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Why use pointers in C++?

I am learning C++ from a game development standpoint coming from long time development in C# not related to gaming, but am having a fairly difficult time grasping the concept/use of pointers and de-referencing. I have read the two chapters in my current classes textbook literally 3 times and even googled some different pages relating to them, but it doesn't seem to be coming together all that well.

I think I get this part:

#include <iostream>

int main()
{
    int myValue   = 5;
    int* myPointer = nullptr;

    std::cout << "My value: " << myValue << std::endl; // Returns value of 5.
    std::cout << "My Pointer: " << &myValue << std::endl; // Returns some hex address.

    myPointer  = &myValue; // This would set it to the address of memory.
    *myPointer = 10; // Essentially sets myValue to 10.

    std::cout << "My value: " << myValue << std::endl; // Returns value of 10.
    std::cout << "My Pointer: " << &myValue << std::endl; // Returns same hex address.
}

I think what I'm not getting is, why? Why not just say myValue = 5, then myValue = 10? What is the purpose in going through the added layer for another variable or pointer? Any helpful input, real life uses or links to some reading that would help make sense of this would be GREATLY appreciated!

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Volearix Avatar asked Dec 16 '13 19:12

Volearix


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2 Answers

The purpose of pointers is something you will not fully realize until you actually need them for the first time. The example you provide is a situation where pointers are not needed, but can be used. It is really just to show how they work. A pointer is a way to remember where memory is without having to copy around everything it points to. Read this tutorial because it may give you a different view than the class book does:

http://www.cplusplus.com/doc/tutorial/pointers/

Example: If you have an array of game entities defined like this:

std::vector<Entity*> entities;

And you have a Camera class that can "track" a particular Entity:

class Camera
{
private:
   Entity *mTarget;  //Entity to track

public:
   void setTarget(Entity *target) { mTarget = target; }
}

In this case, the only way for a Camera to refer to an Entity is by the use of pointers.

entities.push_back(new Entity());
Camera camera;
camera.setTarget(entities.front());

Now whenever the position of the Entity changes in your game world, the Camera will automatically have access to the latest position when it renders to the screen. If you had instead not used a pointer to the Entity and passed a copy, you would have an outdated position to render the Camera.

like image 187
Dan Watkins Avatar answered Sep 23 '22 23:09

Dan Watkins


TL;DR: pointers are useful when multiple places need access to the same information

In your example they aren't doing much, like you said it's just showing how they can be used. One thing pointers are used for is to connect nodes like in a tree. If you have a node structure like so...

struct myNode
{
    myNode *next;
    int someData;
};

You can create several nodes and link each one to the previous myNode's next member. You can do this without pointers, but the neat thing with pointers is because they are all linked together, when you pass around the myNode list you only need to pass the first (root) node.

The cool thing about pointers is that if two pointers are referencing the same memory address, any changes to the memory address are recognized by everything referencing that memory address. So if you did:

int a = 5; // set a to 5
int *b = &a; // tell b to point to a
int *c = b; // tell c to point to b (which points to a)

*b = 3; // set the value at 'a' to 3
cout << c << endl; // this would print '3' because c points to the same place as b

This has some practical uses. Consider you have a list of nodes linked together. The data in each node defines some sort of task that needs to be done that will be handled by some function. As new tasks are added to the list, they get appended to the end. Since the function has a pointer to the node list, as tasks are added on it receives those as well. On the other hand, the function can also remove tasks as it completes them, which are then reflected back across any other pointers that are looking at the node list.

Pointers are also used for dynamic memory. Say you want the user to enter in a series of numbers, and they tell you how many numbers they want to use. You could define an array of 100 elements to allow for up to 100 numbers, or you could use dynamic memory.

int count = 0;

cout << "How many numbers do you want?\n> ";
cin >> count;

// Create a dynamic array with size 'count'
int *myArray = new int[count];

for(int i = 0; i < count; i++)
{
    // Ask for numbers here
}

// Make sure to delete it afterwars
delete[] myArray;
like image 33
Jessie Avatar answered Sep 22 '22 23:09

Jessie