Transcript Lecture 3

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/SolarSystemIP3D A.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=10000 0000130707 "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 as  Bjarne Stroustrup, Programming: Principles and Practices Using C++, Addison Wesley 2008 http://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 reference http://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/def ault.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 #include #include #include "glut.h" } void display() { glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POLYGON); int main(int argc, char* argv[]) { glVertex2f(-0.75, 0.5); glVertex2f(0.75, 0.5); glVertex2f(0.75, -0.5); glVertex2f(-0.75, -0.5); glutInit(&argc, argv); glutCreateWindow("Simple OpenGL Program"); glutDisplayFunc(display); glEnd(); glFlush(); } glutMainLoop();

Program output

#include statements

#include #include #include #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

(-1, 1) 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)

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 functions void glutInitWindowSize(int width, int height) void glutInitWindowPosition(int x, int y)  note the y-axis increases as you go

down

screen coordinates in

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 colours

void 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, 3 rd 4 th is blue is green, 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/ver sion1.1/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 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 lists this is function overloading C does not allow overloading, but Java and C# do

Overloads of addNum

 int 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 error answer = addNums(3, 4.5); error C2666: 'addNums' : 2 overloads have similar conversions test.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 declaration int addNums(int x, int y, int z = 0) { return x + y + z; }  can be called by both answer = 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 list  why?

 Java and C# don't allow default arguments  update: C# has recently introduced them, in C# 4.0

http://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 call int 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 myArray 3 5 1 2 4 8 7 9 0 1 2 3 4 5 6 7 index  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 stack total space = size of array * size of each element

int

num[ 5 ] = { 3, 1, 5, 2, 4 }; Address 1245012 1245008 1245004 1245000 1244996 name num[4] num[3] num[2] num[1] num[0] value 4 2 5 1 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 #define N 5 using namespace std; Please enter 5 integers: 2 4 6 8 10 10 8 6 4 2 } int main( ) { int num[N]; cout << "Please enter " << N << " integers: "; for (int i=0; i> num[i]; for (int i=(N-1); i >= 0; i--) cout << num[i] << " "; cout << endl;

Array initialisation

 Unlike Java, a C++ array is not initialised with default values when it is created  the data contained is unpredictable } #include #define N 5 using 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 list

int

num[ ] = { 3, 1, 5, 2, 4 };  we can declare the array to be larger than the list

int

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

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 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) {

8 6 4 5 3 15 5 7 12 5 6 7

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

Structures

   In C++, structures are used to group several pieces of related information together struct 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;  cin >> hastings.day;  reads an integer from the keyboard and stores it in the

day

component of

hastings

.

cout << "The year was " << hastings.year << endl;  sets the day component of

hastings

to 24 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