes references special in Java and .NET languages is that they maintain, as an absolute invariant, that every non-null reference will continue to identify the same heap object as long as that reference exists. Once no reference to a heap object exists anywhere in the universe, the heap object will simply cease to exist, but there is no way a heap object can cease to exist while any reference to it exists, nor is there any way for a "normal" reference to a heap object to spontaneously become anything other than a reference to that object. Both Java and .NET do have special "weak reference" types, but even they uphold the invariant. If no non-weak references to an object exist anywhere in the universe, then any existing weak references will be invalidated; once that occurs, there won't be any references to the object and it can thus be invalidated.
Pointers, like both C++ references and Java/.NET references, identify objects, but unlike the aforementioned types of references they can outlive the objects they identify. If the object identified by a pointer ceases to exist but the pointer itself does not, any attempt to use the pointer will result in Undefined Behavior. If a pointer isn't known either to be null or to identify an object that presently exists, there's no standard-defined way to do anything with that pointer other than overwrite it with something else. It's perfectly legitimate for a pointer to continue to exist after the object identified thereby has ceased to do so, provided that nothing ever uses the pointer, but it's necessary that something outside the pointer indicate whether or not it's safe to use because there's no way to ask the pointer itself.
The key difference between pointers and references (of either type) is that references can always be asked if they are valid (they'll either be valid or identifiable as null), and if observed to be valid they will remain so as long as they exist. Pointers cannot be asked if they are valid, and the system will do nothing to ensure that pointers don't become invalid, nor allow pointers that become invalid to be recognized as such.

For a long time I didn't understand pointers, but I understood array addressing. So I'd usually put together some storage area for objects in an array, and then use an index to that array as the 'pointer' concept.
SomeObject store[100];
int a_ptr = 20;
SomeObject A = store[a_ptr];
One problem with this approach is that after I modified 'A', I'd have to reassign it to the 'store' array in order for the changes to be permanent:
store[a_ptr] = A;
Behind the scenes, the programming language was doing several copy-operations. Most of the time this didn't affect performance. It mostly made the code error-prone and repetitive.
After I learned to understand pointers, I moved away from implementing the array addressing approach. The analogy is still pretty valid. Just consider that the 'store' array is managed by the programming language's run-time.
SomeObject A;
SomeObject* a_ptr = &A;
// Any changes to a_ptr's contents hereafter will affect
// the one-true-object that it addresses. No need to reassign.
Nowadays, I only use pointers when I can't legitimately copy an object. There are a bunch of reasons why this might be the case:
To avoid an expensive object-copy
operation for the sake of
performance.
Some other factor doesn't permit an
object-copy operation.
You want a function call to have
side-effects on an object (don't
pass the object, pass the pointer
thereto).
In some languages- if you want to
return more than one value from a
function (though generally
avoided).

Pointers are the most pragmatic way of representing indirection in lower-level programming languages.

Pointers are important! They "point" to a memory address, and many internal structures are represented as pointers, IE, An array of strings is actually a list of pointers to pointers! Pointers can also be used for updating variables passed to functions.

You need them if you want to generate "objects" at runtime without pre allocate memory on the stack

Parameter efficency - passing a pointer (Int - 4 bytes) as opposed to copying a whole (arbitarily large) object.
Java classes are passed via reference (basically a pointer) also btw, its just that in java that's hidden from the programmer.

Programming in languages like C and C++ you are much closer to the "metal". Pointers hold a memory location where your variables, data, functions etc. live. You can pass a pointer around instead of passing by value (copying your variables and data).
There are two things that are difficult with pointers:
Pointers on pointers, addressing, etc. can get very cryptic. It leads to errors, and it is hard to read.
Memory that pointers point to is often allocated from the heap, which means you are responsible for releasing that memory. Bigger your application gets, harder it is to keep up with this requirement, and you end up with memory leaks that are hard to track down.
You could compare pointer behavior to how Java objects are passed around, with the exception that in Java you do not have to worry about freeing the memory as this is handled by garbage collection. This way you get the good things about pointers but do not have to deal with the negatives. You can still get memory leaks in Java of course if you do not de-reference your objects but that is a different matter.

Also just something to note, you can use pointers in C# (as opposed to normal references) by marking a block of code as unsafe. Then you can run around changing memory addresses directly and do pointer arithmetic and all that fun stuff. It's great for very fast image manipulation (the only place I personally have used it).
As far as I know Java and ActionScript don't support unsafe code and pointers.

I am always distressed by the focus on such things as pointers or references in high-level languages. It's really useful to think at a higher level of abstraction in terms of the behavior of objects (or even just functions) as opposed to thinking in terms of "let me see, if I send the address of this thing to there, then that thing will return me a pointer to something else"
Consider even a simple swap function. If you have
void swap(int & a, int & b)
or
procedure Swap(var a, b : integer)
then interpret these to mean that the values can be changed. The fact that this is being implemented by passing the addresses of the variables is just a distraction from the purpose.
Same with objects --- don't think of object identifiers as pointers or references to "stuff". Instead, just think of them as, well, OBJECTS, to which you can send messages. Even in primitive languages like C++, you can go a lot further a lot faster by thinking (and writing) at as high a level as possible.

Write more than 2 lines of c or c++ and you'll find out.
They are "pointers" to the memory location of a variable. It is like passing a variable by reference kinda.

Related

Why does Passing Pointers as input arguments allow "swapping" and other possibly unintended side effects?

C beginner. Below is a page from the lecture notes at my university (4 hours total to learn structured programming). The procedure manages to change the places that global pointers address, despite not having any output. This is confusing as hell, and seems a dangerous thing to be allowed. Can anyone explain what is happening in the second case, and how it happens. Ie: how are the normal rules bypassed?
I know this has been asked from a "I want to use this" background here and less generally in other places. But I am asking why this is allowed, when normally, changing values in a function would produce no effect unless they are returned?
That is basically the whole purpose of having pointers: you can change the values contained at a location in memory, and you can share the same pointer between different pieces of code.
In C, you can make a pointer to almost anything, and then pass that pointer to another function so that the other function can modify the object the pointer points to. Whew, that's a mouthful. C and C++ are fairly unusual in letting you make pointers so freely, many other languages have tight restrictions on what pointers can point to. Java, for example, only allows pointers to point to object instances, and you can't do pointer arithmetic. (Yes, Java has pointers.)
And yes, it is "dangerous", in the sense that it's easy to write incorrect programs that misuse pointers. Dangling pointers, buffer overflows, null pointer dereferencing, and many other types of programming errors are possible in C because of the way pointers work. If you're lucky, your program will crash and you can debug it. If you're unlucky, it won't crash.
The danger in using pointers is one of the primary motivations between other languages such as Java, things like std::unique_ptr<> in C++, C#, Rust, Go, etc. If you are writing C, you just have to be careful. So, why use C? Sometimes, you need to use those pointers and scribble over memory however you want. The Linux kernel is mostly written in C, and plenty of language runtimes are at least partially written in C (I know this applies at least to Python, Java, and Go).
People still write in assembly language, too. Sometimes even C doesn't let you do what you need.

Finding roots for garbage collection in C

I'm trying to implement a simple mark and sweep garbage collector in C. The first step of the algorithm is finding the roots. So my question is how can I find the roots in a C program?
In the programs using malloc, I'll be using the custom allocator. This custom allocator is all that will be called from the C program, and may be a custom init().
How does garbage collector knows what all the pointers(roots) are in the program? Also, given a pointer of a custom type how does it get all pointers inside that?
For example, if there's a pointer p pointing to a class list, which has another pointer inside it.. say q. How does garbage collector knows about it, so that it can mark it?
Update: How about if I send all the pointer names and types to GC when I init it? Similarly, the structure of different types can also be sent so that GC can traverse the tree. Is this even a sane idea or am I just going crazy?
First off, garbage collectors in C, without extensive compiler and OS support, have to be conservative, because you cannot distinguish between a legitimate pointer and an integer that happens to have a value that looks like a pointer. And even conservative garbage collectors are hard to implement. Like, really hard. And often, you will need to constrain the language in order to get something acceptable: for instance, it might be impossible to correctly collect memory if pointers are hidden or obfuscated. If you allocate 100 bytes and only keep a pointer to the tenth byte of the allocation, your GC is unlikely to figure out that you still need the block since it will see no reference to the beginning. Another very important constraint to control is the memory alignment: if pointers can be on unaligned memory, your collector can be slowed down by a factor of 10x or worse.
To find roots, you need to know where your stacks start, and where your stacks end. Notice the plural form: each thread has its own stack, and you might need to account for that, depending on your objectives. To know where a stack starts, without entering into platform-specific details (that I probably wouldn't be able to provide anyways), you can use assembly code inside the main function of the current thread (just main in a non-threaded executable) to query the stack register (esp on x86, rsp on x86_64 to name those two only). Gcc and clang support a language extension that lets you assign a variable permanently to a register, which should make it easy for you:
register void* stack asm("esp"); // replace esp with the name of your stack reg
(register is a standard language keyword that is most of the time ignored by today's compilers, but coupled with asm("register_name"), it lets you do some nasty stuff.)
To ensure you don't forget important roots, you should defer the actual work of the main function to another one. (On x86 platforms, you can also query ebp/rbp, the stack frame base pointers, instead, and still do your actual work in the main function.)
int main(int argc, const char** argv, const char** envp)
{
register void* stack asm("esp");
// put stack somewhere
return do_main(argc, argv, envp);
}
Once you enter your GC to do collection, you need to query the current stack pointer for the thread you've interrupted. You will need design-specific and/or platform-specific calls for that (though if you get something to execute on the same thread, the technique above will still work).
The actual hunt for roots starts now. Good news: most ABIs will require stack frames to be aligned on a boundary greater than the size of a pointer, which means that if you trust every pointer to be on aligned memory, you can treat your whole stack as a intptr_t* and check if any pattern inside looks like any of your managed pointers.
Obviously, there are other roots. Global variables can (theoretically) be roots, and fields inside structures can be roots too. Registers can also have pointers to objects. You need to separately account for global variables that can be roots (or forbid that altogether, which isn't a bad idea in my opinion) because automatic discovery of those would be hard (at least, I wouldn't know how to do it on any platform).
These roots can lead to references on the heap, where things can go awry if you don't take care.
Since not all platforms provide malloc introspection (as far as I know), you need to implement the concept of scanned memory--that is, memory that your GC knows about. It needs to know at least the address and the size of each of such allocation. When you get a reference to one of these, you simply scan them for pointers, just like you did for the stack. (This means that you should take care that your pointers are aligned. This is normally the case if you let your compiler do its job, but you still need to be careful when you use third-party APIs).
This also means that you cannot put references to collectable memory to places where the GC can't reach it. And this is where it hurts the most and where you need to be extra-careful. Otherwise, if your platform supports malloc introspection, you can easily tell the size of each allocation you get a pointer to and make sure you don't overrun them.
This just scratches the surface of the topic. Garbage collectors are extremely complex, even when single-threaded. When you add threads to the mix, you enter a whole new world of hurt.
Apple has implemented such a conservative GC for the Objective-C language and dubbed it libauto. They have open-sourced it, along with a good part of the low-level technologies of Mac OS X, and you can find the source here.
I can only quote Hot Licks here: good luck!
Okay, before I go even further, I forgot something very important: compiler optimizations can break the GC. If your compiler is not aware of your GC, it can very well never put certain roots on the stack (only dealing with them in registers), and you're going to miss them. This is not too problematic for single-threaded programs if you can inspect registers, but again, a huge mess for multithreaded programs.
Also be very careful about the interruptibility of allocations: you must make sure that your GC cannot kick in while you're returning a new pointer because it could collect it right before it is assigned to a root, and when your program resumes it would assign that new dangling pointer to your program.
And here's an update to address the edit:
Update: How about if I send all the pointer names and types to GC when
I init it? Similarly, the structure of different types can also be
sent so that GC can traverse the tree. Is this even a sane idea or am
I just going crazy?
I guess you could allocate our memory then register it with the GC to tell it that it should be a managed resource. That would solve the interruptability problem. But then, be careful about what you send to third-party libraries, because if they keep a reference to it, your GC might not be able to detect it since they won't register their data structures with your GC.
And you likely won't be able to do that with roots on the stack.
The roots are basically all static and automatic object pointers. Static pointers would be linked inside the load modules. Automatic pointers must be found by scanning stack frames. Of course, you have no idea where in the stack frames the automatic pointers are.
Once you have the roots you need to scan objects and find all the pointers inside them. (This would include pointer arrays.) For that you need to identify the class object and somehow extract from it information about pointer locations. Of course, in C many objects are not virtual and do not have a class pointer within them.
Good luck!!
Added: One technique that could vaguely make your quest possible is "conservative" garbage collection. Since you intend to have your own allocator, you can (somehow) keep track of allocation sizes and locations, so you can pick any pointer-sized chunk out of storage and ask "Might this possibly be a pointer to one of my objects?" You can, of course, never know for sure, since random data might "look like" a pointer to one of your objects, but still you can, through this mechanism, scan a chunk of storage (like a frame in the call stack, or an individual object) and identify all the possible objects it might address.
With a conservative collector you cannot safely do object relocation/compaction (where you modify pointers to objects as you move them) since you might accidentally modify "random" data that looks like an object pointer but is in fact meaningful data to some application. But you can identify unused objects and free up the space they occupy for reuse. With proper design it's possible to have a very effective non-compacting GC.
(However, if your version of C allows unaligned pointers scanning could be very slow, since you'd have to try every variation on byte alignment.)

C Language: Why does malloc() return a pointer, and not the value?

From my understanding of C it seems that you are supposed to use malloc(size) whenever you are trying to initialize, for instance, an array whose size you do not know of until runtime.
But I was wondering why the function malloc() returns a pointer to the location of the variable and why you even need that.
Basically, why doesn't C just hide it all from you, so that whenever you do something like this:
// 'n' gets stdin'ed from the user
...
int someArray[n];
for(int i = 0; i < n; i++)
someArray[i] = 5;
you can do it without ever having to call malloc() or some other function? Do other languages do it like this (by hiding the memory properties/location altogether)? I feel that as a beginner this whole process of dealing with the memory locations of variables you use just confuse programmers (and since other languages don't use it, C seems to make a simple initialization process such as this overly complicated)...
Basically, what I'm trying to ask is why malloc() is even necessary, because why the language doesn't take care of all that for you internally without the programmer having to be concerned about or having to see memory. Thanks
*edit: Ok, maybe there are some versions of C that I'm not aware of that allows you to forgo the use of malloc() but let's try to ignore that for now...
C lets you manage every little bit of your program. You can manage when memory gets allocated; you can manage when it gets deallocated; you can manage how to grow a small allocation, etc.
If you prefer not to manage that and let the compiler do it for you, use another language.
Actually C99 allows this (so you're not the only one thinking of it). The feature is called VLA (VAriable Length Array).
It's legal to read an int and then have an array of that size:
int n;
fscanf("%d", &n);
int array[n];
Of course there are limitations since malloc uses the heap and VLAs use the stack (so the VLAs can't be as big as the malloced objects).
*edit: Ok, maybe there are some versions of C that I'm not aware of that allows you to forgo the use of malloc() but let's try to ignore
that for now...
So we can concentrate on the flame ?
Basically, what I'm trying to ask is why malloc() is even necessary,
because why the language doesn't take care of all that for you
internally without the programmer having to be concerned about or
having to see memory.
The very point of malloc(), it's raison d'être, it's function, if you will, is to allocate a block of memory. The way we refer to a block of memory in C is by its starting address, which is by definition a pointer.
C is close to 40 years old, and it's not nearly as "high level" as some more modern languages. Some languages, like Java, attempt to prevent mistakes and simplify programming by hiding pointers and explicit memory management from the programmer. C is not like that. Why? Because it just isn't.
Basically, what I'm trying to ask is why malloc() is even necessary, because why the language doesn't take care of all that for you internally without the programmer having to be concerned about or having to see memory. Thanks
One of the hallmarks of C is its simplicity (C compilers are relatively easy to implement); one way of making a language simple is to force the programmer to do all his own memory management. Clearly, other languages do manage objects on the heap for you - Java and C# are modern examples, but the concept isn't new at all; Lisp implementations have been doing it for decades. But that convenience comes at a cost in both compiler complexity and runtime performance.
The Java/C# approach helps eliminate whole classes of memory-management bugs endemic to C (memory leaks, invalid pointer dereferences, etc.). By the same token, C provides a level of control over memory management that allows the programmer to achieve high levels of performance that would be difficult (not impossible) to match in other languages.
If the only purpose of dynamic allocation were to allocate variable-length arrays, then malloc() might not be necessary. (But note that malloc() was around long before variable-length arrays were added to the language.)
But the size of a VLA is fixed (at run time) when the object is created. It can't be resized, and it's deallocated only when you leave the scope in which it's declared. (And VLAs, unlike malloc(), don't have a mechanism for reporting allocation failures.)
malloc() gives you a lot more flexibility.
Consider creating a linked list. Each node is a structure, containing some data and a pointer to the next node in the list. You might know the size of each node in advance, but you don't know how many nodes to allocate. For example, you might read lines from a text file, creating and appending a new node for each line.
You can also use malloc() along with realloc() to create a buffer (say, an array of unsigned char) whose size can be changed after you created it.
Yes, there are languages that don't expose pointers, and that handle memory management for you.
A lot of them are implemented in C.
Maybe the question should be "why do you need something like int array[n] when you can use pointers?"
After all, pointers allow you to keep an object alive beyond the scope it was created in, you can use pointer to slice and dice arrays (for example strchr() returns a pointer to a string), pointers are light-weight objects, so it's cheap to pass them to functions and return them from functions, etc.
But the real answer is "that's how it is". Other options are possible, and the proof is that there are other languages that do other things (and even C99 allows different things).
C is treated as highly developed low-level language, basically malloc is used in dynamic arrays which is a key component in stack & queue. for other languages that hides the pointer part from the developer are not well capable of doing hardware related programming.
The short answer to your question is to ponder this question: What if you also need to control exactly when the memory is de-allocated?
C is a compiled language, not an interpreted one. If you don't know n at compile time, how is the compiler supposed to produce a binary?

Using Structs in Functions

I have a function and i'm accessing a struct's members a lot of times in it.
What I was wondering about is what is the good practice to go about this?
For example:
struct s
{
int x;
int y;
}
and I have allocated memory for 10 objects of that struct using malloc.
So, whenever I need to use only one of the object in a function, I usually create (or is passed as argument) pointer and point it to the required object (My superior told me to avoid array indexing because it adds a calculation when accessing any member of the struct)
But is this the right way? I understand that dereferencing is not as expensive as creating a copy, but what if I'm dereferencing a number of times (like 20 to 30) in the function.
Would it be better if i created temporary variables for the struct variables (only the ones I need, I certainly don't use all the members) and copy over the value and then set the actual struct's value before returning?
Also, is this unnecessary micro optimization? Please note that this is for embedded devices.
This is for an embedded system. So, I can't make any assumptions about what the compiler will do. I can't make any assumptions about word size, or the number of registers, or the cost of accessing off the stack, because you didn't tell me what the architecture is. I used to do embedded code on 8080s when they were new...
OK, so what to do?
Pick a real section of code and code it up. Code it up each of the different ways you have listed above. Compile it. Find the compiler option that forces it to print out the assembly code that is produced. Compile each piece of code with every different set of optimization options. Grab the reference manual for the processor and count the cycles used by each case.
Now you will have real data on which to base a decision. Real data is much better that the opinions of a million highly experience expert programmers. Sit down with your lead programmer and show him the code and the data. He may well show you better ways to code it. If so, recode it his way, compile it, and count the cycles used by his code. Show him how his way worked out.
At the very worst you will have spent a weekend learning something very important about the way your compiler works. You will have examined N ways to code things times M different sets of optimization options. You will have learned a lot about the instruction set of the machine. You will have learned how good, or bad, the compiler is. You will have had a chance to get to know your lead programmer better. And, you will have real data.
Real data is the kind of data that you must have to answer this question. With out that data nothing anyone tells you is anything but an ego based guess. Data answers the question.
Bob Pendleton
First of all, indexing an array is not very expensive (only like one operation more expensive than a pointer dereference, or sometimes none, depending on the situation).
Secondly, most compilers will perform what is called RVO or return value optimisation when returning structs by value. This is where the caller allocates space for the return value of the function it calls, and secretly passes the address of that memory to the function for it to use, and the effect is that no copies are made. It does this automatically, so
struct mystruct blah = func();
Only constructs one object, passes it to func for it to use transparently to the programmer, and no copying need be done.
What I do not know is if you assign an array index the return value of the function, like this:
someArray[0] = func();
will the compiler pass the address of someArray[0] and do RVO that way, or will it just not do that optimisation? You'll have to get a more experienced programmer to answer that. I would guess that the compiler is smart enough to do it though, but it's just a guess.
And yes, I would call it micro optimisation. But we're C programmers. And that's how we roll.
Generally, the case in which you want to make a copy of a passed struct in C is if you want to manipulate the data in place. That is to say, have your changes not be reflected in the struct it self but rather only in the return value. As for which is more expensive, it depends on a lot of things. Many of which change implementation to implementation so I would need more specific information to be more helpful. Though, I would expect, that in an embedded environment you memory is at a greater premium than your processing power. Really this reads like needless micro optimization, your compiler should handle it.
In this case creating temp variable on the stack will be faster. But if your structure is much bigger then you might be better with dereferencing.

pointer vs handles in C (are the terms used to convey separate things?)

Recently, I read a white paper by an individual who refers to a pointer to a struct as a handle. The author was clearly someone who had written C code on the windows platform previously. Googling indicates that windows programmers interact with system components via handles. I am wondering if it is common practice for windows programmers to refer to all struct pointers as handles? Or is the term handle meant to convey something beyond pointer to struct? I am asking as a linux C programmer.
The white paper I am referring to is:
Duff, Heroux, and Pozo. An Overview of the Sparse Basic Linear Algebra Subprograms: The New Standard from the BLAS Technical Forum. ACM Transactions on Mathematical Software, Vol 28, No. 2, June 2002, Pages 239-267.
The term handle generally means some opaque value that has meaning only to the API which produced it. In Win32, the HANDLE type is either a pointer in kernel memory (which applications cannot access anyway) or an index into some kernel-internal array.
A handle is an old and revered concept.
A cookie is much the same thing. Or a GUID. Or a ticket to retrieve your car from a car park, or your coat from a fancy restaurant, etc.
Its any unique value that when presented back to the issuer can be used to track back to the actual thing referred, by whatever opaque mechanism the issuer wants. You may or may not know anything about that process, nor what the underlying thing is, exactly (only conceptually).
It was heavily used by Windows, but it is certainly not unique to Windows.
You would not normally use "handle" to mean "pointer to struct." Handle is more like "token" than like "pointer." It refers to something - file, system resource, memory, state-snapshot, etc. But what-exactly-it-is is based on the context of the handle itself (i.e. who issued the handle).
Handles were also used heavily in early filesystem programming in K&R C.
I use the word handle to mean a pointer that points to an "object" that represents a resource - often an OS resource, whereas a pointer just points to some memory. If you have a handle to something, you shouldn't try to read and write bytes into it directly, but manipulate it through provided methods.
Often handles are implemented as an opaque void *, which is further encouragement not to try to directly dereference it.
Since you refer to handles being used as a pointer to a structure, as used by a Windows programmer, I'll answer within that context. Please note that there are clearly many different kinds of "handles", as it is a generic concept widely used within the computing environment. Certainly you will be familiar with the concept of a file handle; Windows also offers window handles and many other kinds of handles. Having said that:
A "memory handle" (that is similar to a pointer to a struct) is a concept from the land of 16-bit Windows programming, where there was no memory manager in the CPU and all memory management had to be done in software. Essentially, a "handle" was sort of a pointer, but the OS would be free to move around the memory that the handle referred to. You can't do that with a regular pointer, but the handle had functions that would get and release the actual memory address.
With the introduction of Win32, where the CPU had a hardware memory manager, the concept of the memory handle became obsolete. Other types of handles such as file handles and window handles still exist in Win32, but are not pointers to structs.
The term handle is used to mean any technique that lets you access to another object. A handle can be a pointer, a reference, a pointer to a pointer, etc.. But sure its related to classes, objects etc. So handle need not always be a pointer to structure.
-AD.
In the old days of MacOS programming, back before OSX, a handle was a pointer to a pointer. That allowed the OS to move things around without invalidating the user's pointers. There were rules on when we could assume the pointed-to object wouldn't move, which I don't remember.
The term "handle" didn't orignate on Windows, though it became widespread among Windows programmers.
In the C standard library (stdio.h), file handles are pointers to a data structure used by the C library.
Pure Unix programming uses file descriptors, which are indexes into a kernel data structure, but pointers have been used as handles in Unix for over 30 years.
"Handle" is a logical term, not a physical one. It's meant as a proxy to a physical object to code that has more intimate knowledge of the object. A pointer to a struct is one such proxy, but there are many other possibilites.
No, it is not particularly common amongst Windows programmers to refer to pointers as handles, but doing so isn't WRONG either. The term "handle" is usually used to describe something you use to access something through, and in that sense are all pointers handles (but not all handles are pointers). Win32's handles are AFAIK usually not pointers, but instead indices to internal OS tables - but this might change in future versions of Windows.
A handle is a generic term for a reference (not specifically a C++ reference) to an object.
A pointer is a subset of handle, since it points to objects.
A foreign key in a database is also a handle, since it points to records in other tables; and it is not a pointer.
In the Windows API environment, they used the abstract term handle so they could use an integer into a table, a pointer, or other methods, without interfering with the client; IOW, defining an abstract interface.
In summary, a handle can be something other than a pointer, such as an integer index or an object containing more details about the object (such as a smart pointer).
I'm probably older than most of the respondents, having earned a living coding in C on both the early (late 80s) Macintosh and both 16 and 32-bit Windows. In those ancient times (when an IBM mainframe might have only 256k of memory) a handle was always a pointer (or table offset) to a memory pointer.
As a previous respondent mentioned, that allowed tables of pointers to memory blocks to be managed by the OS without invalidating the "handles" used by the programmer. Unfortunately, I do not remember how we guaranteed that an allocated block would not be moved while we using the handle.
Windows defines handles for many things. They're not necessarily pointers at all -- some are, but others are things like offsets into particular tables. A few are intentionally obfuscated. There are handles for everything from windows to device contexts to bitmaps, and so on.
In any case, a handle is normally intended as an opaque data type -- i.e. you're not supposed to know anything about its value, only a set of predefined operations that can use it to accomplish various tasks. I believe C++/CLI also has a pointer-like object that's called a handle. I believe it's supposed to be closer to an opaque data type though -- if memory serves, you're not allowed to do any pointer arithmetic on them.
Handles are generally pointers that you don't directly need to dereference. Rather you pass them to API calls which operate on the underlying structs.
Historically on Windows, handles were not pointers. You would lock the handle to get a pointer before using it, and unlock it when you were done (and the pointer would become invalid). In the days before paged memory, old-school Windows did it's own memory management by swapping out resources only referenced by handles and swap them back in when they got locked. In practice, this made memory management a nightmare, but allowed Windows to simulate virtual memory on systems without hardware support for it.
A pointer is definitely different than a handle. A pointer is an address of something unspecified in memory. A pointer to a structure can be called a "handle" (usually by using 'typedef').
A handle is a concept used in writing the windows operating system.
A pointer is a part of the C language.
Actually a pointer is a variable which contains the address of another variable,but a handle is a pointer to a pointer i.e a pointer which contains the address of another pointer
FOR EX:
int x=10;
int *a=&x;// this is a simple pointer
int *b=a;// this is a handle
A handle is a number, the pointer is not a handle
// storage
char data[0xFFFF] = {0} ;
// pointer aka "iterator"
char * storage_pointer = & data[42];
// handle
size_t storage_handle = 42 ;
The key difference or if you prefer to call it the "advantage" of handles is one can try to deduce if the handle is valid or if you prefer the term, "dangling".
I do use handles whenever feasible. Here is a good article on advantages and implementation practices.

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