C++ Recipes. A Problem-Solution Approach. Bruce Sutherland

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1 C++ Recipes A Problem-Solution Approach Bruce Sutherland

2 C++ Recipes: A Problem-Solution Approach Copyright 2015 by Bruce Sutherland This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher's location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. ISBN-13 (pbk): ISBN-13 (electronic): Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Managing Director: Welmoed Spahr Lead Editor: Steve Anglin Technical Reviewers: Onur Cinar, Michael Thomas, and Rohan Walia Editorial Board: Steve Anglin, Louise Corrigan, Jonathan Gennick, Robert Hutchinson, Michelle Lowman, James Markham, Susan McDermott, Matthew Moodie, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Gwenan Spearing, Steve Weiss Coordinating Editor: Mark Powers Copy Editor: Tiffany Taylor Compositor: SPi Global Indexer: SPi Global Artist: SPi Global Cover Designer: Anna Ishchenko Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY Phone SPRINGER, fax (201) , orders-ny@springer-sbm.com, or visit Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation. For information on translations, please rights@apress.com, or visit Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. ebook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales ebook Licensing web page at Any source code or other supplementary material referenced by the author in this text is available to readers at For detailed information about how to locate your book s source code, go to

3 Contents at a Glance About the Author...xix About the Technical Reviewers...xxi Acknowledgments...xxiii Introduction...xxv Chapter 1: Beginning C Chapter 2: Modern C Chapter 3: Working with Text Chapter 4: Working with Numbers Chapter 5: Classes Chapter 6: Inheritance Chapter 7: The STL Containers Chapter 8: The STL Algorithms Chapter 9: Templates Chapter 10: Memory Chapter 11: Concurrency Chapter 12: Networking Chapter 13: Scripting Chapter 14: 3D Graphics Programming Index iii

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5 Contents About the Author...xix About the Technical Reviewers...xxi Acknowledgments...xxiii Introduction...xxv Chapter 1: Beginning C Recipe 1-1. Finding a Text Editor... 2 Problem... 2 Solution... 2 Recipe 1-2. Installing Clang on Ubuntu... 3 Problem... 3 Solution... 3 How It Works... 3 Recipe 1-3. Installing Clang on Windows... 5 Problem... 5 Solution... 5 How It Works... 5 Recipe 1-4. Installing Clang on OS X... 6 Problem... 6 Solution... 6 How It Works... 6 Recipe 1-5. Building Your First C++ Program... 7 Problem... 7 Solution... 7 v

6 Recipe 1-6. Debugging C++ programs using GDB in Cygwin or Linux... 9 Problem... 9 Solution... 9 How It Works... 9 Recipe 1-7. Debugging Your C++ Programs on OS X Problem Solution How It Works Recipe 1-8. Switching C++ Compilation Modes Problem Solution How It Works Recipe 1-9. Building with the Boost Library Problem Solution How It Works Chapter 2: Modern C Recipe 2-1. Initializing Variables Problem Solution How It Works Recipe 2-2. Initializing Objects with Initializer Lists Problem Solution How It Works Recipe 2-3. Using Type Deduction Problem Solution How It Works vi

7 Recipe 2-4. Using auto with Functions Problem Solution How It Works Recipe 2-5. Working with Compile Time Constants Problem Solution How It Works Recipe 2-6. Working with Lambdas Problem Solution How It Works Recipe 2-7. Working with Time Problem Solution How It Works Recipe 2-8. Understanding lvalue and rvalue References Problem Solution How It Works Recipe 2-9. Using Managed Pointers Problem Solution How It Works Chapter 3: Working with Text Recipe 3-1. Representing Strings in Code Using Literals Problem Solution How It Works vii

8 Recipe 3-2. Localizing User Facing Text Problem Solution How It Works Recipe 3-3. Reading Strings from a File Problem Solution How It Works Recipe 3-4. Reading the Data from an XML File Problem Solution How It Works Recipe 3-5. Inserting Runtime Data into Strings Problem Solution How It Works Chapter 4: Working with Numbers Recipe 4-1. Using the Integer Types in C Problem Solution How It Works Recipe 4-2. Making Decisions with Relational Operators Problem Solution How It Works Recipe 4-3. Chaining Decisions with Logical Operators Problem Solution How It Works viii

9 Recipe 4-4. Using Hexadecimal Values Problem Solution How It Works Recipe 4-5. Bit Twiddling with Binary Operators Problem Solution How It Works Chapter 5: Classes Recipe 5-1. Defining a Class Problem Solution How It Works Recipe 5-2. Adding Data to a Class Problem Solution How It Works Recipe 5-3. Adding Methods Problem Solution How It Works Recipe 5-4. Using Access Modifiers Problem Solution How It Works Recipe 5-5. Initializing Class Member Variables Problem Solution How It Works ix

10 Recipe 5-6. Cleaning Up Classes Problem Solution How It Works Recipe 5-7. Copying Classes Problem Solution How It Works Recipe 5-8. Optimizing Code with Move Semantics Problem Solution How It Works Chapter 6: Inheritance Recipe 6-1. Inheriting from a Class Problem Solution How It Works Recipe 6-2. Controlling Access to Member Variables and Methods in Derived Classes Problem Solution How It Works Recipe 6-3. Hiding Methods in Derived Classes Problem Solution How It Works Recipe 6-4. Using Polymorphic Base Classes Problem Solution How It Works x

11 Recipe 6-5. Preventing Method Overrides Problem Solution How It Works Recipe 6-6. Creating Interfaces Problem Solution How It Works Recipe 6-7. Multiple Inheritance Problem Solution How It Works Chapter 7: The STL Containers Recipe 7-1. Storing a Fixed Number of Objects Problem Solution How It Works Recipe 7-2. Storing a Growing Number of Objects Problem Solution How It Works Recipe 7-3. Storing a Set of Elements that Is Constantly Altered Problem Solution How It Works Recipe 7-4. Storing Sorted Objects in a Container that Enables Fast Lookups Problem Solution How It Works xi

12 Recipe 7-5. Storing Unsorted Elements in a Container for Very Fast Lookups Problem Solution How It Works Chapter 8: The STL Algorithms Recipe 8-1. Using an iterator to Define a Sequence within a Container Problem Solution How It Works Recipe 8-2. Calling a Function on Every Element in a Container Problem Solution How It Works Recipe 8-3. Finding the Maximum and Minimum Values in a Container Problem Solution How It Works Recipe 8-4. Counting Instances of a Value in a Sequence Problem Solution How It Works Recipe 8-5. Finding Values in a Sequence Problem Solution How It Works Recipe 8-6. Sorting Elements in a Sequence Problem Solution How It Works xii

13 Chapter 9: Templates Creating a Template Function Problem Solution How It Works Partially Specializing a Template Problem Solution How It Works Creating Class Templates Problem Solution How It Works Creating Singletons Problem Solution How It Works Calculating Values at Compile Time Problem Solution How It Works Chapter 10: Memory Using Static Memory Problem Solution How It Works Using Stack Memory Problem Solution How It Works xiii

14 10-3. Using Heap Memory Problem Solution How It Works Using Automated Shared Memory Problem Solution How It Works Creating Single-Instance Dynamic Objects Problem Solution How It Works Creating Smart Pointers Problem Solution How It Works Debugging Memory Problems by Overloading new and delete Problem Solution How It Works Calculating Performance Impacts of Code Changes Problem Solution How It Works Understanding the Performance Impacts of Memory Choices Problem Solution How It Works xiv

15 Reducing Memory Fragmentation Problem Solution How It Works Chapter 11: Concurrency Using Threads to Execute Concurrent Tasks Problem Solution How It Works Creating thread Scope Variables Problem Solution How It Works Accessing Shared Objects Using Mutual Exclusion Problem Solution How It Works Creating Threads that Wait for Events Problem Solution How It Works Retrieving Results from a Thread Problem Solution How It Works Synchronizing Queued Messages between Threads Problem Solution How It Works xv

16 Chapter 12: Networking Setting Up a Berkeley Sockets Application on OS X Problem Solution How It Works Setting Up a Berkeley Sockets Application in Eclipse on Ubuntu Problem Solution How It Works Setting Up a Winsock 2 Application in Visual Studio on Windows Problem Solution How It Works Creating a Socket Connection between Two Programs Problem Solution How It Works Creating a Networking Protocol between Two Programs Problem Solution How It Works Chapter 13: Scripting Creating a Lua Library Project in Visual Studio Problem Solution How It Works Creating a Lua Library Project in Eclipse Problem Solution How It Works xvi

17 13-3. Creating a Lua Project in Xcode Problem Solution How It Works Using the Lua Programming Language Problem Solution How It Works Calling Lua Functions from C Problem Solution How It Works Calling C Functions from Lua Problem Solution How It Works Creating Asynchronous Lua Functions Problem Solution How It Works Chapter 14: 3D Graphics Programming An Introduction to GLFW Problem Solution How It Works Rendering a Triangle Problem Solution How It Works xvii

18 14-3. Creating a Textured Quad Problem Solution How It Works Loading Geometry from a File Problem Solution How It Works Index xviii

19 About the Author Bruce Sutherland is a video game developer working at Firemonkeys Studios in Melbourne, Australia. He is currently working on ios and Android titles written in C++ for both platforms. Bruce has worked on Real Racing 3, Need for Speed: No Limits, the Dead Space series, and The Elder Scrolls: Oblivion, among others, in his nine-year video game development career. xix

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21 About the Technical Reviewers Onur Cinar is the author of Android Apps with Eclipse and Pro Android C++ with the NDK, and the co-author of Android Best Practices. He has more than 19 years of experience in the design, development, and management of large-scale, complex software projects, primarily in the mobile and telecommunication space. His expertise spans VoIP, video communication, mobile applications, grid computing, and networking technologies on diverse platforms. He has been actively working with the Android platform since its beginning. He has a B.S. in Computer Science from Drexel University in Philadelphia, PA. He is currently working at the Skype division of Microsoft as the principal development manager responsible for the Skype Qik, GroupMe, Skype for Android, and Lync for Android products. Michael Thomas has worked in software development for more than 20 years as an individual contributor, team lead, program manager, and vice president of engineering. Michael has more than 10 years of experience working with mobile devices. His current focus is in the medical sector, using mobile devices to accelerate information transfer between patients and health care providers. Rohan Walia is a senior software consultant with extensive experience in client/server, web-based, and enterprise application development. He is an Oracle Certified ADF Implementation Specialist and a Sun Certified Java Programmer. Rohan is responsible for designing and developing end-to-end applications consisting of various cutting-edge frameworks and utilities. His areas of expertise are Oracle ADF, Oracle WebCenter, Fusion, Spring, Hibernate, and Java/J2EE. When he s not working, Rohan loves to play tennis, hike, and travel. Rohan would like to thank his wife, Deepika Walia, for using all her experience and expertise when reviewing this book. xxi

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23 Acknowledgments I d like to thank the many people who helped me make this book become a reality. A special thank you to my wife, who continues to support me through the long hours involved in making games and writing books. Thanks to the entire editorial team at Apress, especially Mark Powers, who had to contend with many delays while I juggled game-development and book-writing commitments. And thank you to the technical review team, who did an excellent job of making sure the source contained in this book is as error-free and up to date as possible. xxiii

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25 Introduction The C++ programming language is undergoing continuous development and improvement. This effort to keep C++ on the cutting edge of language features is driven by the fact that C++ still finds an important role to play in high-performance, portable applications. Few other languages can be used on as many platforms as C++ and without having a runtime environment dependency. This is partly thanks to the nature of C++ as a compiled programming language. C++ programs are built into application binaries through a combination of processes that include compiling and linking. Compiler choice is particularly important in today s C++ landscape, thanks to the rate at which the language is changing. Development of the C++ programming language was started by Bjarne Stoustrup in 1979, when it was called C with Classes. The language didn t see formal standardization until 1998; an updated standard was published in There was another gap of eight years until the standard was updated again with the introduction of C++11 in This version brought a considerable number of updates to the C++ programming language and is distinguished from older C++ with the Modern C++ moniker. A further, less significant, update to the C++ standard was introduced in late 2014, but we haven t yet begun to see compilers that support many of the features added to Modern C++. This book introduces you to code written specifically for the C++14 standard using the Clang compiler. Clang is an open source compiler that started life as a closed source Apple project. Apple released the code to the open source community in 2007, and the compiler has been adding strengths ever since. This book explains how to install and use Clang on a computer running OS X, Windows, or Linux (Ubuntu). The examples that accompany each chapter have been compiled and tested using Clang 3.5. I chose Clang for this project because it s the compiler that provided support for the most C++14 features when I began to write this book. The book s accompanying web site can be accessed at You can find source code for all of the executable code listings contained in this book along with makefiles that can be used to build running programs. xxv

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