Audio Engine Programming Lecture 4 Functions, Arrays and Structures in C++

Post on 23-Dec-2015

221 Views

Category:

Documents

0 Downloads

Preview:

Click to see full reader

Transcript

Audio Engine Programming

Lecture 4

Functions, Arrays and Structures in C++

Introduction

Last week we introduced the C++ language

similar to Java different methods for I/O Class construction

This lecture we will Introduce Graphics programming using

OpenGL and GLUT discuss functions, arrays and structures in C++

Rubik’s cube

www.fcet.staffs.ac.uk/clf1/IP3DA/RubiksCubeIP3DA.wmv

Crane

lots of user interaction to move the crane parts and camera

www.fcet.staffs.ac.uk/clf1/IP3DA/CraneIP3DA.wmv

Solar System

www.fcet.staffs.ac.uk/clf1/IP3DA/SolarSystemIP3DA.wmv

WARNING This module is challenging But very rewarding

You will learn a lot which is relevant to your chosen subject And be well qualified for the best placements

Attend every session and make notes Work through the examples in the lecture slides Read more as recommended Keep up with the tutorial exercises each week

this will involve a substantial amount of work beyond the scheduled classes

Ask questions Don’t get behind

If you do get behind don’t give up Ask for help!

Recommended Books See Blackboard "Resources” section "OpenGL:  A Primer" 3rd Edition by Edward Angel. 

Peason 2007.http://www.pearsoned.co.uk/bookshop/detail.asp?item=100000000130707

"OpenGL Programming Guide - The Official Guide to Learning OpenGL", Versions 3.0 and 3.1" by Dave Shreiner 7th Edition.  Pearson 2009

any introductory book on C++, such asBjarne Stroustrup, Programming:  Principles and Practices Using C++, Addison Wesley 2008http://www.stroustrup.com/Programming/ISBN 978-0321543721

Useful Web Resources See Blackboard “Resources” section   The official Website for OpenGL, with news,

documentation, tutorials and downloads.http://www.opengl.org/

Networking site for OpenGL developers.  Includes "The Official Guide to Learning OpenGL, Version 1.1" (The Red Book, previous slide) http://glprogramming.com/

Microsoft's MSDN Library C++ language referencehttp://msdn.microsoft.com/en-us/library/3bstk3k5.aspx

Development environment you can develop C++ programs on almost any

platform Windows, Linux, PS3...

in the labs we will develop on Windows PCs and use the Visual Studio Development

Environment you can get a free copy through the MSDN

Academic Alliance - see http://www.staffs.ac.uk/faculties/comp_eng_tech/current_students_and_staff/usefulstuff.jsp 

or your can download Visual C++ Express for free from http://www.microsoft.com/express/download/default.aspx .

OpenGL Versions of OpenGL are available for every

major operating system Microsoft Windows Apple Mac OS Unix X Windows OpenGL for Embedded Systems (OpenGL ES) is

implemented for Android phones, Java Mobile edition, PS3, embedded systems....

We will be using the OpenGL libraries that come with Visual Studio

we will also be using the GLUT library for creating windows download from

http://www.xmission.com/~nate/glut.html

What is OpenGL?

a cross-platform graphics API Application Program Interface

allows developers to write 2D and 3D graphics programs without having to write hardware-specific code rendering functionality

main competitor – Direct3D Microsoft Windows platforms only

widely used in games development, virtual reality, visualisation, CAD

free and open source

A very simple OpenGL program#include <windows.h>#include <GL/gl.h>#include <GL/glu.h>#include "glut.h"

void display() {glClear(GL_COLOR_BUFFER_BIT);glBegin(GL_POLYGON);

glVertex2f(-0.75, 0.5);glVertex2f(0.75, 0.5);glVertex2f(0.75, -0.5);glVertex2f(-0.75, -0.5);glEnd();

glFlush();}

int main(int argc, char* argv[]) {glutInit(&argc, argv);glutCreateWindow("Simple OpenGL Program");glutDisplayFunc(display);glutMainLoop();

}

Program output

#include statements#include <windows.h>#include <GL/gl.h>#include <GL/glu.h>#include "glut.h"

makes library functions available GL – graphics library GLU – Utility Library GLUT – graphics library utilities toolkit

for windowing and user input

display function

void display() {glClear(GL_COLOR_BUFFER_

BIT);glBegin(GL_POLYGON);

glVertex2f(-0.75, 0.5);glVertex2f(0.75, 0.5);glVertex2f(0.75, -0.5);glVertex2f(-0.75, -0.5);

glEnd();glFlush();}

first clear the display to the current background colour (black)

then define a polygon composed of the 2D vertices which follow

end the polygon definition then flush – render the

previous commands

OpenGL coordinates

by default (0,0) is at the centre of the window each axis goes from -1

to 1 regardless of the window

dimensions x increases to the right y increases going up

(-1, 1) (1, 1)

(-1, -1) (1, -1)

main function

int main(int argc, char* argv[]) {glutInit(&argc, argv);glutCreateWindow("Simple OpenGL Program");glutDisplayFunc(display);glutMainLoop();

} initialise the Utility Toolkit create a window with a title register the function “display” as the function to

be called whenever the window is redrawn start the event loop

listen for events (window, mouse, keyboard) process them when they occur until the window is closed

Changing the window defaults

by default the window is size 300 x 300 pixels positioned at the top left corner of the screen

you can change these using the functionsvoid glutInitWindowSize(int width, int height)

void glutInitWindowPosition(int x, int y) note the y-axis increases as you go down in

screen coordinates

Specifying colours by default OpenGL draws white shapes on a black

background we can change these using the glColor*() and

glClearColor() functions glClearColor has the signature

void glClearColor( GLClampf r, GLClampf g, GLClampf b, GLClampf a)

GLClampf is a float between 0.0 and 1.0 a is the opacity (alpha): 1.0 is opaque

there are several forms of glColor*() with or without a fourth (alpha) parameter floats, integers (0-255) separate parameters or an array

New main method

int main(int argc, char* argv[]) {glutInit(&argc, argv);glutInitWindowSize(400, 200);glutInitWindowPosition(500, 100);glutCreateWindow("Simple OpenGL Program");glutDisplayFunc(display);glClearColor(0.2, 0.8, 1.0, 1.0);glColor3f(1.0, 1.0, 0);glutMainLoop();

}

OpenGL is a state machine

we specify the state of the system (colour, viewing coordinates, materials)

all objects are rendered with that state until the state is changed

so we can specify a drawing colour, which is effective until a new colour is specified

display method with coloursvoid display() {

glClear(GL_COLOR_BUFFER_BIT);glBegin(GL_POLYGON);

glColor3f(1.0, 0.0, 0);glVertex2f(-0.75, 0.5);glVertex2f(0.75, 0.5);glColor3f(0.0, 1.0, 0.0);glVertex2f(0.75, -0.5);glColor3f(0.0, 0.0, 1.0);glVertex2f(-0.75, -0.5);

glEnd();glFlush();} first two vertices are red, 3rd is green,

4th is blue the colours are interpolated between

the vertices

Drawing state the same list of points can be rendered in

different ways depending on the parameter to glBegin() GL_POLYGON GL_POINTS GL_LINES GL_LINE_STRIP GL_LINE_LOOP GL_TRIANGLES GL_TRIANGLE_STRIP GL_TRIANGLE_FAN GL_QUADS GL_QUAD_STRIP GL_RECT

display method with points

void display() {glClear(GL_COLOR_BUFFER_BIT);glPointSize(5.0);glBegin(GL_POINTS);

glVertex2f(-0.75, 0.5);glVertex2f(0.75, 0.5);glVertex2f(0.75, -0.5);glVertex2f(-0.75, -0.5);

glEnd();glFlush();} experiment!!

Summary

Today we have introduced the module introduced OpenGL looked at a simple OpenGL program

Next lecture introduction to C++

Further reading

http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node17.html for documentation of the glBegin() parameters

C++ Functions C++ functions are similar to those in Java, C, C#

also known as methods, subroutines, or procedures general form:

type function_name (parameter list) {

statements;

return statement;

} in C++ local variables can be declared anywhere in the

function in C they must be declared at the beginning the function

unlike in Java and C#, C++ functions don't need to belong to a class

A function to add two numbers #include <iostream>using namespace std;

int addNums(int x, int y) { return x + y;}

int main() { int a = 3; int b = 5; int answer = addNums(a, b); cout << a << " + " << b << " = " << answer << endl; cout << "7 + 6 = " << addNums(7, 6) << endl;}

Functions in C++, C, Java, and C#, the return statement returns control to the

calling function the returned value must have the same type as the function

int addNums(int x, int y) {

return x + y;

} a function that does not return a value has type void

the return statement may be omitted

void error_mess (int err_no) {

cout << "Error " << err_no << " has occurred " << endl;

} calling the function:

if (slope < 0)

error_mess(5);

}

Overloading functions consider the addNums function

int addNums(int x, int y) {

return x + y;

} it takes two integers as parameters

and returns an int what if we wanted to add two doubles? three integers? we need to write more functions we are allowed to give them the same name

as long as they can be distinguished by their parameter liststhis is function overloading

C does not allow overloading, but Java and C# do

Overloads of addNumint addNums(int x, int y) {

return x + y;}double addNums(double x, double y) {

return x + y;}int addNums(int x, int y, int z) {

return x + y + z;}

which function will be called by:answer = addNums(3.1f, 4.5f); ?answer = addNums(3, 4.5); ?

Overloading functions selection of the correct function overload occurs

at compile time the compiler will first try to find an exact match to

the parameter list it then applies any possible type conversions

int or float to double if the compiler cannot choose it will give an erroranswer = addNums(3, 4.5);error C2666: 'addNums' : 2 overloads have similar conversionstest.cpp(55): could be 'double addNums(double,double)'test.cpp(51): or 'int addNums(int,int)'

the Java compiler is better at this!

Overloading functions function overloads that have the same parameter list

but differ only in the return type are not allowed how would the compiler know which overload to

call?double addNums(double x, double y) { return x + y;}int addNums(double x, double y) { return (int)(x+y+0.5);}// …

int answer = addNums(3.2, 5.6); // ????

error C2556: 'int addNums(double,double)' : overloaded function differs only by return type from 'double addNums(double,double)'

Default arguments we can sometimes avoid writing multiple overloads by providing

default values in the function declarationint addNums(int x, int y, int z = 0) {

return x + y + z;}

can be called by bothanswer = addNums(5, 2);answer = addNums(3, 1, 8);

in the first call, z is assigned the value 0 parameters with default values must appear at the end of the

parameter listwhy?

Java and C# don't allow default argumentsupdate: C# has recently introduced them, in C# 4.0http://msdn.microsoft.com/en-us/library/dd264739.aspx

Inline expansion Function calls are expensive The inline keyword requests that the compiler

replace every call to this function with the code inside the function. the compiler can ignore this request inline int addNums(int x, int y) { return x + y;}

the function callint answer = addNums(a, b);

might be expanded by the compiler to int answer = a + b;

Inline expansion

advantage of inline expansion avoids the overhead of function call and return

particularly useful for short functions

disadvantages compiled program can take up more room in

memory because function code is repeated for every function call

CPU can't take advantage of instruction caching

Function declaration In C++ a function must be declared before it is used

(called) so that the compiler can check that the correct parameters

and return types are being used this is why the main method appears last in all our

examples the main method calls functions which have been declared

above it not a problem in Java or C#

functions can appear in any order later we will see how we can use function prototypes and

header files to structure C++ programs

Arrays An array is a collection of elements

The elements are of the same type The elements can be accessed with an integer index

3

5

1

2

4

8

7

9

myArray

0 1 2 7 index3 4 5 6

For example:cout << "Array element 5 is " << myArray[5] << endl;

Outputs: Array element 5 is 8

Creating an array unlike in Java, the

keyword new is not required to create a C++ array

simply declaring an array of a given size allocates space for the array on the stacktotal space =

size of array * size of each element

int num[ 5 ] = { 3, 1, 5, 2, 4 };

Address name value

1245012 num[4] 4

1245008 num[3] 2

1245004 num[2] 5

1245000 num[1] 1

1244996 num[0] 3

Stack: area of memory sequentially filled as a code block executes

Declaring Arrays on the stack the number of array elements must be specified when

the array is declared so that the correct space on the stack can be reserved

int num[5]; char name[20];

not

int num[ ]; char name[ ]; or int[ ] num; char[ ] name;

you can use the #define preprocessor directive to define an array size easier to change if needed

#define N 5 the preprocessor will replace N by 5 wherever it appears

Array example

#include <iostream>#define N 5using namespace std;

int main( ) {int num[N];cout << "Please enter " << N << " integers: ";for (int i=0; i<N; i++)

cin >> num[i];for (int i=(N-1); i >= 0; i--)

cout << num[i] << " ";cout << endl;

}

Please enter 5 integers: 2 4 6 8 1010 8 6 4 2

Array initialisation Unlike Java, a C++ array is not initialised with

default values when it is created the data contained is unpredictable

#include <iostream>#define N 5using namespace std;int main( ) {

int num[N];for (int i= 0; i < N; i++)

cout << num[i] << " ";cout << endl;

}-858993460 -858993460 -858993460 -858993460 -858993460

Short-cut initialisation

Like in Java, we can initialise the values in the array when it is declared:int num[ 5 ] = { 3, 1, 5, 2, 4 };

if we don't specify the size, the array will be the same size as the initialising listint num[ ] = { 3, 1, 5, 2, 4 };

we can declare the array to be larger than the listint num[ 10 ] = { 3, 1, 5, 2, 4 }; the last elements will be initialised to zero

Default initialisation

What does this do?int myArray[100] = {0};

initialises all 100 elements in the array to 0 why is this useful?

THERE IS NO ARRAY BOUNDS CHECKING IN C++!!!!!!!! you can do this

int i;int num[5 ] = { 3, 1, 5, 2, 4 };for (i=0; i < 10; i++)

printf("%d ", num[i]); and this

num[42] = 100;

you will NOT get any compiler or run-time errors this is NOT good but it is fast

bounds checking slows run-time performance but it does prevent potentially disastrous errors

3 1 5 2 4 -858993460 -858993460 7 -858993460 1245112

Passing arrays to functions arrays can be passed to functions unlike in Java and C#, the array does NOT carry

any information about its size need to also pass the array size to the function

a function to output an array:void outputArray(int a[ ], int size) {

for (int i=0; i < size; i++)

cout << a[i] << " ";}

to call the function:outputArray(num, 5);

2D (and higher-dimension) arrays as in Java and C#, C++ arrays can have more than

one dimension

#include <iostream>using namespace std;void display(int nums[ ][4], int nRows) {/* the number of columns in the 2D array must be specified*/ for (int row=0; row< nRows; row++) {

for (int col=0; col< 4; col++)printf("%5d", nums[row][col]);

printf("\n");}

}int main(void) { int val[3][4] = { 8, 6, 4, 5, 3, 15, 5, 7, 12, 5, 6, 7}; display(val, 3);}

8 6 4 5 3 15 5 712 5 6 7

Structures In C++, structures are used to group several pieces

of related information togetherstruct date { int day; int month; int year; } ;

This defines a new type date made up of three integers

Variables of type date can then be declared as follows.date jimBirthday;

Using structures Structure members are accessed using the dot operator:

jimBirthday.day= 10;jimBirthday.month = 5;jimBirthday.year = 1960;

Structure variables may be initialised when declared:date hastings = {23, 10, 1066};

Using structure members:hastings.day = 24; sets the day component of hastings to 24cin >> hastings.day; reads an integer from the keyboard and stores it in the day

component of hastings.cout << "The year was " << hastings.year << endl; outputs The year was 1066

Structures vs. classes

in some ways C++ structures are like classes they define a way to group together related data the fields are like the attributes (member variables) of a

Java (or C# or C++) class however

structure fields are always public accessor methods are not needed

no encapsulation

once a structure is defined, we can use it many times each instance holds its own data

Structures containing structures

Structures can also contain structures. struct time {

int hours, mins, secs;

} ;

struct date_time {

date sdate;

time stime;

};

corrected version! 23 Jan

Using structures containing structures

date_time lunch = {{15, 3, 2012}, {12, 15, 0}};

date_time assignmentDue;

assignmentDue.sdate = jimBirthday;

assignmentDue.stime.hours = 3;

assignmentDue.stime.mins = 30;

assignmentDue.stime.secs = 0;

Structures as function arguments

A structure can be passed as a function argument just like any other variable.

by default, it is passed by value the function creates a new structure of the same

type and copies each member of the original structure

this is useful if we don't want the function to change any of the original structure members

but it is time- and space- inefficient later we will learn how to pass it by value

Passing a structure to a function

void printDate(date d) {

cout << d.day << " " << d.month << " " << d.year << endl;

}

int main() {

date hastings = {23, 10, 1066};

printDate(hastings);

} 23 10 1066

Summary

Today we have compared how functions are implemented in C++

and Java compared C++ and Java arrays introduced structures

Tutorial Reading: “C++: A beginners guide” by Herbert Schildt

http://go.microsoft.com/?linkid=8311584

top related