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Tiêu đề Introduction to C and C++
Tác giả Stan Trujillo
Trường học Game Institute
Chuyên ngành C and C++ Programming
Thể loại Giáo trình
Năm xuất bản 2001
Thành phố Not specified
Định dạng
Số trang 42
Dung lượng 377,46 KB

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Instead there is at least one step that is required to convert source code into executable form.. These languages require a program called a compiler that reads source code and converts

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© 2001, eInstitute, Inc

You may print one copy of this document for your own personal use

You agree to destroy any worn copy prior to printing another You may

not distribute this document in paper, fax, magnetic, electronic or other

telecommunications format to anyone else

This is the companion text to the www.gameinstitute.com course of the

same title With minor modifications made for print formatting, it is

identical to the viewable text, but without the audio

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Table of Contents

Introduction 4

Fundamentals 4

C++ Language Features 6

Development tools 7

C++ Mechanics 8

The preprocessor 9

The Compiler 10

The Linker 11

Compilation Process 11

Project files 12

Release and Debug Builds 13

Windows applications types 13

Hello World 14

Keywords 15

Code Formatting 16

Naming Conventions 17

Compile and Run 17

Comments 18

Data Types 19

The IntMult Sample 23

Functions 25

The Celcius Sample 27

Conditionals 30

Switch Statements 33

Loops 34

The Grid Sample 35

The Ascii Sample 38

More About Functions 40

Exercises 42

What’s next? 42

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Introduction

A GameInstitute course by Stan Trujillo

Although it certainly wasn’t always the case, there is a great deal of information on C++ available in the form of books, courses, and tutorials This course differs from this existing body of information in several ways First, as a GameInstitute course, the goal of this course is to teach C++ to programmers who intend

to pursue game programming Unlike most C++ courses, the final assignment is not to write a student enrollment system or a sports statistics application Our goal is to write games, so this course strives to build the foundation necessary for game programming

Another way in which this course differs is that, in addition to covering language features, we’ll talk about how these features are typically used in game programming Some C++ features that are rarely used

in games are covered summarily, while other features those that are use in games extensively—are covered in detail

Finally, because games are complex applications that involve the mixing and coordination of many different types of systems (graphics, sound, user input, etc.), and because the structure of game

applications differs significantly from the typical business or web application, we will focus on using C++

to define the game application as a whole The alternative is to cover each topic independently, leaving you with the task of combining all of the topics into a single application, which usually serves to frustrate

as much as to educate

Still, before we can successfully tackle most of the larger issues that face game programmers, we must achieve a certain level of familiarity with C++ We’ll therefore start with three lessons that focus on the C++ language In the latter three lessons, we’ll use this foundation to explore game programming

Learning to program games requires an understanding of programming concepts and programming languages We’ll cover both in this course, but the conceptual portions are fairly brief and to the point This is a C++ course, and as such the primary focus is the C++ code required for game programming The material is therefore full of code snippets and sample programs This code is carefully explained, and every effort is made to keep the complexity to a minimum Also, the important portions of the code typically appear in bold to draw attention to the specific commands or language syntax to which the surrounding material refers

Fundamentals

In some ways, computers have changed radically since they were first invented From early models, which occupied huge rooms and yet provided far less performance and storage space than today’s Palm Pilot, computers have gotten smaller and faster at an amazing pace Computer languages have changed too During the early years of computing there was only one computer language: machine language The programmers that worked with these machines were working in the machine’s native tongue—a language in which very simple instructions such as “copy”, “add”, and “multiply” were represented as numeric codes The data that was manipulated by these instructions was also referred to in numeric form—either as literal numeric values, or as the memory addresses where the data was stored The

machine language instructions, or codes, were used to manipulate the data stored at various memory addresses, and entire programs were written in this fashion

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Writing programs in machine language was both simple and complicated It was simple because you were working with just a handful of instructions and a slew of memory addresses at which data could be stored and retrieved But machine language was complicated because each program is nothing but numbers Some numbers represent instructions, some represent memory addresses, and some represent literal values As a result, writing, deciphering, and maintaining these programs was time consuming and

painstaking work Humans just aren’t good at manipulating pages and pages of numbers

The problem is that computers and humans speak very different languages Forcing humans to speak the native language of the machine, although necessary at one time, is very taxing for humans In order to write large, reliable, and easily upgradeable software systems, humans needed to design a better way to communicate with the computer

Today there are a slew of computer languages, all of which address the issue of human/machine

communication in its own way In all cases these languages are more natural for human use due to the use

of abstraction Even very detail-oriented languages, such as assembly language, use abstractions

Assembly language provides human-readable names to be used for both instructions and data, abstracting the underling numeric values Other languages, such as Visual Basic, Java, C, and C++ also use

abstractions, but to a much higher degree

The more abstract the language, the less the language is like machine language Highly abstract languages cater to the way that humans think, and not to the way that computers operate With a modern language, programmers don’t have manage numeric codes, but more importantly, are not limited to the commands that the hardware provides These languages allow new, complex instructions to be defined that are just as easy to use as the native computer hardware instructions Instead of being limited to commands such as

“copy”, “add”, and “multiply”, these languages can be extended to include very powerful and specific commands such as “update database”, “fire weapons”, or “draw explosion”

Computer hardware has gotten much, much faster And computer languages have gotten much, much more powerful But, while computer hardware now provides millions of times more performance than early hardware, it really hasn’t changed that much It still uses very simple numeric instructions that indicate operations such as “copy”, “add”, and “multiply”, and it still uses memory addresses to store and retrieve data How can languages have evolved to be so abstract when the underlying hardware remains largely the same? The answer is that the computer now performs much more work than it used to

With machine language, the program, or source code that the programmer wrote was exactly the same as

that which the computer executed The source code was the program With all other languages, the source

code is not the same as the instructions that the computer executes Instead there is at least one step that is required to convert source code into executable form This is accomplished in one of two ways,

depending on the language being used

Languages such as Java and early versions of Visual Basic, for example, are interpreted languages This means that in order for source code to be executed, an interpreter is required These interpreters are themselves programs—which are specialized to read source code and convert it into a set of operations that are in turn executed by the hardware Alternatively, languages such as C, C++, and modern versions

of Visual Basic are compiled languages These languages require a program called a compiler that reads

source code and converts it into machine language

Interpreted languages, because they require source code to be converted at runtime (at the time that execution is to take place), is slower than the compiled equivalent Compiled languages, by requiring that the highly complex conversion process take place before execution, provide better runtime performance

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In both cases, the computer is expected to perform extra steps to convert source code into something that the computer understands Now, instead of learning the computer’s native tongue, we write software in a language that makes sense to us, and we leave the task of conversion to the computer The computer does more work than it used to, and humans do less This arrangement works nicely because computers are very good at the type of work that is required to convert source code to machine languages, and, because computers are faster than ever, there is plenty of extra processing power for these conversions

Nevertheless, it is not as though we are free to explain to the computer what we want in plain English We still must learn a computer language such as C++ And, while easier to understand than machine

language, understanding C++ takes some practice Modern computer languages are a compromise

between machine language and truly human languages

C++ Language Features

So far we’ve learned that C++, like all other programming languages except machine language, derives its power through abstraction, and at least part of its speed from the fact that it is a compiled language Now let’s talk about how C++ compares to other languages, and what makes it a natural choice for game programming

C++ is sometimes referred to as a mid-level language a reference to its level of abstraction C++ is more abstract and therefore higher level than assembly language, and yet less abstract and lower level than a scripting language such as JavaScript This mid-level status is part of the reason that C++ makes a good game programming language C++ is low-level enough to allow very detailed instruction, and yet high-level enough to allow for very complex concepts to be expressed and organized Both are important for game programming, which must address the computer hardware at a very low-level, and yet express and manage high-level concepts such as the imaginary universe in which each game takes place

C++ gets much of its low-level ability from its predecessor C, which allows data to be manipulated with almost as much control as that provided by assembly language Combined with higher-level data handling functionality, this means that data can be manipulated either in large, complex data structures, or down to the most fundamental level: the bit Likewise, both C and C++ are procedural languages, meaning that they both require that code be grouped into functions a function being a set of one or more instructions that the computer is to execute By providing support for the definition of functions and a variety of data types, C and C++ provide the basic building blocks upon which any program can be written

In this respect languages such as C and C++ are not unlike machine language except that names can be given to both functions and data But what if, instead of using a name to represent data, we wanted to use

a memory address to indicate where the data resides, as machine language does? This would allow us to control not only the value of the data, but it’s location in memory as well C and C++ support this ability

with pointers A pointer is special data type that contains a memory address It points to data by

indicating its address

Pointers have a bad reputation They are often mentioned as the primary reason why C and C++ are difficult languages to learn But pointers are very popular with those who have grasped the concept The truth is that pointers can be overused Using pointers just for the heck of it tends to obfuscate code, and is

a common practice for insecure programmers There are situations, however, where pointers are

invaluable We’ll use pointers whenever it is appropriate throughout this course, starting in Lesson 2 While C++ provides the features provided by C (functions and data types), the same is not true in reverse The C language is—for the most part—a subset of C++ C++ extends C by adding high-level features that

make it much more powerful than C The primarily addition takes the form of classes which are

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essentially the marriage of functions and data (The name originally considered for C++ was C with

classes.) In C++, an object is a single instance of a class

In C and C++, functions use data, and data can be manipulated by functions, but classes allow functions and data to be defined as part of a single object This is a simple concept that has powerful connotations, because it allows programs to be modeled more closely on reality By creating objects that contain both a state (the data), and a means for modifying that state (the functions), C++ allows real world entities to be modeled much more accurately and naturally The object-oriented features of C++ make it an ideal language for designing complex systems

Combining functions and data to form objects is a powerful addition on its own, but is multiplied by the fact that objects can be extended to create new, more powerful objects, without modifying the original objects This is called inheritance or polymorphism Inheritance allows a new class of objects to be created by defining only the ways in which the new type of object differs from the original type of object This course introduces C++ starting with the low-level features, and moving to the high-level features In this lesson and continuing in lesson 2 we’ll cover the fundamental features that C++ inherits from C In lesson 3 we’ll delve into C++ specific support for objects In the remainder of the course we’ll build on this foundation by exploring game-specific uses for these language features

Before we get to the C++ language itself, we need to talk about the tools and processes that must be used

in order to convert C++ source code into an executable form Programming, like any other craft, such as carpentry, painting, or mechanics, requires that you become familiar with the tools of the trade before you can fully concentrate on the craft itself Knowing the C++ language is useless if you can’t usher your source code into a usable form, just as knowing how to paint is useless if you don’t know how to acquire and mix the required pigments

Once we have an understanding of the tools with which we’ll be working, we will introduce the

fundamental C++ language topics upon which the remainder of the course—and the rest of your C++ programming career relies

Development tools

Programmers generally come out of two camps: Windows and Unix Programmers familiar with

Windows programming often start with Visual Basic, which provides an Integrated Development

Environment (IDE) An IDE is an application that allows the programmer to create and manage projects, edit code, and compile source code into a form that is machine-readable IDEs typically provide

debugging support as well, which allows the workings of a program to be scrutinized by stepping through the code, line by line, as it is executed IDEs often provide “Code Wizards” capable of generating small projects or injecting code into existing projects in order to add new features When you use an IDE, you usually don’t see the contents of all of the code or the project files that make up each project This has the advantage of allowing you to concentrate on the application specific portions of the code and ignore a significant portion of boilerplate code and configuration data

Unix programmers, on the other hand, usually learn to program using command-line tools In this case, each of the tools required for programming is executed separately There is no common graphical user interface that unifies the programming tools Code is compiled with one tool, linked with another tool, and debugged with yet another tool (we’ll talk about each of these steps in more detail shortly.) In a command-line environment, the management of code modules and projects is done by hand Command-line programming requires a higher level of familiarity with each project component than is required when programming with an IDE

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Windows C++ programming offers both options Visual C++, for example, provides an IDE from which C++ applications can be developed and tested For Visual Basic programmers, switching over to the Visual C++ IDE is fairly painless, as the interface and concepts are similar But C++ has long-standing ties with Unix, and as such still provides command-line tools The Visual C++ IDE, in fact, merely invokes these command-line tools behind the scenes This means that programmers can opt to use these command-line tools directly, and forfeit the use of the IDE But if you’re new to programming, your best bet is to start with an IDE

Despite the fact that Visual C++ currently dominates the C++ market, it is important not to forget that it is not the only option Borland, for example (a company that dominated the C++ development tool market for years before Microsoft, and is in large part responsible for the popularity of C++ on the PC platform) offers a C++ development system called C++ Builder Although it is not nearly as popular as Visual C++,

it is a perfectly good C++ development tool These are just two of the development tools available for Windows, and other platforms, such as Macintosh and Unix have C++ development tools of their own Because the emphasis of this C++ course is game development, and because the vast majority of games and game-related tools are Windows based, we’ll concentrate on the Windows platform This won’t be obvious at first, as the samples that we start with don’t use any Windows-specific features, but later, in order to introduce graphics, we’ll be using Microsoft’s DirectX toolkit, which is Window’s specific The development tools that we’ll focus on are Microsoft Visual C++ and Borland C++, each for different reasons We’ll target Visual C++ because it is by far the most prevalent C++ tool, both for game

development and in general And, whatever your personal feelings about Microsoft, Visual C++ is a very good tool We include Borland in the mix both so that we don’t forget that Visual C++ isn’t the only C++ development tool, and because it is free

In an attempt to attract customers, Borland has made the command-line version of their C++ tools freely available There’s no IDE, but a fully functional version of a very up-to-date tool is yours at not cost (There are free development tools available for Unix, so Unix users will be less surprised at this, but Windows users are less accustomed to free development tools.) So, if you lack the funds to buy Visual C++, or are not inclined to do so for personal reasons, there is an option Each of the samples in this course, in addition to including Visual C++ project files, includes support for the Borland compiler as well The command-line Borland C++ tools are available at this URL:

http://www.borland.com/bcppbuilder/freecompiler/

There is one additional reason why Borland is supported in this course The Borland tools are ANSI compliant ANSI (American National Standards Institute) is an organization through which proposed C++ language features are ratified and thereby ushered into the official version of the language Visual C++ includes many features that are of Microsoft’s own design and are not ANSI compliant By checking your work even if just occasionally with the Borland compiler, you can be sure that you aren’t inadvertently using Microsoft-specific C++ features This is a non-issue if you’re positive that your code need only support Windows, but if you think you might want to use your code on Linux, for example, it is important

to keep an ANSI compliant compiler around

C++ Mechanics

The code required for any C++ program is stored in a standard text file, usually with a cpp extension

The filename main.cpp, for example, might be used to store the primary source code for a project

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Because cpp files are text files, they can be edited with virtually any text editor, such as Windows

Notepad

In practice it is best to use an editor that is intended for C++ The Visual C++ editor, for example,

highlights language keywords and comments using different colors, making the code easier to read (in theory, at least) Starting with Visual C++ 6, the IDE editor also makes suggestions while you type While this feature is of questionable value in a word processor, it is genuinely useful for writing source code, as

it can reduce time spent looking up function names and arguments

The cpp file is human readable, but meaningless to Windows or any other operating system until it is compiled Compiling cpp files is performed with a C++ compiler, but the compiler is actually just one of

the tools required to convert source code into an executable form C++ requires three steps in order to convert source code into an executable form:

The preprocessor

Preprocessing serves several purposes, one of which is to strip any comments out of the code Because code comments are removed by the time the compiler is invoked, the compiler is free to treat everything encountered as code In addition to comment removal, the preprocessor performs these two tasks:

• Macro expansion

• Header file inclusion

C++ macros work on a simple search and replace basis Macros are used to define text that, when found

by the preprocessor, is replaced with other text This is a simple and powerful tool Macros can be used to substitute complex instructions or even sets of instructions with simple names Macros can also be used to give frequently used values or strings simple and logical names This allows multiple uses of a value to be changed just by changing the macro definition Macros can even be used to redefine standard C++ data types

The simple search and replace nature of macros is also what makes them dangerous Unlike the compiler, the preprocessor has a very limited and simplistic understanding of C++ This makes it is easy to write macros that use conflicting data types, or work in one case but fail in others The preprocessor performs

no type or syntax checking on macros, so the task of reporting problems falls to the compiler And, while the compiler will detect and report these problems, it has trouble reporting these errors efficiently because the compiler is using the expanded version of the macro When macros are used, the code you see in your editor is different from the code that the compiler is given Any errors that the compiler reports are therefore reported in terms of the expanded macro, and do not reflect the name of the macro

There’s another reason to be wary of macros Consider, for example, that your program requires a lengthy and frequently used operation Rather than write code for the entire operation each time it is needed, you can write a macro to perform the operation This has the desired effect of centralizing the code required

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for the operation and simplifying the remaining code, but is has a possibly unwanted side effect The preprocessor, each time the macro is used, expands the macro If the macro is used more than once, multiple segments of identical code is expanded into your source code To the compiler, it’s as though you typed in the entire contents of the macro for each usage This can be a waste of memory, and can even have detrimental effects on performance

With C (as opposed to C++) there are several cases where using macros is required, but C++ provides safer alternatives for most of these cases It is therefore usually best to avoid macros Macros do have their place, but it is a good idea to consider other options before using them

Header file expansion is another task that is performed by the preprocessor Header files, which typically

have a h extension, are used to define data structures, macros, and special functions that are common to multiple cpp files Header files are never provided directly to the compiler Instead they are inserted into

cpp files, which in turn are passed to the compiler The preprocessor, whenever it encounters a header file

insertion command in a cpp file, inserts the contents of the header file into the cpp file This is, in fact,

another form of a macro substitution, except that in this case the contents of an entire file are being inserted into the code The preprocessor doesn’t read header files except to remove comments and expand

macros In all other respects the header file is simply pasted into the cpp file

This means that the contents of a header file, once it has been inserted into a cpp file, are treated exactly like the content of a cpp file The compiler doesn’t know or care that the code it is compiling came from a header file or a cpp file Anything that can be put in a cpp file can be put into an h file, and vise

versa Despite this fact, there are rules that should be followed about what gets added to header files We’ll talk about this distinction in Lesson 4

The Compiler

The heart of any C++ development system is the compiler This is the tool that reads C++ source code, in

the form of cpp files, interprets the data structures and code, and converts then into a binary form more

suitable for executables The compiler does not, however, generate the executable output required to run the resulting program This is the task of the linker, which we’ll talk about soon

Unlike the preprocessor, which understands just a few items in a cpp file, the compiler must understand

every character in the source code If the compiler encounters anything that it does not immediately understand, it generates at least one error message, and no output file will be generated

To say that the compiler protests each time it encounters anything that it does not immediately understand

is not an exaggeration In C++, with the exception of the standard data types, every construct that your code uses must first be declared or defined If a variable appears in the code that has not been formally introduced, compilation will fail If a function is called before being either defined or declared in advance, compilation fails (We will talk about the difference between definition and declaration soon.) Unlike Visual Basic, which by default allows variables to be used without having been given a type in advance, C++ is extremely type sensitive No ambiguity about the nature of a variable or function is allowed

If the compiler is able to interpret the contents of a cpp file without any errors, an output file is produced

The output takes the form of an obj, or object file (The term object, in this case, doesn’t have the same

meaning as that used in object oriented programming.) The obj file contains the compiled code in a form

that is very close to that of an executable, but lacks fundamental mechanisms and formatting required for execution

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Also, the obj file often represents only a portion of the code required for a complete application Each

cpp file that is passed to the compiler results in one obj file But a robust C++ program might have

dozens, or even hundreds of cpp files The resulting obj files must be combined and reformatted in order

for an executable to be produced

The Linker

Using the output from the C++ compiler, the linker performs the final tasks required to assemble an

executable The linker, given one or more obj files, attempts to generate a single executable If any

problems are encountered, the linker generates error messages These messages are similar to the error messages produced by the compiler, but linker errors tend to be less common than compiler errors There are also fewer possible linker errors

Unlike the compiler, which generates just one primary type of output file (the obj file), the linker can produce executables (or exe files), library files (.lib files), or Dynamic Link Library files (.dll files) Unlike exe files, which can be executed directly, lib files are used to store collections, or libraries of compiled code Typically lib files are used to store frequently-used functionality that can be used in more

than one final executable For example, if you were running a game development studio, you might use

library files to store code that is shared between game projects In this case the lib file would be necessary for the compilation of each game Once each game is compiled, the code contained within the lib files is included in the executable, so the lib file is not required at runtime

Dynamic Link Libraries are similar to lib files in that they contain compiled code, but are closer in

relation to executables because they are used at run-time In the game studio scenario, common code

might alternatively be stored in a dll file, but the dll would not be required for compilation Instead, each game would require the presence of the dll only during execution Only a header file and a type library describing the dll features are required for compilation

For our purposes, we’ll focus primarily on generating executable files Especially in these early lessons,

our programs are too small to warrant the use of lib or dll files Later, however, when we introduce

graphics and user input code into our programs, we’ll use compiled code libraries

Compilation Process

To summarize the C++ compilation process, our primary concern is source code contained in cpp and h

files To convert this raw source code into an executable form, a compiler, using either an external or internal preprocessor, removes comments, expands macros, and inserts any header files that are used by

each cpp file The result is one obj file per cpp file The final step involves the linker, which converts obj files into an exe, dll, or lib file This process is illustrated below

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Knowing what is involved in assembling C++ programs is important, but, regardless of whether you’re using an IDE or a command-line tool, it’s not necessary to perform each step separately The IDE, or a

command-line make utility will decide if and when each step is necessary, and perform it when necessary

This brings up an important point Most of the time it is not necessary or desirable to perform the entire

compilation process If a game has dozens of cpp files, for example, and you make a change to one of

them, it’s only necessary to compile the modified module The linker can then use the newly compiled

obj file module along with the existing obj files to generate a new executable This saves the time of

compiling the vast majority of code For the small programs that we’ll start with, this is a non-issue, but

as a project grows, it becomes more important It is not uncommon for a full-scale game to take 30 minutes or even an hour for a full compile, even on a fast machine

The C++ compilation process illustrates that many of the file types involved are disposable Since

intermediate files, such as obj files, and final files such as exe and dll files are either the direct or indirect

result of the source code files, they can always be recreated Therefore, for making backups of your source code, or emailing a project to a friend or teammate, there’s little point in including these files This

is good to know, since obj files, and some other compiler specific files, such as the Visual C++ pch file

(precompiled header file) tend to be quite large

Project files

Writing C++ programs primarily involves writing and editing source code files (cpp and h files) But

other types of files are necessary in order to keep track of which source code files belong in a project, and what dependencies exist between these files These files are called project files

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Visual C++ 5 and 6 use the dsp and dsw extensions to denote project files (Visual Studio 7, otherwise known as “Visual Studio.NET” no longer uses the dsp and dsw file extension for project files.)

Command-line compilers use makefiles, which sometimes have a mak extension, but are often named

simply “makefile”

Although these files are not considered to be source code, they have much in common with the cpp and h

files that contain the source code They are text files, they are necessary (or at least very useful) in order for compilation, and recovering them if they are lost or deleted is time consuming As a result, these project files should be treated just like source code files They should be included in backups, modified with care, and should be deleted only if you’re positive that they are no longer needed

This brings us to the subject of the samples and exercises that we’ll study in this course For each sample, you’ll be given source code in the form of cpp and h files, and project files, both in the Visual C++ format and in the Borland command-line makefile format If you are using Visual C++, loading the project is just

a matter of double clicking the dsw file

Borland users will be working from the command prompt Compiling the provided projects means

changing into the directory where you’ve saved the sample files, and launching the make.exe utility

provided with the compiler, which will in turn launch the required tools—in the correct order to compile, and link the project

Release and Debug Builds

By default most C++ projects are configured to produce two different versions of the executable: release and debug On the surface both look the same, but ultimately, the release build is the version that will serve as a final executable version The release build is smaller in size, and provides faster performance because, in preparing this version, the compiler and linker were instructed to include only the essential information, and to optimize for speed

The debug build is a larger and slower version because no optimization is performed, and the debug build includes information that is not required for normal execution For example, the names of your functions and data elements are all embedded into a debug build These names, although vital for reading source code, are normally disposed of by the compiler (Remember, the compiler converts C++ source code to machine language, and machine language doesn’t use text-based names) Despite their speed

disadvantage, debug builds are useful during development because they can be used with debugging tools Debugging tools, or debuggers, allow executables to be run interactively in a way that allows you to see the effect that each line of code is having, allowing problems (bugs) to be located The debugger displays your code, and allows you execute it one line at a time, or up to any other line, and allows you to inspect the current value of each data element along the way In order to display source code and run executable code in a synchronized fashion, the debugger requires a debug build

The Visual C++ IDE provides an integrated debugger, and Borland provides a free version of their

debugger, so you can test debug builds regardless of which compiler you’re using The samples provided with this course include projects files that generate both debug and release builds

Windows applications types

Before we get to our first program, we need to talk about the types of programs that we will be writing—

at least at first The typical windows program, the ones we’re most used to seeing and using in Windows,

are windowed applications C++ can be used to create windowed applications, but these programs are

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considerably more complex than the alternative For this reason we’ll postpone learning about windowed applications for now

The alternative is called a console application Console applications are text-based programs, and are

typically used for fairly utilitarian purposes Console applications don’t support any of the user interface components used in windowed applications such as buttons, checkboxes, or even popup menus Despite their Spartan appearance, console applications offer a key advantage over windowed applications:

simplicity A small console application can be written in as little as 5 lines of code, whereas a simple windowed application requires closer to 50 lines Except for the lack of graphical support, console

applications enjoy every benefit of Windows programming

Hello World

There is a programming tradition that the first program that a student is given is the “Hello World” program In observing this tradition, let’s start with a simple program that, when executed, displays the text “Hello World!” within a console window Here’s what the HelloWorld program looks like when executed:

Admittedly, this is a humble start, but we’ll be writing more complex programs soon enough The

HelloWorld program is implemented with a single cpp file, called HelloWorld.cpp The contents of this

file appears here:

// The HelloWorld sample

The next line has an include directive This is a preprocessor command that indicates to the preprocessor that we intend to use at least one function or data type provided in a header file—in this case the

ostream.h file The ostream.h header file is a standard header file, meaning that it is included with the compiler As such we don’t need to provide this file, nor concern ourselves with its content We include

this file so that we can use the cout object, which we’ll talk about soon Preprocessor directives are

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prefixed with the pound sign (#), so header file inclusions like the one above, and macro definitions (which we’ve yet to see) both begin with the pound sign

HelloWorld is implemented in a single function called main This function is not arbitrarily named The

main function serves as the starting, or entry point for all console applications It is the first function

called, and the last to exit All of the processing that console applications perform takes place either in the

main function, or in a function that the main function calls

The function name, main in this case, is preceded by a return data type, and followed by a parameter list

We’ll talk about return types and parameter lists later in this lesson For now it is enough to know that the

int that precedes the function name indicates that the function is expected to return an integer, or whole

number, and that the empty open and close parentheses indicate that this function takes no parameters C++ uses curly braces ({ }) for several purposes, including defining function bodies The function body

for the main function starts with an opening curly bracket, and ends with a closing bracket The body contains two commands The first, using the standard C++ output object (cout) outputs two items One is

a string (a collection of characters), and the other, endl, is a symbol that indicates end-of-line Both of these items are provided to cout using the << operator This line performs the output of a string to the

console window

C and C++ provide operators to allow the manipulation of data The multiplication operator, for example,

is represented by the asterisk (*), and the addition operator is the plus sign (+) C++ allows programmers

to redefine the meaning of these operators, and even assign meaning to operators that are otherwise not

supported The cout object uses this technique to employ the insertion operator (<<) As a result, data can

be inserted into the output stream that the cout object represents

Using techniques that we’ll discuss in Lesson 3, the cout object defines special meaning to the <<

operator In the HelloWorld sample, this operator is used to send a text string to the output window, but

the cout object is not limited to displaying text Numeric values can also be displayed, simply by sending them to cout will the << operator We’ll use this ability later when we learn about the C++ data types Finally, the main function uses the return command to indicate a return value and terminate the function The HelloWorld function always returns zero, which, in the case of the main function, typically indicates that no errors occurred The main function return value is typically ignored, so in this case the return

value is not important

Keywords

Although there aren’t many, some words are part of the C++ language These words are called keywords,

and cannot be used as function or variable names So far we’ve used just one C++ keyword: return

These are the keywords that we’ll use in this lesson:

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• while

• do

The word main is a special function name, but is not a C++ keyword Likewise, cout is part of the

standard C++ library, but not part of the language Throughout this course, when introducing new

symbols, we’ll take care to indicate whether they are C++ keywords, symbols provided by the standard library, or items created specifically for this course Also, we’ll occasionally use a function name in a code snippet that doesn’t actually exist at all, but is just used as an example

Code Formatting

Each of the instructions in the main function body is terminated with a semicolon C++ uses semicolons

to terminate commands and data types definitions Forgetting any of these semicolons will result in a compiler error Omitted semicolons are probably the most common beginner mistake (Semicolons are used so often in C++ that before long you’re likely to start putting semicolons after constructs that don’t require them.)

The fact that semicolons are required to terminate statements may seem counterintuitive because—to a human—it is obvious where each statement ends After all, each instruction appears on a separate line But C++ is a free-form language We’ve included each instruction on a separate line purely for

readability The compiler ignores virtually all spaces, tabs and carriage returns, so semicolons are

required in order to discern one statement from the next Because the compiler ignores spacing and

formatting, we could have written the main function on one line, like this:

int main(){cout<<"Hello World!"<<endl;return 0;}

This code will compile, and will result in exactly the same executable as the previous version, but is hard for humans to read (Even if you happen to prefer this formatting, you would become extremely

unpopular with anyone that had to read your code.) Notice that in the example above the space that appears between the words Hello and World Unlike the other spaces, this one is significant because it appears in a string Omitting this space would change the output of the sample

Although it isn’t strictly required, the C++ community, borrowing heavily from standards developed by the C community, has adopted formatting guidelines that are largely agreed upon For example, each statement typically appears on a separate line, and each line is indented according to scope We’ll talk about scope in the next lesson For now, it is enough to know that the statements within the main function are indented by one tab because they are within a function

There are, however C++ code formatting guidelines are not universally agreed upon The majority of Windows C++ programmers for example, always “line up their curlies” Each closing curly bracket is indented the same as its matching opening bracket, regardless of what is between them The alternative is

to leave the opening curly bracket trailing on the previous line, like this:

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professional programming teams agree, either by will or by dictate, on a general set of style guidelines Habits adopted now may have to be un-learned later if you find yourself working on a team

Naming Conventions

C++ programmers also agree on a few naming conventions for function names, variable names, macro names, and so forth For example, function names typically begin with a capitalized letter, while variable names typically begin with a lowercase letter Macro names often are names with all upper-case letters That, however, is about the extent to which the majority of programmers agree The remainder of

conventions depend on the platform (Unix, Windows, Macintosh), and the personal taste of the individual

or individuals involved There are a few conventions that are common in Windows programming that you will inevitably encounter, even if they aren’t used in this course

Although we haven’t talked about classes yet (we will in Lesson 3), many programmers (including those

that write code for Microsoft), prefix class names with a capital ‘C’ CObject, CWinApp, CBitmap, for

example, are the names of classes in Microsoft’s MFC library (Microsoft Foundation Classes)

The majority of Windows programmers also use a naming convention known as Hungarian notation

This convention is specific to the naming of variables, and dictates that the variable name be prefixed with one or more letters that identify the type of the variable This results in variable names such as

pszRegistryName and lpArg

Partially because these conventions obscure the readability of code (especially when you’re first

beginning to learn C++), and partially because I don’t happen to be a fan of these conventions, we’ll forgo some of these naming conventions in this course We will follow the basic rules, which are virtually universal, but not the more Microsoft specific conventions such as Hungarian notation

Compile and Run

Before we continue, it’s important that you actually compile and run the HelloWorld sample, both to familiarize yourself with the development tools, and to insure that the tool is installed and working correctly If you’re using Visual C++, you can load the project either by double clicking on the

HelloWorld.dsw file, or, from within the Visual C++ IDE, using the File|Load Workspace menu option to display the workspace selection dialog and navigating to the HellowWorld.dsw file Once the project is loaded into Visual C++ it can be compiled by pressing F7 or using the Build|Build HelloWorld.exe menu option

If you’re using Borland C++, you’ll need to launch a command prompt window from the Windows Start|Programs|Accessories menu, and navigate, with the cd (Change Directory) command to the directory

where you unpacked the sample files Then run the make.exe utility (See the message board for

instructions on how to configure Borland C++.)

Regardless of whether you’re using Visual C++ or the Borland tools, the sample should compile and link without errors If not, and you’re unable to figure out the reason, post a message on the message board and I’ll help you find the problem

Once the sample has been compiled, you’ll find that the development tool has generated Release and Debug versions of an executable file called HelloWorld.exe Visual C++ will place these executables in sub-directories named Release and Debug The Borland tools will use the directory names bccRelease and bccDebug

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To run the new executable, command line users can simply enter bccDebug\HelloWorld and press return (to run the debug version) Visual C++ can launch newly generated executables from the IDE using F5 (the Debug version of the project is enabled by default) Given the way our sample works however, there

is one problem with this approach

Programs that are run via the Visual C++ IDE are launched in a separate window, and this window closes

as soon as execution is complete For the HelloWorld sample, this means that a console window will be displayed briefly, and then will disappear before you have a chance to read the output One remedy for this situation provides us an opportunity to add some functionality to the same We need to add code to cause the HelloWorld to pause before exiting

This can be accomplished with the getch function, which halts the execution of a program until a key is pressed First, we’ll need to include the header file that defines the getch function, and then we’ll need to call getch after the sample output has been displayed, but before the main function returns We should

also add a message explaining that the user should press a key With these additions the HelloWorld sample looks like this:

// HelloWorld with a “press any key” message

#include <ostream.h>

#include <conio.h>

int main()

{

cout << "Hello World!" << endl;

cout << endl << "Press any key" << endl;

getch();

return 0;

}

This version includes two header files, one for cout (ostream.h) and one for getch (conio.h), and uses the

cout object twice Notice that and extra endl is used in the second usage to produce a blank line between

the two output lines Now the sample can be run from Visual C++, and the console window will remain visible until a key is pressed

Comments

Although meaningless to the compiler, comments can be a very important part of any project, especially for ongoing projects or projects with multiple programmers Even for code that you’re sure no one else will ever see, it is often useful to leave comments for yourself, either because a section of code is

confusing, or because—over time—you’re likely to get foggy about exactly how the code works

In academic settings students are sometimes encouraged to comment every function I had instructors that insisted that each function, no matter how small, be documented with a paragraph describing its purpose, the input parameters, the output parameters, and any assumptions that the function makes Taken literally, this practice can be not only unnecessary, but wasteful Most small functions and larger functions that are appropriately named just don’t require documentation Their purpose is evident Time spent writing comments—especially detailed comments—can be time taken away from writing good code

Alternatively, commenting complex functions, or sections of code that merit special comment is always a good idea Comments should also be used to point out what might not be obvious about the code If the name of a function needs explanation, then perhaps the function should be renamed If it’s unclear which

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parameters are for input and which for output, perhaps the names are misleading Comments should not

be used as an alternative to writing well-structured, clear, and concise code A good example of a useful comment is one that briefly summarizes the workings of a long, complex function

C++ supports two different comment formats The first is a carry-over from C, and uses the sequence ‘/*’

to start a comment block and ‘*/’ to terminate the comment This type of comment is typically used for comment blocks that span multiple lines, like this:

/*

The CheckCollisions() function scans the player and

projectile lists looking for collisions If a hit is detected,

the damage to the player is calculated and added to

his damage rating and the projectile is destroyed This

function never removes players from the player list

*/

This comment, in addition to being an example of a multiple-line comment, is an example of an

informative comment because it is brief yet coherent, and it explains things that would take longer to learn by reading the code Any text that appears between the comment indicators is either ignored by the compiler, or removed by the preprocessor before the code is given to the compiler

The second comment style is specific to C++ and applies to single lines This comment uses a double slash notation (‘//’) Here are two examples:

// BUGFIX: 4/5/99 – fixed bogus scoring in network version

flush(); // flush the output because the next operation is lengthy

Any text that appears after the double slash, up to the end of the line, is treated as a comment and ignored

by the compiler Single line comments can start at any point on a line, so they can follow code, as in the second example

There are some compiler-specific variations Nested comments are sometimes supported, but usually require enabling compiler settings This is an example of a nested comment:

/*

(typically a large comment block spanning multiple pages)

/* todo: group chat support */

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What is a data type? A data type is a language construct that is used to describe a single data element Data types are concepts, or descriptions—they don’t actually exist in a program They do, however, describe data that exists in those programs C++ uses data types to define how much memory is required

to store a given data element, and which operations can legally be performed on the data

If data types don’t actually exist in a program, what are they good for? Among other things, which we’ll

discuss later in this lesson, data types can be used to create variables A variable is an instance of a data

type A variable is tangible—it exists in the program It occupies the amount of memory specified by its

data type, and is variable because it can be used to store any value that is legal for its data type

Cars can be used as an analogy The auto maker, before manufacturing or ordering a single part, creates a blueprint, or specification for a car At this point the car exists in theory only The blueprint specifies the engine size, and transmission ratios, and even how that car looks, and yet the blueprint has nothing in common with the car The blueprint cannot be fueled, cannot contain passengers, and cannot be driven The blueprint is not the car, but the blueprint can be used to manufacture not just one, but millions of cars Data types are like blueprints, and variables are like cars

Creating a variable from a data type is a declaration To declare a variable is to create a new variable

using a data type Variable declaration has this basic syntax:

datatype variablename;

The data type appears first, and is followed by any number of spaces or tabs (a single space is typical) The variable name follows, which is any name of your choosing, so long as it begins with a letter or an underscore (use of leading underscores is legal but discouraged) Variable names cannot include symbols such as the dollar or pound sign The declaration much be terminated with a

semicolon Declaring an integer, for example, might look like this:

int playerScore;

This declaration creates a new variable that has playerScore for a name, and int as a data type The value

of playerScore is undefined This means that it has a value, but the value is unknown because it hasn’t

been explicitly determined This variable could be anything, and could also be different each time the program is executed Clearly, using this variable before a known value has been assigned to it would lead

to unpredictable results Variables that are declared but not assigned to a known value are uninitialized

variables, and are a common source of bugs A value can be assigned to playerScore with the assignment

operator, which is the standard equal sign (=), like this:

playerScore = 0;

Notice that even with a simple assignment, the terminating semicolon is required Variables can also be assigned an initial value as soon as they are declared:

int playerScore = 0;

This is a short hand syntax that is not allowed in most languages

More than one variable can be declared in a single statement, as long as they are of the same type Here are some examples:

int a1, a2, a3, a4, a5; // all variables have undefined values

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int b1= 1, b2 = 2, b3; // only b3 has an undefined value

int c1 = 4, c2 = c1; // both c1 and c2 are equal to 4

Initializing each variable is entirely optional, even when multiple variables are being declared in a single statement

Now that we know what a data type is and how to use it to declare variables, let’s talk about the C++ data

types So far we’ve seen the int data type used—as a return type for the main function Another important

type is the void data type, which is used to indicate no type A function that has void as a return type returns no value at all

The int and void types are just two of the data types that are built into C and C++ These data types are

called intrinsic types, and, with the exception of the void type, can be divided into these categories:

• Boolean

• Integer

• Floating point

• String

The Boolean data type, supported in C++ as bool, is used to indicate binary values Technically this

means that a Boolean can be either one or zero, but conceptually Booleans are more usually thought of as being either true or false Although a Boolean can be expressed in memory as a single bit, C++ uses a byte (8 bits) to represent Booleans

Until fairly recently, the Boolean type wasn’t a native C++ type, but currently C++ provides Boolean

support with the bool type In addition, two new symbols have been added to the language to support the

bool type: true and false, which can be used to assign and inspect the value of Booleans

Whole numbers are supported by the C++ integer category, for which these keywords are provided

In a sense, only int is a data type The rest, short, long, signed, and unsigned, can be used as data types

by themselves, or as data type qualifiers that modify the meaning of the int type For example, these two

variables have the same type:

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