Iterating through array of object using pointer to array












1















I am new to C++ and working for an assignment, using C++98. I am trying to loop through an array of objects using pointer to array.



It is printing first point correctly, and after that some value.



Here are the code snippets:



struct Point { int x, y; };
int randomNumber(int low, int high ) {
int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
cout << setprecision(2);
return randomNumber;
}

Point *generateCoordinates(int nodesPerBlock) {
Point cities[nodesPerBlock];
for (int i = 0; i < nodesPerBlock; i++) {
cities[i].x = randomNumber(1, 50);
cities[i].y = randomNumber(1, 50);
}
return cities;
}
int main() {
int nodesPerBlock = 5;
Point *points = generateCoordinates(nodesPerBlock);
for (int n = 0; n < (nodesPerBlock-2); n++) {
cout << "n: x=" << points[n].x << ", y=" << points[n].y << endl;
cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << endl;
}
}


this prints:



n: x=1, y=4
n+1: x=18, y=11
n: x=2049417976, y=32767
n+1: x=2049417976, y=32767
n: x=2049417976, y=32767
n+1: x=2049417984, y=167804927


while the actual Points printed were:



Point : x=1, y=4.
Point : x=18, y=11.
Point : x=13, y=6.
Point : x=2, y=16.
Point : x=16, y=22.


referred this questions and this, but no success so far.










share|improve this question

























  • Please see stackoverflow.com/questions/7769998/… but take the accepted answer with a grain of salt.

    – paddy
    Nov 15 '18 at 5:17
















1















I am new to C++ and working for an assignment, using C++98. I am trying to loop through an array of objects using pointer to array.



It is printing first point correctly, and after that some value.



Here are the code snippets:



struct Point { int x, y; };
int randomNumber(int low, int high ) {
int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
cout << setprecision(2);
return randomNumber;
}

Point *generateCoordinates(int nodesPerBlock) {
Point cities[nodesPerBlock];
for (int i = 0; i < nodesPerBlock; i++) {
cities[i].x = randomNumber(1, 50);
cities[i].y = randomNumber(1, 50);
}
return cities;
}
int main() {
int nodesPerBlock = 5;
Point *points = generateCoordinates(nodesPerBlock);
for (int n = 0; n < (nodesPerBlock-2); n++) {
cout << "n: x=" << points[n].x << ", y=" << points[n].y << endl;
cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << endl;
}
}


this prints:



n: x=1, y=4
n+1: x=18, y=11
n: x=2049417976, y=32767
n+1: x=2049417976, y=32767
n: x=2049417976, y=32767
n+1: x=2049417984, y=167804927


while the actual Points printed were:



Point : x=1, y=4.
Point : x=18, y=11.
Point : x=13, y=6.
Point : x=2, y=16.
Point : x=16, y=22.


referred this questions and this, but no success so far.










share|improve this question

























  • Please see stackoverflow.com/questions/7769998/… but take the accepted answer with a grain of salt.

    – paddy
    Nov 15 '18 at 5:17














1












1








1








I am new to C++ and working for an assignment, using C++98. I am trying to loop through an array of objects using pointer to array.



It is printing first point correctly, and after that some value.



Here are the code snippets:



struct Point { int x, y; };
int randomNumber(int low, int high ) {
int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
cout << setprecision(2);
return randomNumber;
}

Point *generateCoordinates(int nodesPerBlock) {
Point cities[nodesPerBlock];
for (int i = 0; i < nodesPerBlock; i++) {
cities[i].x = randomNumber(1, 50);
cities[i].y = randomNumber(1, 50);
}
return cities;
}
int main() {
int nodesPerBlock = 5;
Point *points = generateCoordinates(nodesPerBlock);
for (int n = 0; n < (nodesPerBlock-2); n++) {
cout << "n: x=" << points[n].x << ", y=" << points[n].y << endl;
cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << endl;
}
}


this prints:



n: x=1, y=4
n+1: x=18, y=11
n: x=2049417976, y=32767
n+1: x=2049417976, y=32767
n: x=2049417976, y=32767
n+1: x=2049417984, y=167804927


while the actual Points printed were:



Point : x=1, y=4.
Point : x=18, y=11.
Point : x=13, y=6.
Point : x=2, y=16.
Point : x=16, y=22.


referred this questions and this, but no success so far.










share|improve this question
















I am new to C++ and working for an assignment, using C++98. I am trying to loop through an array of objects using pointer to array.



It is printing first point correctly, and after that some value.



Here are the code snippets:



struct Point { int x, y; };
int randomNumber(int low, int high ) {
int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
cout << setprecision(2);
return randomNumber;
}

Point *generateCoordinates(int nodesPerBlock) {
Point cities[nodesPerBlock];
for (int i = 0; i < nodesPerBlock; i++) {
cities[i].x = randomNumber(1, 50);
cities[i].y = randomNumber(1, 50);
}
return cities;
}
int main() {
int nodesPerBlock = 5;
Point *points = generateCoordinates(nodesPerBlock);
for (int n = 0; n < (nodesPerBlock-2); n++) {
cout << "n: x=" << points[n].x << ", y=" << points[n].y << endl;
cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << endl;
}
}


this prints:



n: x=1, y=4
n+1: x=18, y=11
n: x=2049417976, y=32767
n+1: x=2049417976, y=32767
n: x=2049417976, y=32767
n+1: x=2049417984, y=167804927


while the actual Points printed were:



Point : x=1, y=4.
Point : x=18, y=11.
Point : x=13, y=6.
Point : x=2, y=16.
Point : x=16, y=22.


referred this questions and this, but no success so far.







c++ arrays pointers c++98






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edited Nov 15 '18 at 5:17







Nitin1706

















asked Nov 15 '18 at 5:13









Nitin1706Nitin1706

14111




14111













  • Please see stackoverflow.com/questions/7769998/… but take the accepted answer with a grain of salt.

    – paddy
    Nov 15 '18 at 5:17



















  • Please see stackoverflow.com/questions/7769998/… but take the accepted answer with a grain of salt.

    – paddy
    Nov 15 '18 at 5:17

















Please see stackoverflow.com/questions/7769998/… but take the accepted answer with a grain of salt.

– paddy
Nov 15 '18 at 5:17





Please see stackoverflow.com/questions/7769998/… but take the accepted answer with a grain of salt.

– paddy
Nov 15 '18 at 5:17












2 Answers
2






active

oldest

votes


















1














cities[nodesPerBlock] is a local variable in generateCoordinates function and it goes out of scope when the function exits.

You are returning an address to it and are accessing that address in main. This is undefined behavior to do so.



You have to allocate cities on the the heap using new (since you are using C++98) and then return that address to main. Then you will be able to reliably access that address.



After your processing, do not forget to delete the memory you have allocated at the end of main.



You can avoid memory allocation and deletion by changing your function to take an extra parameter which you can pass from main. Then cities can be an array of Points on the stack.



void generateCoordinates(Point cities, int nodesPerBlock);





share|improve this answer


























  • Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

    – paddy
    Nov 15 '18 at 5:21













  • I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

    – P.W
    Nov 15 '18 at 5:27



















0














There are three mistakes in your code:




  • In generateCoordinates you declare an array cities with a size determined by the parameter nodesPerBlock. This is not allowed, because c++ forbids to declare an array of variable length. When you have an array with a variable size you have to explicitly allocate the memory. Though, the code may still compile because of a gnu extension (if you are using gcc), but still does not follows the standard.


  • In generateCoordinates you return a pointer to a local variable cities which is deallocated after you exit the function. This is why you get random number.


  • You forgot to include the relevant headers.



A correct way to do the task could be to:




  • Allocate an array in main()


  • Pass its pointer to generateCoordinates


  • Also, do not forget to deallocate the array



Example of code:



#include <cstdlib>
#include <iomanip>
#include <iostream>

struct Point { int x, y; };
int randomNumber(int low, int high ) {
int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
std::cout << std::setprecision(2);
return randomNumber;
}

void generateCoordinates(int nodesPerBlock, Point *cities) {
for (int i = 0; i < nodesPerBlock; i++) {
cities[i].x = randomNumber(1, 50);
cities[i].y = randomNumber(1, 50);
}
}
int main() {
int nodesPerBlock = 5;
Point *points = new Point[nodesPerBlock];
generateCoordinates(nodesPerBlock, points);
for (int n = 0; n < (nodesPerBlock-2); n++) {
std::cout << "n: x=" << points[n].x << ", y=" << points[n].y << std::endl;
std::cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << std::endl;
}
delete points;
}


As a final comment: in the header part of a code you should avoid using namespace std because, if you ever split the header into a separate file, every time you include it you will bring out all the names of std into the global space, thus possibly colliding with names from other #include.






share|improve this answer























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    2 Answers
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    2 Answers
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    active

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    1














    cities[nodesPerBlock] is a local variable in generateCoordinates function and it goes out of scope when the function exits.

    You are returning an address to it and are accessing that address in main. This is undefined behavior to do so.



    You have to allocate cities on the the heap using new (since you are using C++98) and then return that address to main. Then you will be able to reliably access that address.



    After your processing, do not forget to delete the memory you have allocated at the end of main.



    You can avoid memory allocation and deletion by changing your function to take an extra parameter which you can pass from main. Then cities can be an array of Points on the stack.



    void generateCoordinates(Point cities, int nodesPerBlock);





    share|improve this answer


























    • Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

      – paddy
      Nov 15 '18 at 5:21













    • I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

      – P.W
      Nov 15 '18 at 5:27
















    1














    cities[nodesPerBlock] is a local variable in generateCoordinates function and it goes out of scope when the function exits.

    You are returning an address to it and are accessing that address in main. This is undefined behavior to do so.



    You have to allocate cities on the the heap using new (since you are using C++98) and then return that address to main. Then you will be able to reliably access that address.



    After your processing, do not forget to delete the memory you have allocated at the end of main.



    You can avoid memory allocation and deletion by changing your function to take an extra parameter which you can pass from main. Then cities can be an array of Points on the stack.



    void generateCoordinates(Point cities, int nodesPerBlock);





    share|improve this answer


























    • Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

      – paddy
      Nov 15 '18 at 5:21













    • I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

      – P.W
      Nov 15 '18 at 5:27














    1












    1








    1







    cities[nodesPerBlock] is a local variable in generateCoordinates function and it goes out of scope when the function exits.

    You are returning an address to it and are accessing that address in main. This is undefined behavior to do so.



    You have to allocate cities on the the heap using new (since you are using C++98) and then return that address to main. Then you will be able to reliably access that address.



    After your processing, do not forget to delete the memory you have allocated at the end of main.



    You can avoid memory allocation and deletion by changing your function to take an extra parameter which you can pass from main. Then cities can be an array of Points on the stack.



    void generateCoordinates(Point cities, int nodesPerBlock);





    share|improve this answer















    cities[nodesPerBlock] is a local variable in generateCoordinates function and it goes out of scope when the function exits.

    You are returning an address to it and are accessing that address in main. This is undefined behavior to do so.



    You have to allocate cities on the the heap using new (since you are using C++98) and then return that address to main. Then you will be able to reliably access that address.



    After your processing, do not forget to delete the memory you have allocated at the end of main.



    You can avoid memory allocation and deletion by changing your function to take an extra parameter which you can pass from main. Then cities can be an array of Points on the stack.



    void generateCoordinates(Point cities, int nodesPerBlock);






    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Nov 15 '18 at 5:27

























    answered Nov 15 '18 at 5:16









    P.WP.W

    15.1k31453




    15.1k31453













    • Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

      – paddy
      Nov 15 '18 at 5:21













    • I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

      – P.W
      Nov 15 '18 at 5:27



















    • Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

      – paddy
      Nov 15 '18 at 5:21













    • I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

      – P.W
      Nov 15 '18 at 5:27

















    Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

    – paddy
    Nov 15 '18 at 5:21







    Why not simply void generateCoordinates(Point cities, int nodesPerBlock)? Dynamic allocation is really not required here. And I'm pretty sure C++98 still has std::vector, which should be the default advice given these days to anyone requiring dynamic contiguous memory on the heap.

    – paddy
    Nov 15 '18 at 5:21















    I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

    – P.W
    Nov 15 '18 at 5:27





    I do not know what constraints the OP is under, whether he is permitted to use vector or not. But it is better to have the function signature you suggest. Then there is no need for dynamic memory allocation. I will update the answer to that effect.

    – P.W
    Nov 15 '18 at 5:27













    0














    There are three mistakes in your code:




    • In generateCoordinates you declare an array cities with a size determined by the parameter nodesPerBlock. This is not allowed, because c++ forbids to declare an array of variable length. When you have an array with a variable size you have to explicitly allocate the memory. Though, the code may still compile because of a gnu extension (if you are using gcc), but still does not follows the standard.


    • In generateCoordinates you return a pointer to a local variable cities which is deallocated after you exit the function. This is why you get random number.


    • You forgot to include the relevant headers.



    A correct way to do the task could be to:




    • Allocate an array in main()


    • Pass its pointer to generateCoordinates


    • Also, do not forget to deallocate the array



    Example of code:



    #include <cstdlib>
    #include <iomanip>
    #include <iostream>

    struct Point { int x, y; };
    int randomNumber(int low, int high ) {
    int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
    std::cout << std::setprecision(2);
    return randomNumber;
    }

    void generateCoordinates(int nodesPerBlock, Point *cities) {
    for (int i = 0; i < nodesPerBlock; i++) {
    cities[i].x = randomNumber(1, 50);
    cities[i].y = randomNumber(1, 50);
    }
    }
    int main() {
    int nodesPerBlock = 5;
    Point *points = new Point[nodesPerBlock];
    generateCoordinates(nodesPerBlock, points);
    for (int n = 0; n < (nodesPerBlock-2); n++) {
    std::cout << "n: x=" << points[n].x << ", y=" << points[n].y << std::endl;
    std::cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << std::endl;
    }
    delete points;
    }


    As a final comment: in the header part of a code you should avoid using namespace std because, if you ever split the header into a separate file, every time you include it you will bring out all the names of std into the global space, thus possibly colliding with names from other #include.






    share|improve this answer




























      0














      There are three mistakes in your code:




      • In generateCoordinates you declare an array cities with a size determined by the parameter nodesPerBlock. This is not allowed, because c++ forbids to declare an array of variable length. When you have an array with a variable size you have to explicitly allocate the memory. Though, the code may still compile because of a gnu extension (if you are using gcc), but still does not follows the standard.


      • In generateCoordinates you return a pointer to a local variable cities which is deallocated after you exit the function. This is why you get random number.


      • You forgot to include the relevant headers.



      A correct way to do the task could be to:




      • Allocate an array in main()


      • Pass its pointer to generateCoordinates


      • Also, do not forget to deallocate the array



      Example of code:



      #include <cstdlib>
      #include <iomanip>
      #include <iostream>

      struct Point { int x, y; };
      int randomNumber(int low, int high ) {
      int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
      std::cout << std::setprecision(2);
      return randomNumber;
      }

      void generateCoordinates(int nodesPerBlock, Point *cities) {
      for (int i = 0; i < nodesPerBlock; i++) {
      cities[i].x = randomNumber(1, 50);
      cities[i].y = randomNumber(1, 50);
      }
      }
      int main() {
      int nodesPerBlock = 5;
      Point *points = new Point[nodesPerBlock];
      generateCoordinates(nodesPerBlock, points);
      for (int n = 0; n < (nodesPerBlock-2); n++) {
      std::cout << "n: x=" << points[n].x << ", y=" << points[n].y << std::endl;
      std::cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << std::endl;
      }
      delete points;
      }


      As a final comment: in the header part of a code you should avoid using namespace std because, if you ever split the header into a separate file, every time you include it you will bring out all the names of std into the global space, thus possibly colliding with names from other #include.






      share|improve this answer


























        0












        0








        0







        There are three mistakes in your code:




        • In generateCoordinates you declare an array cities with a size determined by the parameter nodesPerBlock. This is not allowed, because c++ forbids to declare an array of variable length. When you have an array with a variable size you have to explicitly allocate the memory. Though, the code may still compile because of a gnu extension (if you are using gcc), but still does not follows the standard.


        • In generateCoordinates you return a pointer to a local variable cities which is deallocated after you exit the function. This is why you get random number.


        • You forgot to include the relevant headers.



        A correct way to do the task could be to:




        • Allocate an array in main()


        • Pass its pointer to generateCoordinates


        • Also, do not forget to deallocate the array



        Example of code:



        #include <cstdlib>
        #include <iomanip>
        #include <iostream>

        struct Point { int x, y; };
        int randomNumber(int low, int high ) {
        int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
        std::cout << std::setprecision(2);
        return randomNumber;
        }

        void generateCoordinates(int nodesPerBlock, Point *cities) {
        for (int i = 0; i < nodesPerBlock; i++) {
        cities[i].x = randomNumber(1, 50);
        cities[i].y = randomNumber(1, 50);
        }
        }
        int main() {
        int nodesPerBlock = 5;
        Point *points = new Point[nodesPerBlock];
        generateCoordinates(nodesPerBlock, points);
        for (int n = 0; n < (nodesPerBlock-2); n++) {
        std::cout << "n: x=" << points[n].x << ", y=" << points[n].y << std::endl;
        std::cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << std::endl;
        }
        delete points;
        }


        As a final comment: in the header part of a code you should avoid using namespace std because, if you ever split the header into a separate file, every time you include it you will bring out all the names of std into the global space, thus possibly colliding with names from other #include.






        share|improve this answer













        There are three mistakes in your code:




        • In generateCoordinates you declare an array cities with a size determined by the parameter nodesPerBlock. This is not allowed, because c++ forbids to declare an array of variable length. When you have an array with a variable size you have to explicitly allocate the memory. Though, the code may still compile because of a gnu extension (if you are using gcc), but still does not follows the standard.


        • In generateCoordinates you return a pointer to a local variable cities which is deallocated after you exit the function. This is why you get random number.


        • You forgot to include the relevant headers.



        A correct way to do the task could be to:




        • Allocate an array in main()


        • Pass its pointer to generateCoordinates


        • Also, do not forget to deallocate the array



        Example of code:



        #include <cstdlib>
        #include <iomanip>
        #include <iostream>

        struct Point { int x, y; };
        int randomNumber(int low, int high ) {
        int randomNumber = low + (rand())/ (RAND_MAX/(high-low));
        std::cout << std::setprecision(2);
        return randomNumber;
        }

        void generateCoordinates(int nodesPerBlock, Point *cities) {
        for (int i = 0; i < nodesPerBlock; i++) {
        cities[i].x = randomNumber(1, 50);
        cities[i].y = randomNumber(1, 50);
        }
        }
        int main() {
        int nodesPerBlock = 5;
        Point *points = new Point[nodesPerBlock];
        generateCoordinates(nodesPerBlock, points);
        for (int n = 0; n < (nodesPerBlock-2); n++) {
        std::cout << "n: x=" << points[n].x << ", y=" << points[n].y << std::endl;
        std::cout << "n+1: x=" << points[n+1].x << ", y=" << points[n+1].y << std::endl;
        }
        delete points;
        }


        As a final comment: in the header part of a code you should avoid using namespace std because, if you ever split the header into a separate file, every time you include it you will bring out all the names of std into the global space, thus possibly colliding with names from other #include.







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        answered Nov 15 '18 at 5:55









        francescofrancesco

        8901212




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