我知道这是一个非常基本的问题,但在用高级语言编写了几个项目之后,我刚刚开始了一些基本的c++编程。

基本上我有三个问题:

为什么使用指针而不是普通变量? 我应该在何时何地使用指针? 如何在数组中使用指针?


当前回答

Pointers allow you to refer to the same space in memory from multiple locations. This means that you can update memory in one location and the change can be seen from another location in your program. You will also save space by being able to share components in your data structures. You should use pointers any place where you need to obtain and pass around the address to a specific spot in memory. You can also use pointers to navigate arrays: An array is a block of contiguous memory that has been allocated with a specific type. The name of the array contains the value of the starting spot of the array. When you add 1, that takes you to the second spot. This allows you to write loops that increment a pointer that slides down the array without having an explicit counter for use in accessing the array.

下面是一个C语言的例子:

char hello[] = "hello";

char *p = hello;

while (*p)
{
    *p += 1; // increase the character by one

    p += 1; // move to the next spot
}

printf(hello);

打印

ifmmp

因为它取每个字符的值并加1。

其他回答

以下是我的答案,我不会保证自己是专家,但我在我正在编写的一个库中发现了很棒的指针。在这个库中(它是一个带有OpenGL的图形API:-)),你可以创建一个带有顶点对象的三角形。draw方法取这些三角形对象,然后。根据我创建的顶点对象绘制它们。嗯,没关系。

但是,如果我改变顶点坐标呢?移动它或者在顶点类中使用moveX() ?好吧,现在我必须更新三角形,添加更多的方法和性能是浪费的,因为我必须更新三角形每次顶点移动。虽然不是什么大事,但也没那么好。

现在,如果我有一个有大量顶点和三角形的网格,网格在旋转,移动,等等。我必须更新使用这些顶点的每个三角形,可能在场景中的每个三角形,因为我不知道哪个使用哪个顶点。这需要大量的计算机,如果我在一个景观上有几个网格,天哪!我遇到麻烦了,因为我更新了每个三角形,几乎每一帧,因为这些顶点一直在变化!

对于指针,你不需要更新三角形。

If I had three *Vertex objects per triangle class, not only am i saving room because a zillion triangles don't have three vertex objects which are large themselves, but also these pointers will always point to the Vertices they are meant to, no matter how often the vertices change. Since the pointers still point to the same vertex, the triangles don't change, and the update process is easier to handle. If I confused you, I wouldn't doubt it, I don't pretend to be an expert, just throwing my two cents into the discussion.

在c++中,如果你想使用子类型多态性,你必须使用指针。请参阅这篇文章:没有指针的c++多态性。

真的,仔细想想,这是有道理的。当您使用子类型多态性时,最终,您不知道将调用哪个类或子类的方法实现,因为您不知道实际的类是什么。

使用变量保存未知类的对象的想法与c++在堆栈上存储对象的默认(非指针)模式不兼容,在堆栈中分配的空间量直接对应于类。注意:如果一个类有5个而不是3个实例字段,则需要分配更多的空间。

请注意,如果您使用'&'通过引用传递参数,在幕后仍然涉及到间接(即指针)。'&'只是语法糖,它(1)省去了使用指针语法的麻烦,(2)允许编译器更严格(例如禁止空指针)。

这里有一个略有不同,但有深刻见解的观点,为什么C的许多特性是有意义的:http://steve.yegge.googlepages.com/tour-de-babel#C

基本上,标准的CPU体系结构是Von Neumann体系结构,在这样的机器上,能够引用内存中数据项的位置并对其进行运算是非常有用的。如果您了解汇编语言的任何变体,您将很快看到这在低级别上是多么重要。

c++让指针有点令人困惑,因为它有时会为你管理指针,并以“引用”的形式隐藏它们的效果。如果你直接使用C语言,对指针的需求就更加明显了:没有其他方法可以实现引用调用,它是存储字符串的最佳方式,是迭代数组的最佳方式,等等。

关于你的第二个问题,通常你在编程时不需要使用指针,但是有一个例外,那就是当你创建一个公共API时。

The problem with C++ constructs that people generally use to replace pointers are very dependent on the toolset that you use which is fine when you have all the control you need over the source code, however if you compile a static library with visual studio 2008 for instance and try to use it in a visual studio 2010 you will get a ton of linker errors because the new project is linked with a newer version of STL which is not backwards compatible. Things get even nastier if you compile a DLL and give an import library that people use in a different toolset because in that case your program will crash sooner or later for no apparent reason.

因此,为了将大型数据集从一个库移动到另一个库,如果你不想强迫其他人使用与你使用的相同工具,你可以考虑给一个指向应该复制数据的函数的数组指针。这样做的好处是它甚至不必是一个c风格的数组,你可以使用std::vector并通过给出第一个元素&向量[0]的地址来给出指针,并使用std::vector在内部管理数组。

Another good reason to use pointers in C++ again relates to libraries, consider having a dll that cannot be loaded when your program runs, so if you use an import library then the dependency isn't satisfied and the program crashes. This is the case for instance when you give a public api in a dll alongside your application and you want to access it from other applications. In this case in order to use the API you need to load the dll from its' location (usually it's in a registry key) and then you need to use a function pointer to be able to call functions inside the DLL. Sometimes the people that make the API are nice enough to give you a .h file that contain helper functions to automate this process and give you all the function pointers that you need, but if not you can use LoadLibrary and GetProcAddress on windows and dlopen and dlsym on unix to get them (considering that you know the entire signature of the function).

指针的一种用途(我不会提及在其他人的文章中已经介绍过的内容)是访问未分配的内存。这对于PC编程来说没什么用,但是在嵌入式编程中用于访问内存映射的硬件设备。

在DOS的旧时代,你可以通过声明一个指针直接访问显卡的显存:

unsigned char *pVideoMemory = (unsigned char *)0xA0000000;

许多嵌入式设备仍然使用这种技术。