Able to hook onto a class' static initialization block? (aka static { })? - Xposed Framework Development

As the topic mentions.
Given
Code:
class ExampleClass {
private static final Map<String, String> test;
static {
test = new HashMap<String,String>();
test.put("cow", "moo");
}
There's additional injection points to accomplish what I'm trying to do (outside the scope of this thread), however it'd be mightly simpler if I'm able able to replace the static {} with my own.
If it is possible, can someone provide the line to do it?
If not I'll implement what I'm trying to do by manipulating the code later on in execution. The end goal is to manipulate the final Map, or manipulate the code that accesses the Map.
Thanks!

Related

[Q] Standard and Professional

Newbie here. Maybe someone can give me some direction. I am writing an app for both standard and professional. I have 2 projects in my solution. One is for standard the othe is for professional. I am not sure if this is the right way or not but what I want to do is when the app opens it checks to see what platform is running and then runs the correct project. Any help would be greatly appreciated.
It is possible to create a single project that is capable of running on both platforms but there is quite a bit of groundwork you will have to do first.
Firstly, the main differences.
Standard : No touch screen i.e. No Mouse events. All user input is via the keyboard, buttons, D-PAD and ENTER. No Open/Save dialogboxes, you have to present the files to the user yourself. Message dialogs appear full screen.
Professional : None of the above limitations.
The are a few pointers here:
http://msdn.microsoft.com/en-us/library/bb985500.aspx
The following code will detect the platform and set the variable 'SmartPhone' to 1 (true) if the version is 'Standard'
Code:
#define MAX_LOADSTRING 100
int SmartPhone;
TCHAR szReturn[MAX_LOADSTRING];
SystemParametersInfo(SPI_GETPLATFORMTYPE,MAX_LOADSTRING,szReturn,false);
SmartPhone=wcscmp(TEXT("SmartPhone"),szReturn)^1;
Your processing code may have code such as:
Code:
if(SmartPhone)
{
........ Standard Stuff.......
}
else
{
......... Professional Stuff........
}
Note also that code dealing with a WM_LBUTTONDOWN message will never be executed on a smartphone, as WinMo Standard never generates this message.
It may seem a pain, but you only have one executable to deliver for both platforms.
As an example, here's one I prepared earlier.
http://forum.xda-developers.com/showthread.php?t=509413
more info
I am coding with VB. What I was thinking was creating a class project and making that the startup project. Within the class the VB would check the platform and then run the correct project.
Should work:
To get the Platform type in .NET CF have a look at:
http://msdn.microsoft.com/en-us/library/ms229660(VS.90).aspx
It's also listed in the VS Help.
I am using VS2008 TS and cf3.5. I have tried several methods and still can't get any to work. I must be missing a reference or something. Here is some code I can't get to work.
If SystemSettings.Platform = WinCEPlatform.PocketPC Then
txtDeviceType.Text = "Windows Mobile Professional"
ElseIf SystemSettings.Platform = WinCEPlatform.Smartphone Then
txtDeviceType.Text = "Windows Mobile Standard"
Else
txtDeviceType.Text = "Not Windows Mobile"
End If
Also tried this.
Public Enumeration WinCEPlatform
Dim instance As WinCEPlatform
I also tried getversionex but couldn't get it to work either.
I only code .NET in C# but there is virtually no difference.
Try this: You will have to add the reference to Microsoft.WindowsCE.Forms;
Right click on References in the Solution Explorer, click on Add Reference, in the .NET Tab, pick it out of the list.
Code:
using System;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using Microsoft.WindowsCE.Forms;
namespace Test
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
WinCEPlatform Platform = new WinCEPlatform();
Platform = SystemSettings.Platform;
label1.Text = Platform.ToString();
}
}
}
Works a treat!
Let's let Red Gate's Reflector translate the IL into VB.
It also reveals that the compiler rips outs the middle variables and goes straight for :
Code:
Private Sub Form1_Load(ByVal sender As Object, ByVal e As EventArgs)
Me.label1.Text = SystemSettings.Platform.ToString
End Sub
I am getting an error on this InitializeComponent. Another question. Can I add a class project and use this code to point to the correct project?
Drop the InitialiseComponent function, that is only used used in C#
In VB in Form1 the only code you need is
Code:
Public Class Form1
Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
Label1.Text = Microsoft.WindowsCE.Forms.SystemSettings.Platform.ToString
End Sub
End Class
This code works and puts "YES" in the box if run on a PPC
Code:
Public Class Form1
Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
If Microsoft.WindowsCE.Forms.SystemSettings.Platform = Microsoft.WindowsCE.Forms.WinCEPlatform.PocketPC Then
Label1.Text = "YES"
End If
End Sub
End Class
Ok. I got it to work with the following code. But I have another problem. My app is a very simple app. I want it to work on PPC2003 and smartphones. I have 2 different forms for standard and professional. Now the problem is that if I use .net compact framework 3.5 then the device has to have that installed. So if I want to the app to work on older devices it won't work without the .net compact framework. If I use .net compact framework 2.0 then I lose the ability to use the code to determine if its standard or professional. I was hoping there was a way to include the 3.5 CF into my app cab but I haven't seen it. I am currently using VS2008 whcih only allows you 2.0 CF and 3.5 CF. I was thinking about using VS2005 and use 1.0 CF so it would work on all Windows mobile devices. But then I would again lose the ability to use the code. Any ideas would be appreciated.
Shared Sub Main()
Dim Platform As New WinCEPlatform()
Platform = SystemSettings.Platform
If Platform = "1" Then
Application.Run(
New Pro())
ElseIf Platform = "2" Then
Application.Run(
New Standard())
End If
End Sub
Using VS2005 I started a new project and selected SmartDevice 1.0. Now I have some issues.
1. Trying to determine either standard or professional. I am trying to use the Pinvoke to do this. No luck so far. I get an error on ByVal nFolder As ceFolders.
2. The code I was using to play a .wav file no longer works.
Dim myplayer As New System.Media.SoundPlayer(New IO.MemoryStream(My.Resources.Dice))
myplayer.Play()
3. I had resource files for images and a wav file so my code to use these no longer work.
Me.PictureBox1.Image = My.Resources.red_die_1_th
1. I'll have a look at it. Watch this space.
2. The SoundPlayer object is only available from .net CF 3.5 onwards. To play sounds you my have to PInvoke PlaySound()
http://msdn.microsoft.com/en-us/library/ms229685(v=VS.80).aspx
3. Should work, but maybe there's a difference in the frameworks. Microsoft's catch-all is that not all methods, properties etc. are supported in all .NET or .NET CF. versions. You may end up doing it in two stages, create a bitmap image from the resource, then pass that to the picturebox.
The answer to 1 is below. This works in C# under VS2003 .NET CF 1.0 but it is only in C#, I do not have VB installed on this machine. You will have to reverse engineer it into VB yourself, not too difficult. The important code is the DLLImport definition, the SPI_GETPLATFORMTYPE definition, and the call of the function in Form1_Load().
On program start "PocketPC" appears in the label on screen.
Code:
using System;
using System.Drawing;
using System.Collections;
using System.Windows.Forms;
using System.Data;
using System.Runtime.InteropServices;
namespace PInvTest
{
/// <summary>
/// Summary description for Form1.
/// </summary>
public class Form1 : System.Windows.Forms.Form
{
private System.Windows.Forms.Label label1;
private System.Windows.Forms.MainMenu mainMenu1;
[DllImport("coredll.dll", EntryPoint="SystemParametersInfo", SetLastError=true)]
private static extern int SystemParametersInfo(
int uiAction, int uiParam, string pvParam, int fWinIni);
private const int SPI_GETPLATFORMTYPE = 257;
public Form1()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
protected override void Dispose( bool disposing )
{
base.Dispose( disposing );
}
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
Application.Run(new Form1());
}
private void Form1_Load(object sender, System.EventArgs e)
{
string Platform = new string(' ',20);
SystemParametersInfo(SPI_GETPLATFORMTYPE,Platform.Length,Platform,0);
label1.Text=Platform;
}
}
}

[Q] [Resolved] [.Net CF 3.5] How do i create a treeview based file browser

I have a problem with a project i'm working on and that is:
How do i create a TreeView based file browser that can export a selected path and filename to a textbox and a Process.Start call at the same time. That's it in a nut shell. The main part if the tree view bit but i haven't figured out how to do variables yet and i'm gonna need one for the second part. I have spent hours googling and i have this question posted on a dedicated VB forum.
I'm using Visual Basic 2008 as the IDE and .Net CF 3.5 as the language (obviously)
If anyone has any ideas on this i'll gladly hear them coz i am really stuck. I found writting code to soft reset a device was easier
TreeNodeCollection tr=treeView1.Nodes;
TreeNode tn;
foreach (string dirs in System.IO.Directory.GetDirectories(System.IO.Directory.GetDirectoryRoot(Assembly.GetExecutingAssembly().GetModules()[0].FullyQualifiedName)))
{
tn = new TreeNode(dirs);
//tr = new TreeNodeCollection();
tr.Add(tn);
}
ergintiravoglu said:
TreeNodeCollection tr=treeView1.Nodes;
TreeNode tn;
foreach (string dirs in System.IO.Directory.GetDirectories(System.IO.Directory.GetDirectoryRoot(Assembly.GetExecutingAssembly().GetModules()[0].FullyQualifiedName)))
{
tn = new TreeNode(dirs);
//tr = new TreeNodeCollection();
tr.Add(tn);
}
Click to expand...
Click to collapse
Is that C# code or VB?
M3PH said:
Is that C# code or VB?
Click to expand...
Click to collapse
C#....VB don't have the curly brackets
So i've come back to this question after a few months avoiding VB. I'm now working on a new product and the lack of an folderbrowserdialog object in .Net CF is killing me.
What i need is this (oh and thanks to everyone that posted above but i can't make that solution work). A way to list all the folders on a device and then select one that can be passed to a variable so it's path can be used elsewhere. Maybe also pass the path to a textbox just so it's clear what you have selected. I've spent 2 days googling this and i did find a few things. Most don't work and the rest are in c# which is not much good. So if anyone wants to help me out i would really appreciate it.
Get your head round this.........
O.K. Here's how it's done, with a crash course in one of the most powerful of programming techniques - Recursion. It can confuse the hell out of rookie programmers, as they just can't get their heads round what's going on. It is dependant on a function's local variables and fortunately, .NET's stack based architecture allows us to use it to the full.
You will need, 1.) a TreeView object - named "treeView1" and 2.), a label named "label1" placed underneath it. The label is only there to prove the point that we can get at the full pathname of the selected directory in the Treeview. In reality it can be dropped, just put your processing code directly in the TreeView's AfterSelect() event.
The Form_Load() event gets the directories in the root directory, by calling GetDirList with an initial directory of "\".
GetDirList() adds the directories to the TreeView then calls GetDirList again on each directory to get any subdirectories, and again on each subdirectory, ad nauseum. Keep going until there are no more directories returned.
When completed TreeView contains a list of every directory/subdirectory on the device.
When you select an item from the TreeView the full pathname is displayed in the label. The image at the bottom shows it running under debug on the WinMo 5.0 emulator. There are several directories you would not normally see on your device.
Good Luck, stephj.
Code:
Private Sub Form1_Load(ByVal sender As Object, ByVal e As EventArgs)
Me.GetDirList("\")
End Sub
Private Sub GetDirList(ByVal PathName As String)
Dim dirs As String
For Each dirs In Directory.GetDirectories(PathName)
Dim tn As New TreeNode(dirs)
Me.treeView1.Nodes.Add(tn)
Me.GetDirList(tn.FullPath)
Next
End Sub
Private Sub treeView1_AfterSelect(ByVal sender As Object, ByVal e As TreeViewEventArgs)
Me.label1.Text = e.Node.FullPath
End Sub
P.S.
You will need the VB equivalent of using System.IO adding to your project.
This stuff has been around since .NET CF 1.1
The original project was written in C#, I used .NET Reflector to translate it into VB from the original. The original C# is included here:-
Code:
using System;
using System.Text;
using System.Windows.Forms;
using System.IO;
namespace Test
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
GetDirList("\\");
}
private void GetDirList(string PathName)
{
foreach (string dirs in System.IO.Directory.GetDirectories(PathName))
{
TreeNode tn = new TreeNode(dirs);
treeView1.Nodes.Add(tn);
GetDirList(tn.FullPath);
}
}
private void treeView1_AfterSelect(object sender, TreeViewEventArgs e)
{
label1.Text = e.Node.FullPath;
}
}
}
cool thanks. I'll have a look at coding this tomorrow (i having some fun time right now).
I did have a look at doing this with a list box yesterday but i was getting errors left, right and centre so i really do appreciate the help.
Just an FYI the VB equivelent of "using" is "imports" otherwise most of the objects are the same but i don't nee to worry about adding it as the program is already interacting with the file system.
Again thanks very much. I really appreciate you taking the time to help me out.
I've just had a look at implementing this but i'm having trouble getting the treeview to populate with the folder list. What am i doing wrong? the object names all match up and i can't see why it's not working. Am i just being plain dense?
What i have Is pretty much what you posted except for a few changes to allow for the fact that the treeview object is in a tabcontrol and i already have a bunch of labels knocking around so the label is called label28 and not label1.
I'm sorry if it appears like i'm not trying or i'm asking you to do all the work but i am genuinely really stuck. I get the recursion principal, That's not an issue but i'm trying to create something from scratch that should really have been included in .net CF and i'm just not that good a programmer yet
Should work..... but without seeing the actual code it's rather hard to remotely debug it.
To prove the point, here's the complete VS2008 VB .NET CF 3.5 project.
In the \bin\release directory is the actual executable. If you have .NET CF 3.5 on your device, drop DirList.exe onto it and run it.
I had a look at the project you posted and just copied the coded over. I did make some tweaks so it only loaded the folder list when the tab the treeview was on was clicked but that didn't work so i repated the code in as is and voila! it works. Now all i need is to create a variable to store the selected path in but i think i can manage that.
Again a huge thanks.
Hierarchical view......
Here's the project to indent, compress, and expand the directory tree structure.
I was just playing around with this and i noticed that when you click on a directory below "\" the path becomes "\\this\path". This is obviously not a valid windows mobile path and it is causing an IOexception and I have no idea how to fix it. Google suggests lots of c# pages that say to use a regular expression to strip out the illegal characters but the example i found was for the entire path and it seemed to check each character against a variable of illegal values. I'm sure if that would work for me. Heres the link.
Let me know what you think.
I have no idea where the \\this is coming from, I can't replicate it.
To filter out the extra leading slash use this:-
Code:
Private Sub TreeView1_AfterSelect(ByVal sender As System.Object, ByVal e As System.Windows.Forms.TreeViewEventArgs) Handles TreeView1.AfterSelect
If TreeView1.SelectedNode.FullPath.Length() = 1 Then
Label1.Text = TreeView1.SelectedNode.FullPath
Else
Label1.Text = TreeView1.SelectedNode.FullPath.Substring(1)
End If
Interesting new problem has cropped up with this code. It doesn't seem to work on rhodiums. It works fine in the emulator, my HD2 and all of CajunFlavouredBob's devices but i have a user that has a rhodium that get the error posted here. I can't replicte it and i don't have a rhodium to test it with. Any ideas?
Hmmmmm another tricky one. Without seeing the device actually throw the error, it can be a bit difficult.
Does this machine actually report the storage card as "\Storage Card"? Some machines don't. In which case you may have to use some storage card enumeration trick to get hold of the real name it uses. This may not apply in this case.
Also, to make things trickier still, the stack dump shows 'GetInternalDirectoryNames()' as the function throwing the error first. This is a level below your call of GetDirectories(), and is being used by the OS to actually go get the info. You may have to create a test version of EXCT2 full of Try...Catch programming blocks, to try to get to the real point where the error is being thrown.
well this turned out to be a memory related issue. So instead of using the folder browser we now use the stock winmo savedialog. because it uses less memory and allows us access to the locations we need.
Thanks for helping though steph.

[Q] visual studio 2010 code help

been trying to figger out how to write this code for the better part of a day and just cant figger it out. hopefuly someone here can help.
its nothing complex by far, just my lack of knowledge lol.
so,
from the MainPage.xaml, i have a button that i want to link to "item2" on PanoramaPage1.xaml.
i know that this:
NavigationService.Navigate(new Uri("/PanoramaPage1.xaml", UriKind.Relative));
will get me to the Panorama page, but is there a way so ig goes right to item2?
ive tried code like:
NavigationService.Navigate(new Uri("/PanoramaPage1.xaml(item2.SelectedIndex)", UriKind.Relative));
NavigationService.Navigate(new Uri("/PanoramaPage1.xaml(item2)", UriKind.Relative));
NavigationService.Navigate(new Uri("/PanoramaPage1.xaml/item2", UriKind.Relative));
Etc...
but nothing is working for me.
thanx for any help.
poy
Create a property holding the pivotpage you'd like to go to, perhaps _selectedPivotPage. Then set this, to whatever number you need, before calling Navigate() and add something like this.PivotControl.SelectedIndex = _selectedPivotPage to Page_Loaded() in PivotPage1.xaml.cs (or whatever page you're calling).
i really didnt understand much of what you just said... lol
is there anyway you could give me an example?
I've made a quick project which shows this:
http://dl.dropbox.com/u/129101/Panorama.zip
The idea is this:
In the PanoramaPage1's xaml, you add a name for the panorama so you can refer to it in code.
In the PanoramaPage1's xaml.cs, you override the OnNavigatedTo function, which is called when the page is about to be displayed:
// <summary>
/// Overrides PhoneApplicationPage's OnNavigatedTo function, which is called when the page is about to be displayed.
/// </summary>
/// <param name="e"></param>
protected override void OnNavigatedTo(System.Windows.Navigation.NavigationEventArgs e)
{
//item2 is the second item, but 0 indexed.
myPanorama.DefaultItem = myPanorama.Items[1];
base.OnNavigatedTo(e);
}
Edit:
This may not be what you're asking. If you're trying to figure out how to send a value which affects the next page (for example change the title of the next page, pass an object, etc), you probably want this example instead
http://dl.dropbox.com/u/129101/Panorama_querystring.zip
williammel said:
Edit:
This may not be what you're asking. If you're trying to figure out how to send a value which affects the next page (for example change the title of the next page, pass an object, etc), you probably want this example instead
http://dl.dropbox.com/u/129101/Panorama_querystring.zip
Click to expand...
Click to collapse
This is exactly what i needed. Thank you sooo much!
poy
No problem. If you're planning on passing complex objects (or any really) you can store them in app.xaml.cs and cut down on the typing, and the time it takes to use the object (since it doesn't have to generate a dictionary you have to query)
Something like this:
Public static string navigationParam;
Or
Public static object navigationobj;
And in any file:
App.navigationparam = "item2";
or
App.navigationobj = (object)myclassvariable;
And just do the opposite to get the item back.

Learn C++ (For Total Noobs)

HEY GUYS, ive decided to share this C++ tutorial for people who still dont know anything about it and are willing to learn..
this tutorial is very useful for beginners
and i would like to say that I DIDNT WRITE THIS TUTORIAL...IM ONLY SHARING to help people out ........
I know the appearance looks a little complicated and hard but dont worry im working on making it better and more clearer
OK LETS START
Programs recommended to use
1.microsoft c++ compiler (windows)
2.eclipse c++ compiler(linux,windows)
LESSON 1
Lesson 1 - The Basics
This tutorial is designed for everyone: even if you've never programmed before or if you have extensive experience programming in other languages and want to expand into C++! It is for everyone who wants the feeling of accomplishment from a working program.
Getting set up
C++ is a programming language of many different dialects, similar to the way that each spoken language has many different dialects. In C++, dialects are not because the speakers live in the North or South. Instead, it is because there are many different compilers that support slightly different features. There are several common compilers: in particular, Borland C++, Microsoft C++, and GNU C++. There are also many front-end environments for the different compilers--the most common is Dev-C++ around GNU's G++ compiler. Some, such as G++, are free, while others are not. Please see the compiler listing for more information on how to get a compiler and set it up.
Each of these compilers is slightly different. Each one should support the ANSI/ISO standard C++ functions, but each compiler will also have nonstandard functions (these functions are similar to slang spoken in different parts of a country). Sometimes the use of nonstandard functions will cause problems when you attempt to compile source code (the actual C++ written by a programmer and saved as a text file) with a different compiler. These tutorials use ANSI/ISO standard C++ and should not suffer from this problem (with sufficiently modern compilers). Note that if you are using an older compiler, such as TCLite, you should read check out some compatability issues.
If you don't have a compiler, I strongly suggest that you get one. A simple compiler is sufficient for our use, but make sure that you do get one in order to get the most from these tutorials. The page linked above, compilers, lists compilers by operating system.
C++ is a different breed of programming language. A C++ program begins with a function, a collection of commands that do "something". The function that begins a C++ program is called main; this function is always called when the program first executes. From main, we can also call other functions whether they be written by us or by others. To access a standard function that comes with the compiler, you include a header with the #include directive. What this does is effectively take everything in the header and paste it into your program. Let's look at a working program:
Code:
#include <iostream>
using namespace std;
int main()
{
cout<<"HEY, you, I'm alive! Oh, and Hello World!\n";
cin.get();
}
Let's look at the elements of the program. The #include is a "preprocessor" directive that tells the compiler to put code from the header called iostream into our program before actually creating the executable. By including header files, you an gain access to many different functions. For example, the cout function requires iostream. Following the include is the statement, "using namespace std;". This line tells the compiler to use a group of functions that are part of the standard library (std). By including this line at the top of a file, you allow the program to use functions such as cout. The semicolon is part of the syntax of C and C++. It tells the compiler that you're at the end of a command. You will see later that the semicolon is used to end most commands in C++.
The next imporant line is int main(). This line tells the compiler that there is a function named main, and that the function returns an integer, hence int. The "curly braces" ({ and }) signal the beginning and end of functions and other code blocks. If you have programmed in Pascal, you will know them as BEGIN and END. Even if you haven't programmed in Pascal, this is a good way to think about their meaning.
The next line of the program may seem strange. If you have programmed in another language, you might expect that print would be the function used to display text. In C++, however, the cout object is used to display text. It uses the << symbols, known as "insertion operators", to indicate what to output. cout<< results in a function call with the ensuing text as an argument to the function. The quotes tell the compiler that you want to output the literal string as-is. The '\n' sequence is actually treated as a single character that stands for a newline (we'll talk about this later in more detail). It moves the cursor on your screen to the next line. Again, notice the semicolon: it is added onto the end of all, such as function calls, in C++.
The next command is cin.get(). This is another function call: it reads in input and expects the user to hit the return key. Many compiler environments will open a new console window, run the program, and then close the window. This command keeps that window from closing because the program is not done yet because it waits for you to hit enter. Including that line gives you time to see the program run.
Upon reaching the end of main, the closing brace, our program will return the value of 0 (and integer, hence why we told main to return an int) to the operating system. This return value is important as it can be used to tell the OS whether our program succeeded or not. A return value of 0 means success and is returned automatically (but only for main, other functions require you to manually return a value), but if we wanted to return something else, such as 1, we would have to do it with a return statement:
Code:
#include <iostream>
using namespace std;
int main()
{
cout<<"HEY, you, I'm alive! Oh, and Hello World!\n";
cin.get();
return 1;
}
The final brace closes off the function. You should try compiling this program and running it. You can cut and paste the code into a file, save it as a .cpp (or whatever extension your compiler requires) file. If you are using a command-line compiler, such as Borland C++ 5.5, you should read the compiler instructions for information on how to compile. Otherwise compiling and running should be as simple as clicking a button with your mouse.
You might start playing around with the cout function and get used to writing C++.
Comments are critical for all but the most trivial programs and this tutorial will often use them to explain sections of code. When you tell the compiler a section of text is a comment, it will ignore it when running the code, allowing you to use any text you want to describe the real code. To create a comment use either //, which tells the compiler that the rest of the line is a comment, or /* and then */ to block off everything between as a comment. Certain compiler environments will change the color of a commented area, but some will not. Be certain not to accidentally comment out code (that is, to tell the compiler part of your code is a comment) you need for the program. When you are learning to program, it is useful to be able to comment out sections of code in order to see how the output is affected.
So far you should be able to write a simple program to display information typed in by you, the programmer and to describe your program with comments. That's great, but what about interacting with your user? Fortunately, it is also possible for your program to accept input. The function you use is known as cin, and is followed by the insertion operator >>.
Of course, before you try to receive input, you must have a place to store that input. In programming, input and data are stored in variables. There are several different types of variables; when you tell the compiler you are declaring a variable, you must include the data type along with the name of the variable. Several basic types include char, int, and float.
A variable of type char stores a single character, variables of type int store integers (numbers without decimal places), and variables of type float store numbers with decimal places. Each of these variable types - char, int, and float - is each a keyword that you use when you declare a variable.
Sometimes it can be confusing to have multiple variable types when it seems like some variable types are redundant. Using the right variable size can be important for making your code readable and for efficiency--some variables require more memory than others. For now, suffice it to say that the different variable types will almost all be used!
To declare a variable you use the syntax type <name>. It is permissible to declare multiple variables of the same type on the same line; each one should be separated by a comma. The declaration of a variable or set of variables should be followed by a semicolon (Note that this is the same procedure used when you call a function). If you attempt to use an undefined variable, your program will not run, and you will receive an error message informing you that you have made a mistake.
Here are some variable declaration examples:
Code:
int x;
int a, b, c, d;
char letter;
float the_float;
While you can have multiple variables of the same type, you cannot have multiple variables with the same name. Moreover, you cannot have variables and functions with the same name.
Here is a sample program demonstrating the use a a variable:
Code:
#include <iostream>
using namespace std;
int main()
{
int thisisanumber;
cout<<"Please enter a number: ";
cin>> thisisanumber;
cin.ignore();
cout<<"You entered: "<< thisisanumber <<"\n";
cin.get();
}
Let's break apart this program and examine it line by line. The keyword int declares thisisanumber to be an integer. The function cin>> reads a value into thisisanumber; the user must press enter before the number is read by the program. cin.ignore() is another function that reads and discards a character. Remember that when you type intput into a program, it takes the enter key too. We don't need this, so we throw it away. Keep in mind that the variable was declared an integer; if the user attempts to type in a decimal number, it will be truncated (that is, the decimal component of the number will be ignored). Try typing in a sequence of characters or a decimal number when you run the example program; the response will vary from input to input, but in no case is it particularly pretty. Notice that when printing out a variable quotation marks are not used. Were there quotation marks, the output would be "You Entered: thisisanumber." The lack of quotation marks informs the compiler that there is a variable, and therefore that the program should check the value of the variable in order to replace the variable name with the variable when executing the output function. Do not be confused by the inclusion of two separate insertion operators on one line. Including multiple insertion operators on one line is perfectly acceptable and all of the output will go to the same place. In fact, you must separate string literals (strings enclosed in quotation marks) and variables by giving each its own insertion operators (<<). Trying to put two variables together with only one << will give you an error message, do not try it. Do not forget to end functions and declarations with a semicolon. If you forget the semicolon, the compiler will give you an error message when you attempt to compile the program.
Of course, no matter what type you use, variables are uninteresting without the ability to modify them. Several operators used with variables include the following: *, -, +, /, =, ==, >, <. The * multiplies, the - subtracts, and the + adds. It is of course important to realize that to modify the value of a variable inside the program it is rather important to use the equal sign. In some languages, the equal sign compares the value of the left and right values, but in C++ == is used for that task. The equal sign is still extremely useful. It sets the left input to the equal sign, which must be one, and only one, variable equal to the value on the right side of the equal sign. The operators that perform mathematical functions should be used on the right side of an equal sign in order to assign the result to a variable on the left side.
Here are a few examples:
Code:
a = 4 * 6; // (Note use of comments and of semicolon) a is 24
a = a + 5; // a equals the original value of a with five added to it
a == 5 // Does NOT assign five to a. Rather, it checks to see if a equals 5.
The other form of equal, ==, is not a way to assign a value to a variable. Rather, it checks to see if the variables are equal. It is useful in other areas of C++; for example, you will often use == in such constructions as conditional statements and loops. You can probably guess how < and > function. They are greater than and less than operators.
For example:
Code:
a < 5 // Checks to see if a is less than five
a > 5 // Checks to see if a is greater than five
a == 5 // Checks to see if a equals five, for good measure
LESSON 2
he ability to control the flow of your program, letting it make decisions on what code to execute, is valuable to the programmer. The if statement allows you to control if a program enters a section of code or not based on whether a given condition is true or false. One of the important functions of the if statement is that it allows the program to select an action based upon the user's input. For example, by using an if statement to check a user entered password, your program can decide whether a user is allowed access to the program. Without a conditional statement such as the if statement, programs would run almost the exact same way every time. If statements allow the flow of the program to be changed, and so they allow algorithms and more interesting code.
Before discussing the actual structure of the if statement, let us examine the meaning of TRUE and FALSE in computer terminology. A true statement is one that evaluates to a nonzero number. A false statement evaluates to zero. When you perform comparison with the relational operators, the operator will return 1 if the comparison is true, or 0 if the comparison is false. For example, the check 0 == 2 evaluates to 0. The check 2 == 2 evaluates to a 1. If this confuses you, try to use a cout statement to output the result of those various comparisons (for example cout<< ( 2 == 1 )
When programming, the aim of the program will often require the checking of one value stored by a variable against another value to determine whether one is larger, smaller, or equal to the other.
There are a number of operators that allow these checks.
Here are the relational operators, as they are known, along with examples:
Code:
> greater than 5 > 4 is TRUE
< less than 4 < 5 is TRUE
>= greater than or equal 4 >= 4 is TRUE
<= less than or equal 3 <= 4 is TRUE
== equal to 5 == 5 is TRUE
!= not equal to 5 != 4 is TRUE
It is highly probable that you have seen these before, probably with slightly different symbols. They should not present any hindrance to understanding. Now that you understand TRUE and FALSE in computer terminology as well as the comparison operators, let us look at the actual structure of if statements.
The structure of an if statement is as follows:
Code:
if ( TRUE )
Execute the next statement
To have more than one statement execute after an if statement that evaluates to true, use braces, like we did with the body of a function. Anything inside braces is called a compound statement, or a block.
For example:
Code:
if ( TRUE ) {
Execute all statements inside the braces
}
There is also the else statement. The code after it (whether a single line or code between brackets) is executed if the if statement is FALSE.
It can look like this:
Code:
if ( TRUE ) {
// Execute these statements if TRUE
}
else {
// Execute these statements if FALSE
}
One use for else is if there are two conditional statements that may both evaluate to true, yet you wish only one of the two to have the code block following it to be executed. You can use an else if after the if statement; that way, if the first statement is true, the else if will be ignored, but if the if statement is false, it will then check the condition for the else if statement. If the if statement was true the else statement will not be checked. It is possible to use numerous else if statements.
Let's look at a simple program for you to try out on your own.
Code:
#include <iostream>
using namespace std;
int main() // Most important part of the program!
{
int age; // Need a variable...
cout<<"Please input your age: "; // Asks for age
cin>> age; // The input is put in age
cin.ignore(); // Throw away enter
if ( age < 100 ) { // If the age is less than 100
cout<<"You are pretty young!\n"; // Just to show you it works...
}
else if ( age == 100 ) { // I use else just to show an example
cout<<"You are old\n"; // Just to show you it works...
}
else {
cout<<"You are really old\n"; // Executed if no other statement is
}
cin.get();
}
Boolean operators allow you to create more complex conditional statements. For example, if you wish to check if a variable is both greater than five and less than ten, you could use the boolean AND to ensure both var > 5 and var < 10 are true. In the following discussion of boolean operators, I will capitalize the boolean operators in order to distinguish them from normal english. The actual C++ operators of equivalent function will be described further into the tutorial - the C++ symbols are not: OR, AND, NOT, although they are of equivalent function.
When using if statements, you will often wish to check multiple different conditions. You must understand the Boolean operators OR, NOT, and AND. The boolean operators function in a similar way to the comparison operators: each returns 0 if evaluates to FALSE or 1 if it evaluates to TRUE.
NOT: The NOT operator accepts one input. If that input is TRUE, it returns FALSE, and if that input is FALSE, it returns TRUE. For example, NOT (1) evalutes to 0, and NOT (0) evalutes to 1. NOT (any number but zero) evaluates to 0. In C and C++ NOT is written as !. NOT is evaluated prior to both AND and OR.
AND: This is another important command. AND returns TRUE if both inputs are TRUE (if 'this' AND 'that' are true). (1) AND (0) would evaluate to zero because one of the inputs is false (both must be TRUE for it to evaluate to TRUE). (1) AND (1) evaluates to 1. (any number but 0) AND (0) evaluates to 0. The AND operator is written && in C++. Do not be confused by thinking it checks equality between numbers: it does not. Keep in mind that the AND operator is evaluated before the OR operator.
OR: Very useful is the OR statement! If either (or both) of the two values it checks are TRUE then it returns TRUE. For example, (1) OR (0) evaluates to 1. (0) OR (0) evaluates to 0. The OR is written as || in C++. Those are the pipe characters. On your keyboard, they may look like a stretched colon. On my computer the pipe shares its key with \. Keep in mind that OR will be evaluated after AND.
It is possible to combine several boolean operators in a single statement; often you will find doing so to be of great value when creating complex expressions for if statements. What is !(1 && 0)? Of course, it would be TRUE. It is true is because 1 && 0 evaluates to 0 and !0 evaluates to TRUE (ie, 1).
Try some of these - they're not too hard.
Code:
A. !( 1 || 0 ) ANSWER: 0
B. !( 1 || 1 && 0 ) ANSWER: 0 (AND is evaluated before OR)
C. !( ( 1 || 0 ) && 0 ) ANSWER: 1 (Parenthesis are useful)
LESSON 3
Lesson 3 - Loops
Loops are used to repeat a block of code. You should understand the concept of C++'s true and false, because it will be necessary when working with loops (the conditions are the same as with if statements). There are three types of loops: for, while, and do..while. Each of them has their specific uses. They are all outlined below.
FOR - for loops are the most useful type. The layout is
Code:
for ( variable initialization; condition; variable update ) {
Code to execute while the condition is true
}
The variable initialization allows you to either declare a variable and give it a value or give a value to an already existing variable. Second, the condition tells the program that while the conditional expression is true the loop should continue to repeat itself. The variable update section is the easiest way for a for loop to handle changing of the variable. It is possible to do things like x++, x = x + 10, or even x = random ( 5 ), and if you really wanted to, you could call other functions that do nothing to the variable but still have a useful effect on the code. Notice that a semicolon separates each of these sections, that is important. Also note that every single one of the sections may be empty, though the semicolons still have to be there. If the condition is empty, it is evaluated as true and the loop will repeat until something else stops it.
Example:
Code:
#include <iostream>
using namespace std; // So the program can see cout and endl
int main()
{
// The loop goes while x < 10, and x increases by one every loop
for ( int x = 0; x < 10; x++ ) {
// Keep in mind that the loop condition checks
// the conditional statement before it loops again.
// consequently, when x equals 10 the loop breaks.
// x is updated before the condition is checked.
cout<< x <<endl;
}
cin.get();
}
This program is a very simple example of a for loop. x is set to zero, while x is less than 10 it calls cout<< x <<endl; and it adds 1 to x until the condition is met. Keep in mind also that the variable is incremented after the code in the loop is run for the first time.
WHILE - WHILE loops are very simple. The basic structure is
while ( condition ) { Code to execute while the condition is true } The true represents a boolean expression which could be x == 1 or while ( x != 7 ) (x does not equal 7). It can be any combination of boolean statements that are legal. Even, (while x = =5 || v == 7) which says execute the code while x equals five or while v equals 7. Notice that a while loop is the same as a for loop without the initialization and update sections. However, an empty condition is not legal for a while loop as it is with a for loop.
Example:
Code:
#include <iostream>
using namespace std; // So we can see cout and endl
int main()
{
int x = 0; // Don't forget to declare variables
while ( x < 10 ) { // While x is less than 10
cout<< x <<endl;
x++; // Update x so the condition can be met eventually
}
cin.get();
}
This was another simple example, but it is longer than the above FOR loop. The easiest way to think of the loop is that when it reaches the brace at the end it jumps back up to the beginning of the loop, which checks the condition again and decides whether to repeat the block another time, or stop and move to the next statement after the block.
DO..WHILE - DO..WHILE loops are useful for things that want to loop at least once. The structure is
Code:
do {
} while ( condition );
Notice that the condition is tested at the end of the block instead of the beginning, so the block will be executed at least once. If the condition is true, we jump back to the beginning of the block and execute it again. A do..while loop is basically a reversed while loop. A while loop says "Loop while the condition is true, and execute this block of code", a do..while loop says "Execute this block of code, and loop while the condition is true".
Example:
Code:
#include <iostream>
using namespace std;
int main()
{
int x;
x = 0;
do {
// "Hello, world!" is printed at least one time
// even though the condition is false
cout<<"Hello, world!\n";
} while ( x != 0 );
cin.get();
}
Keep in mind that you must include a trailing semi-colon after the while in the above example. A common error is to forget that a do..while loop must be terminated with a semicolon (the other loops should not be terminated with a semicolon, adding to the confusion). Notice that this loop will execute once, because it automatically executes before checking the condition.
LESSON 4
Lesson 4 - Functions
Now that you should have learned about variables, loops, and conditional statements it is time to learn about functions. You should have an idea of their uses as we have already use them and defined one in the guise of main. cin.get() is an example of a function. In general, functions are blocks of code that perform a number of pre-defined commands to accomplish something productive.
Functions that a programmer writes will generally require a prototype. Just like a blueprint, the prototype tells the compiler what the function will return, what the function will be called, as well as what arguments the function can be passed. When I say that the function returns a value, I mean that the function can be used in the same manner as a variable would be. For example, a variable can be set equal to a function that returns a value between zero and four.
For example:
Code:
#include <cstdlib> // Include rand()
using namespace std; // Make rand() visible
int a = rand(); //
rand is a standard function that all compilers have
Do not think that 'a' will change at random, it will be set to the value returned when the function is called, but it will not change again.
The general format for a prototype is simple:
Code:
return-type function_name ( arg_type arg1, ..., arg_type argN );
There can be more than one argument passed to a function or none at all (where the parentheses are empty), and it does not have to return a value. Functions that do not return values have a return type of void. Lets look at a function prototype:
Code:
int mult ( int x, int y );
This prototype specifies that the function mult will accept two arguments, both integers, and that it will return an integer. Do not forget the trailing semi-colon. Without it, the compiler will probably think that you are trying to write the actual definition of the function.
When the programmer actually defines the function, it will begin with the prototype, minus the semi-colon. Then there should always be a block with the code that the function is to execute, just as you would write it for the main function. Any of the arguments passed to the function can be used as if they were declared in the block. Finally, end it all with a cherry and a closing brace. Okay, maybe not a cherry.
Lets look at an example program:
Code:
#include <iostream>
using namespace std;
int mult ( int x, int y );
int main()
{
int x;
int y;
cout<<"Please input two numbers to be multiplied: ";
cin>> x >> y;
cin.ignore();
cout<<"The product of your two numbers is "<< mult ( x, y ) <<"\n";
cin.get();
}
int mult ( int x, int y )
{
return x * y;
}
This program begins with the only necessary include file and a directive to make the std namespace visible. Everything in the standard headers is inside of the std namespace and not visible to our programs unless we make them so. Next is the prototype of the function. Notice that it has the final semi-colon! The main function returns an integer, which you should always have to conform to the standard. You should not have trouble understanding the input and output functions. It is fine to use cin to input to variables as the program does. But when typing in the numbers, be sure to separate them by a space so that cin can tell them apart and put them in the right variables.
Notice how cout actually outputs what appears to be the mult function. What is really happening is cout is printing the value returned by mult, not mult itself. The result would be the same as if we had use this print instead
Code:
cout<<"The product of your two numbers is "<< x * y <<"\n";
The mult function is actually defined below main. Due to its prototype being above main, the compiler still recognizes it as being defined, and so the compiler will not give an error about mult being undefined. As long as the prototype is present, a function can be used even if there is no definition. However, the code cannot be run without a definition even though it will compile. The prototype and definition can be combined into one also. If mult were defined before it is used, we could do away with the prototype because the definition can act as a prototype as well.
Return is the keyword used to force the function to return a value. Note that it is possible to have a function that returns no value. If a function returns void, the retun statement is valid, but only if it does not have an expression. In otherwords, for a function that returns void, the statement "return;" is legal, but redundant.
The most important functional (Pun semi-intended) question is why do we need a function? Functions have many uses. For example, a programmer may have a block of code that he has repeated forty times throughout the program. A function to execute that code would save a great deal of space, and it would also make the program more readable. Also, having only one copy of the code makes it easier to make changes. Would you rather make forty little changes scattered all throughout a potentially large program, or one change to the function body? So would I.
Another reason for functions is to break down a complex program into logical parts. For example, take a menu program that runs complex code when a menu choice is selected. The program would probably best be served by making functions for each of the actual menu choices, and then breaking down the complex tasks into smaller, more manageable tasks, which could be in their own functions. In this way, a program can be designed that makes sense when read. And has a structure that is easier to understand quickly. The worst programs usually only have the required function, main, and fill it with pages of jumbled code.
LESSON 5
Lesson 5 - Switch Case
Switch case statements are a substitute for long if statements that compare to an integral value. The basic format for using switch case is outlined below.
Code:
switch ( value ) {
case this:
Code to execute if value == this
break;
case that:
Code to execute if value == that
break;
...
default:
Code to execute if value != this or that
break;
}
The condition of a switch statement is a value. The case says that if it has the value of whatever is after that case then do whatever follows the colon. The break is used to break out of the case statements. Break is a keyword that breaks out of the code block, usually surrounded by braces, which it is in. In this case, break prevents the program from falling through and executing the code in all the other case statements. An important thing to note about the switch statement is that the case values may only be constant integral expressions. Sadly, it isn't legal to use case like this:
Code:
int a = 10;
int b = 10;
int c = 20;
switch ( a ) {
case b:
// Code
break;
case c:
// Code
break;
default:
// Code
break;
}
The default case is optional, but it is wise to include it as it handles any unexpected cases. Switch statements serves as a simple way to write long if statements when the requirements are met. Often it can be used to process input from a user.
Below is a sample program, in which not all of the proper functions are actually declared, but which shows how one would use switch in a program.
Code:
#include <iostream>
using namespace std;
void playgame();
void loadgame();
void playmultiplayer();
int main()
{
int input;
cout<<"1. Play game\n";
cout<<"2. Load game\n";
cout<<"3. Play multiplayer\n";
cout<<"4. Exit\n";
cout<<"Selection: ";
cin>> input;
switch ( input ) {
case 1: // Note the colon, not a semicolon
playgame();
break;
case 2: // Note the colon, not a semicolon
loadgame();
break;
case 3: // Note the colon, not a semicolon
playmultiplayer();
break;
case 4: // Note the colon, not a semicolon
cout<<"Thank you for playing!\n";
break;
default: // Note the colon, not a semicolon
cout<<"Error, bad input, quitting\n";
break;
}
cin.get();
}
This program will compile, but cannot be run until the undefined functions are given bodies, but it serves as a model (albeit simple) for processing input. If you do not understand this then try mentally putting in if statements for the case statements. Default simply skips out of the switch case construction and allows the program to terminate naturally. If you do not like that, then you can make a loop around the whole thing to have it wait for valid input. You could easily make a few small functions if you wish to test the code.
LESSON 6
Lesson 6 - Pointers
Pointers can be confusing, and at times, you may wonder why you would ever want to use them. The truth is, they can make some things much easier. For example, using pointers is one way to have a function modify a variable passed to it. It is also possible to use pointers to dynamically allocate memory allowing certain programming techniques, such as linked lists and resizable arrays. Pointers are what they sound like...pointers. They point to locations in memory. Picture a big jar that holds the location of another jar. In the other jar holds a piece of paper with the number 12 written on it. The jar with the 12 is an integer, and the jar with the memory address of the 12 is a pointer.
Pointer syntax can also be confusing, because pointers can both give the memory location and give the actual value stored in that same location. When a pointer is declared, the syntax is this: variable_type *name; Notice the *. This is the key to declaring a pointer, if you use it before the variable name, it will declare the variable to be a pointer.
As I have said, there are two ways to use the pointer to access information about the memory address it points to. It is possible to have it give the actual address to another variable, or to pass it into a function. To do so, simply use the name of the pointer without the *. However, to access the actual memory location, use the *. The technical name for this doing this is dereferencing.
In order to have a pointer actually point to another variable it is necessary to have the memory address of that variable also. To get the memory address of the variable, put the & sign in front of the variable name. This makes it give its address. This is called the address operator, because it returns the memory address.
For example:
Code:
#include <iostream>
using namespace std;
int main()
{
int x; // A normal integer
int *p; // A pointer to an integer
p = &x; // Read it, "assign the address of x to p"
cin>> x; // Put a value in x, we could also use *p here
cin.ignore();
cout<< *p <<"\n"; // Note the use of the * to get the value
cin.get();
}
The cout outputs the value in x. Why is that? Well, look at the code. The integer is called x. A pointer to an integer is then defined as p. Then it stores the memory location of x in pointer by using the address operator (&). If you wish, you can think of it as if the jar that had the integer had a ampersand in it then it would output its name (in pointers, the memory address) Then the user inputs the value for x. Then the cout uses the * to put the value stored in the memory location of pointer. If the jar with the name of the other jar in it had a * in front of it would give the value stored in the jar with the same name as the one in the jar with the name. It is not too hard, the * gives the value in the location. The unasterisked gives the memory location.
Notice that in the above example, pointer is initialized to point to a specific memory address before it is used. If this was not the case, it could be pointing to anything. This can lead to extremely unpleasant consequences to the computer. You should always initialize pointers before you use them.
It is also possible to initialize pointers using free memory. This allows dynamic allocation of array memory. It is most useful for setting up structures called linked lists. This difficult topic is too complex for this text. An understanding of the keywords new and delete will, however, be tremendously helpful in the future.
The keyword new is used to initialize pointers with memory from free store (a section of memory available to all programs). The syntax looks like the example:
Code:
int *ptr = new int;
It initializes ptr to point to a memory address of size int (because variables have different sizes, number of bytes, this is necessary). The memory that is pointed to becomes unavailable to other programs. This means that the careful coder should free this memory at the end of its usage.
The delete operator frees up the memory allocated through new. To do so, the syntax is as in the example.
Code:
delete ptr;
After deleting a pointer, it is a good idea to reset it to point to 0. When 0 is assigned to a pointer, the pointer becomes a null pointer, in other words, it points to nothing. By doing this, when you do something foolish with the pointer (it happens a lot, even with experienced programmers), you find out immediately instead of later, when you have done considerable damage.
LESSON 8
Lesson 7 - Structures
Before discussing classes, this lesson will be an introduction to data structures similar to classes. Structures are a way of storing many different variables of different types under the same name. This makes it a more modular program, which is easier to modify because its design makes things more compact. It is also useful for databases.
The format for declaring a structure (in C++, it is different in C) is
Code: [Select]
struct Tag {
Members
};
Where Tag is the name of the entire type of structure. To actually create a single structure the syntax is
Code: [Select]
Tag name_of_single_structure;
To access a variable of the structure it goes
Code: [Select]
name_of_single_structure.name_of_variable;
For example:
Code: [Select]
struct example {
int x;
};
example an_example; //Treating it like a normal variable type
an_example.x = 33; //How to access it's members
Here is an example program:
Code: [Select]
struct database {
int id_number;
int age;
float salary;
};
int main()
{
database employee; //There is now an employee variable that has modifiable
// variables inside it.
employee.age = 22;
employee.id_number = 1;
employee.salary = 12000.21;
}
The struct database declares that database has three variables in it, age, id_number, and salary. You can use database like a variable type like int. You can create an employee with the database type as I did above. Then, to modify it you call everything with the 'employee.' in front of it. You can also return structures from functions by defining their return type as a structure type. For instance:
Code: [Select]
database fn();
I will talk only a little bit about unions as well. Unions are like structures except that all the variables share the same memory. When a union is declared the compiler allocates enough memory for the largest data-type in the union. Its like a giant storage chest where you can store one large item, or a small item, but never the both at the same time.
The '.' operator is used to access different variables inside a union also.
As a final note, if you wish to have a pointer to a structure, to actually access the information stored inside the structure that is pointed to, you use the -> operator in place of the . operator. All points about pointers still apply.
A quick example:
Code: [Select]
#include <iostream>
using namespace std;
struct xampl {
int x;
};
int main()
{
xampl structure;
xampl *ptr;
structure.x = 12;
ptr = &structure; // Yes, you need the & when dealing with structures
// and using pointers to them
cout<< ptr->x; // The -> acts somewhat like the * when used with pointers
// It says, get whatever is at that memory address
// Not "get what that memory address is"
cin.get();
}
LESSON 8
Lesson 8 - Arrays
Arrays are useful critters because they can be used in many ways. For example, a tic-tac-toe board can be held in an array. Arrays are essentially a way to store many values under the same name. You can make an array out of any data-type including structures and classes.
Think about arrays like this:
Code: [Select]
[][][][][][]
Each of the bracket pairs is a slot(element) in the array, and you can put information into each one of them. It is almost like having a group of variables side by side. Lets look at the syntax for declaring an array.
Code: [Select]
int examplearray[100]; // This declares an array
This would make an integer array with 100 slots, or places to store values(also called elements). To access a specific part element of the array, you merely put the array name and, in brackets, an index number. This corresponds to a specific element of the array. The one trick is that the first index number, and thus the first element, is zero, and the last is the number of elements minus one. 0-99 in a 100 element array, for example.
What can you do with this simple knowledge? Lets say you want to store a string, because C++ has no built-in datatype for strings, you can make an array of characters.
For example:
Code: [Select]
char astring[100];
will allow you to declare a char array of 100 elements, or slots. Then you can receive input into it it from the user, and if the user types in a long string, it will go in the array. The neat thing is that it is very easy to work with strings in this way, and there is even a header file called cstring. There is another lesson on the uses of strings, so its not necessary to discuss here.
The most useful aspect of arrays is multidimensional arrays. How I think about multi-dimensional arrays:
Code: [Select]
[][][][][]
[][][][][]
[][][][][]
[][][][][]
[][][][][]
This is a graphic of what a two-dimensional array looks like when I visualize it.
For example:
Code: [Select]
int twodimensionalarray[8][8];
declares an array that has two dimensions. Think of it as a chessboard. You can easily use this to store information about some kind of game or to write something like tic-tac-toe. To access it, all you need are two variables, one that goes in the first slot and one that goes in the second slot. You can even make a three dimensional array, though you probably won't need to. In fact, you could make a four-hundred dimensional array. It would be confusing to visualize, however. Arrays are treated like any other variable in most ways. You can modify one value in it by putting:
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arrayname[arrayindexnumber] = whatever;
or, for two dimensional arrays
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arrayname[arrayindexnumber1][arrayindexnumber2] = whatever;
However, you should never attempt to write data past the last element of the array, such as when you have a 10 element array, and you try to write to the [10] element. The memory for the array that was allocated for it will only be ten locations in memory, but the next location could be anything, which could crash your computer.
You will find lots of useful things to do with arrays, from storing information about certain things under one name, to making games like tic-tac-toe. One suggestion I have is to use for loops when access arrays.
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#include <iostream>
using namespace std;
int main()
{
int x;
int y;
int array[8][8]; // Declares an array like a chessboard
for ( x = 0; x < 8; x++ ) {
for ( y = 0; y < 8; y++ )
array[x][y] = x * y; // Set each element to a value
}
cout<<"Array Indices:\n";
for ( x = 0; x < 8;x++ ) {
for ( y = 0; y < 8; y++ )
cout<<"["<<x<<"]["<<y<<"]="<< array[x][y] <<" ";
cout<<"\n";
}
cin.get();
}
Here you see that the loops work well because they increment the variable for you, and you only need to increment by one. Its the easiest loop to read, and you access the entire array.
One thing that arrays don't require that other variables do, is a reference operator when you want to have a pointer to the string. For example:
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char *ptr;
char str[40];
ptr = str; // Gives the memory address without a reference operator(&)
As opposed to
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int *ptr;
int num;
ptr = &num; // Requires & to give the memory address to the ptr
The reason for this is that when an array name is used as an expression, it refers to a pointer to the first element, not the entire array. This rule causes a great deal of confusion.
LESSON 8
Lesson 9 - Strings
In C++ there are two types of strings, C-style strings, and C++-style strings. This lesson will discuss C-style strings. C-style strings are really arrays, but there are some different functions that are used for strings, like adding to strings, finding the length of strings, and also of checking to see if strings match. The definition of a string would be anything that contains more than one character strung together. For example, "This" is a string. However, single characters will not be strings, though they can be used as strings.
Strings are arrays of chars. String literals are words surrounded by double quotation marks.
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"This is a static string"
To declare a string of 49 letters, you would want to say:
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char string[50];
This would declare a string with a length of 50 characters. Do not forget that arrays begin at zero, not 1 for the index number. In addition, a string ends with a null character, literally a '\0' character. However, just remember that there will be an extra character on the end on a string. It is like a period at the end of a sentence, it is not counted as a letter, but it still takes up a space. Technically, in a fifty char array you could only hold 49 letters and one null character at the end to terminate the string.
TAKE NOTE: char *arry; Can also be used as a string. If you have read the tutorial on pointers, you can do something such as:
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arry = new char[256];
which allows you to access arry just as if it were an array. Keep in mind that to use delete you must put [] between delete and arry to tell it to free all 256 bytes of memory allocated.
For example:
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delete [] arry.
Strings are useful for holding all types of long input. If you want the user to input his or her name, you must use a string. Using cin>> to input a string works, but it will terminate the string after it reads the first space. The best way to handle this situation is to use the function cin.getline. Technically cin is a class (a beast similar to a structure), and you are calling one of its member functions. The most important thing is to understand how to use the function however.
The prototype for that function is:
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istream& getline(char *buffer, int length, char terminal_char);
The char *buffer is a pointer to the first element of the character array, so that it can actually be used to access the array. The int length is simply how long the string to be input can be at its maximum (how big the array is). The char terminal_char means that the string will terminate if the user inputs whatever that character is. Keep in mind that it will discard whatever the terminal character is.
It is possible to make a function call of cin.getline(arry, 50); without the terminal character. Note that '\n' is the way of actually telling the compiler you mean a new line, i.e. someone hitting the enter key.
For a example:
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#include <iostream>
using namespace std;
int main()
{
char string[256]; // A nice long string
cout<<"Please enter a long string: ";
cin.getline ( string, 256, '\n' ); // Input goes into string
cout<<"Your long string was: "<< string <<endl;
cin.get();
}
Remember that you are actually passing the address of the array when you pass string because arrays do not require an address operator (&) to be used to pass their address. Other than that, you could make '\n' any character you want (make sure to enclose it with single quotes to inform the compiler of its character status) to have the getline terminate on that character.
cstring is a header file that contains many functions for manipulating strings. One of these is the string comparison function.
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int strcmp ( const char *s1, const char *s2 );
strcmp will accept two strings. It will return an integer. This integer will either be:
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Negative if s1 is less than s2.
Zero if s1 and s2 are equal.
Positive if s1 is greater than s2.
Strcmp is case sensitive. Strcmp also passes the address of the character array to the function to allow it to be accessed.
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char *strcat ( char *dest, const char *src );
strcat is short for string concatenate, which means to add to the end, or append. It adds the second string to the first string. It returns a pointer to the concatenated string. Beware this function, it assumes that dest is large enough to hold the entire contents of src as well as its own contents.
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char *strcpy ( char *dest, const char *src );
strcpy is short for string copy, which means it copies the entire contents of src into dest. The contents of dest after strcpy will be exactly the same as src such that strcmp ( dest, src ) will return 0.
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size_t strlen ( const char *s );
strlen will return the length of a string, minus the termating character ('\0'). The size_t is nothing to worry about. Just treat it as an integer that cannot be negative, which it is.
Here is a small program using many of the previously described functions:
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#include <iostream> //For cout
#include <cstring> //For the string functions
using namespace std;
int main()
{
char name[50];
char lastname[50];
char fullname[100]; // Big enough to hold both name and lastname
cout<<"Please enter your name: ";
cin.getline ( name, 50 );
if ( strcmp ( name, "Julienne" ) == 0 ) // Equal strings
cout<<"That's my name too.\n";
else // Not equal
cout<<"That's not my name.\n";
// Find the length of your name
cout<<"Your name is "<< strlen ( name ) <<" letters long\n";
cout<<"Enter your last name: ";
cin.getline ( lastname, 50 );
fullname[0] = '\0'; // strcat searches for '\0' to cat after
strcat ( fullname, name ); // Copy name into full name
strcat ( fullname, " " ); // We want to separate the names by a space
strcat ( fullname, lastname ); // Copy lastname onto the end of fullname
cout<<"Your full name is "<< fullname <<"\n";
cin.get();
}
LESSON 10
Lesson 10 - File I-O
This is a slightly more advanced topic than what I have covered so far, but I think that it is useful. File I/O is reading from and writing to files. This lesson will only cover text files, that is, files that are composed only of ASCII text.
C++ has two basic classes to handle files, ifstream and ofstream. To use them, include the header file fstream. Ifstream handles file input (reading from files), and ofstream handles file output (writing to files). The way to declare an instance of the ifstream or ofstream class is:
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ifstream a_file;
or
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ifstream a_file ( "filename" );
The constructor for both classes will actually open the file if you pass the name as an argument. As well, both classes have an open command (a_file.open()) and a close command (a_file.close()). You aren't required to use the close command as it will automatically be called when the program terminates, but if you need to close the file long before the program ends, it is useful.
The beauty of the C++ method of handling files rests in the simplicity of the actual functions used in basic input and output operations. Because C++ supports overloading operators, it is possible to use << and >> in front of the instance of the class as if it were cout or cin. In fact, file streams can be used exactly the same as cout and cin after they are opened.
For example:
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#include <fstream>
#include <iostream>
using namespace std;
int main()
{
char str[10];
//Creates an instance of ofstream, and opens example.txt
ofstream a_file ( "example.txt" );
// Outputs to example.txt through a_file
a_file<<"This text will now be inside of example.txt";
// Close the file stream explicitly
a_file.close();
//Opens for reading the file
ifstream b_file ( "example.txt" );
//Reads one string from the file
b_file>> str;
//Should output 'this'
cout<< str <<"\n";
// b_file is closed implicitly here
}
The default mode for opening a file with ofstream's constructor is to create it if it does not exist, or delete everything in it if something does exist in it. If necessary, you can give a second argument that specifies how the file should be handled. They are listed below:
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ios::app -- Append to the file
ios::ate -- Set the current position to the end
ios::trunc -- Delete everything in the file
For example:
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ofstream a_file ( "test.txt", ios::app );
This will open the file without destroying the current contents and allow you to append new data. When opening files, be very careful not to use them if the file could not be opened. This can be tested for very easily:
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ifstream a_file ( "example.txt" );
if ( !a_file.is_open() ) {
// The file could not be opened
}
else {
// Safely use the file stream
}
LESSON 11
Lesson 11 - Typecasting
Typecasting is making a variable of one type, such as an int, act like another type, a char, for one single operation. To typecast something, simply put the type of variable you want the actual variable to act as inside parentheses in front of the actual variable. (char)a will make 'a' function as a char.
For example:
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#include <iostream>
using namespace std;
int main()
{
cout<< (char)65 <<"\n";
// The (char) is a typecast, telling the computer to interpret the 65 as a
// character, not as a number. It is going to give the character output of
// the equivalent of the number 65 (It should be the letter A for ASCII).
cin.get();
}
One use for typecasting for is when you want to use the ASCII characters. For example, what if you want to create your own chart of all 256 ASCII characters. To do this, you will need to use to typecast to allow you to print out the integer as its character equivalent.
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#include <iostream>
using namespace std;
int main()
{
for ( int x = 0; x < 256; x++ ) {
cout<< x <<". "<< (char)x <<" ";
//Note the use of the int version of x to
// output a number and the use of (char) to
// typecast the x into a character
// which outputs the ASCII character that
// corresponds to the current number
}
cin.get();
}
The typecast described above is a C-style cast, C++ supports two other types. First is the function-style cast:
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int main()
{
cout<< char ( 65 ) <<"\n";
cin.get();
}
This is more like a function call than a cast as the type to be cast to is like the name of the function and the value to be cast is like the argument to the function. Next is the named cast, of which there are four:
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int main()
{
cout<< static_cast<char> ( 65 ) <<"\n";
cin.get();
}
static_cast is similar in function to the other casts described above, but the name makes it easier to spot and less tempting to use since it tends to be ugly. Typecasting should be avoided whenever possible. The other three types of named casts are const_cast, reinterpret_cast, and dynamic_cast. They are of no use to us at this time.
LESSON 12
Lesson 12 - Classes
C++ is a bunch of small additions to C, and one major addition. This one addition is the object-oriented approach. As its name suggests, this deals with objects. Of course, these are not real-life objects. Instead, these objects are the essential definitions of real world objects. Classes are collections of data related to a single object type. Classes not only include information regarding the real world object, but also functions to access the data, and classes possess the ability to inherit from other classes. Inheritance is covered in a later lesson.
What is this mysterious beast? Well, it is not only a collection of variables under one heading, but it is a collection of functions under that same heading. If a class is a house, then the functions will be the doors and the variables will be the items inside the house. They usually will be the only way to modify the variables in this structure, and they are usually the only to access the variables in this structure. The idea to make programs more modular - encapsulation. A section of code will have its own functions and variables that control what it can do, and it does not require anything outside of itself to function. While the class may require initialization with data, it does not require outside variables or functions to manipulate the data. That allows programs to reuse the same code more easily.
The syntax for these classes is simple. First, you put the keyword 'class' then the name of the class. Our example will use the name computer. Then you put an open bracket. Before putting down the different variables, it is necessary to put the degree of restriction on the variable. There are three levels of restriction. The first is public, the second protected, and the third private. For now, all you need to know is that the public restriction allows any part of the program, including that which is not part of the class, access the variables specified as public. The protected restriction prevents functions outside the class to access the variable. The syntax for that is merely the restriction keyword (public, private, protected) and then a colon. Finally, you put the different variables and functions (You usually will only put the function prototypes) you want to be part of the class. Then you put a closing bracket and semicolon. Keep in mind that you still must end the function prototype(s) with a semi-colon.
Classes should always contain two functions: the constructor and destructor. The syntax for them is simple, the class name denotes a constructor, a ~ before the class name is a destructor. The basic idea is to have the constructor initialize variables, and to have the destructor clean up after the class, which includes freeing any memory allocated. The only time the constructor is called is when the programmer declares an instance of the class, which will automatically call the constructor. The only time the destructor is called is when the instance of the class is no longer needed. When the program ends, or when its memory is deallocated (if you do not understand the deallocation part, do not worry). Keeps in mind this: NEITHER constructors NOR destructors RETURN AN ARGUMENT! This means you do not want to try to return a value in them.
The syntax for defining a function that is a member of a class outside of the actual class definition is to put the return type, then put the class name, two colons, and then the function name. This tells the compiler that the function is a member of that class.
For example:
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#include <iostream>
using namespace std;
class Computer // Standard way of defining the class
{
public:
// This means that all of the functions below this(and any variables)
// are accessible to the rest of the program.
// NOTE: That is a colon, NOT a semicolon...
Computer();
// Constructor
~Computer();
// Destructor
void setspeed ( int p );
int readspeed();
protected:
// This means that all the variables under this, until a new type of
// restriction is placed, will only be accessible to other functions in the
// class. NOTE: That is a colon, NOT a semicolon...
int processorspeed;
};
// Do Not forget the trailing semi-colon
Computer::Computer()
{
//Constructors can accept arguments, but this one does not
processorspeed = 0;
}
Computer::~Computer()
{
//Destructors do not accept arguments
}
void Computer::setspeed ( int p )
{
// To define a function outside put the name of the class
// after the return type and then two colons, and then the name
// of the function.
processorspeed = p;
}
int Computer::readspeed()
{
// The two colons simply tell the compiler that the function is part
// of the clas
return processorspeed;
}
int main()
{
Computer compute;
// To create an 'instance' of the class, simply treat it like you would
// a structure. (An instance is simply when you create an actual object
// from the class, as opposed to having the definition of the class)
compute.setspeed ( 100 );
// To call functions in the class, you put the name of the instance,
// a period, and then the function name.
cout<< compute.readspeed();
// See above note.
}
This introduction is far from exhaustive and recommends practices that are not always the best option. This was done for simplicity. For more detail, I suggest using google.
LESSON 13
Lesson 13 - Functions Continued
In lesson 4 you were given the basic information on functions. However, I left out one item of interest. That item is the inline function. Inline functions are not very important, but it is good to understand them. The basic idea is to save time at a cost in space. Inline functions are a lot like a placeholder. Once you define an inline function, using the 'inline' keyword, whenever you call that function the compiler will replace the function call with the actual code from the function.
How does this make the program go faster? Simple, function calls are simply more time consuming than writing all of the code without functions. To go through your program and replace a function you have used 100 times with the code from the function would be time consuming not too bright. Of course, by using the inline function to replace the function calls with code you will also greatly increase the size of your program.
Using the inline keyword is simple, just put it before the name of a function. Then, when you use that function, pretend it is a non-inline function.
For example:
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#include <iostream>
using namespace std;
inline void hello()
{
cout<<"hello";
}
int main()
{
hello(); //Call it like a normal function...
cin.get();
}
However, once the program is compiled, the call to hello(); will be replaced by the code making up the function.
A WORD OF WARNING: Inline functions are very good for saving time, but if you use them too often or with large functions you will have a tremendously large program. Sometimes large programs are actually less efficient, and therefore they will run more slowly than before. Inline functions are best for small functions that are called often.
In the future, we will discuss inline functions in terms of C++ classes. However, now that you understand the concept I will feel comfortable using inline functions in later tutorials.
LESSON 14
Lesson 14 - Accepting Command Lines
In C++ it is possible to accept command line arguments. To do so, you must first understand the full definition of int main(). It actually accepts two arguments, one is number of command line arguments, the other is a listing of the command line arguments.
It looks like this:
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int main ( int argc, char *argv[] )
The integer, argc is the ARGument Count (hence argc). It is the number of arguments passed into the program from the command line, including the name of the program.
The array of character pointers is the listing of all the arguments. argv[0] is the name of the program, or an empty string if the name is not available. After that, every element number less than argc are command line arguments. You can use each argv element just like a string, or use argv as a two dimensional array. argv[argc] is a null pointer.
How could this be used? Almost any program that wants its parameters to be set when it is executed would use this. One common use is to write a function that takes the name of a file and outputs the entire text of it onto the screen.
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#include <fstream>
#include <iostream>
using namespace std;
int main ( int argc, char *argv[] )
{
if ( argc != 2 ) // argc should be 2 for correct execution
// We print argv[0] assuming it is the program name
cout<<"usage: "<< argv[0] <<" <filename>\n";
else {
// We assume argv[1] is a filename to open
ifstream the_file ( argv[1] );
// Always check to see if file opening succeeded
if ( !the_file.is_open() )
cout<<"Could not open file\n";
else {
char x;
// the_file.get ( x ) returns false if the end of the file
// is reached or an error occurs
while ( the_file.get ( x ) )
cout<< x;
}
// the_file is closed implicitly here
}
}
This program is fairly simple. It incorporates the full version of main. Then it first checks to ensure the user added the second argument, theoretically a file name. The program then checks to see if the file is valid by trying to open it. This is a standard operation that is effective and easy. If the file is valid, it gets opened in the process. The code is self-explanatory, but is littered with comments, you should have no trouble understanding its operation this far into the tutorial.
LESSON 15
Lesson 15 - Singely Linked List
Linked lists are a way to store data with structures so that the programmer can automatically create a new place to store data whenever necessary. Specifically, the programmer writes a struct or class definition that contains variables holding information about something, and then has a pointer to a struct of its type. Each of these individual struct or classes in the list is commonly known as a node.
Think of it like a train. The programmer always stores the first node of the list. This would be the engine of the train. The pointer is the connector between cars of the train. Every time the train adds a car, it uses the connectors to add a new car. This is like a programmer using the keyword new to create a pointer to a new struct or class.
In memory it is often described as looking like this:
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---------- ----------
- Data - - Data -
---------- ----------
- Pointer- - - -> - Pointer-
---------- ----------
The representation isn't completely accurate, but it will suffice for our purposes. Each of the big blocks is a struct (or class) that has a pointer to another one. Remember that the pointer only stores the memory location of something, it is not that thing, so the arrow goes to the next one. At the end, there is nothing for the pointer to point to, so it does not point to anything, it should be a null pointer or a dummy node to prevent it from accidentally pointing to a totally arbitrary and random location in memory (which is very bad).
So far we know what the node struct should look like:
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struct node {
int x;
node *next;
};
int main()
{
node *root; // This will be the unchanging first node
root = new node; // Now root points to a node struct
root->next = 0; // The node root points to has its next pointer
// set equal to a null pointer
root->x = 5; // By using the -> operator, you can modify the node
// a pointer (root in this case) points to.
}
This so far is not very useful for doing anything. It is necessary to understand how to traverse (go through) the linked list before going further.
Think back to the train. Lets imagine a conductor who can only enter the train through the engine, and can walk through the train down the line as long as the connector connects to another car. This is how the program will traverse the linked list. The conductor will be a pointer to node, and it will first point to root, and then, if the root's pointer to the next node is pointing to something, the "conductor" (not a technical term) will be set to point to the next node. In this fashion, the list can be traversed. Now, as long as there is a pointer to something, the traversal will continue. Once it reaches a null pointer (or dummy node), meaning there are no more nodes (train cars) then it will be at the end of the list, and a new node can subsequently be added if so desired.
Here's what that looks like:
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struct node {
int x;
node *next;
};
int main()
{
node *root; // This won't change, or we would lose the list in memory
node *conductor; // This will point to each node as it traverses the list
root = new node; // Sets it to actually point to something
root->next = 0; // Otherwise it would not work well
root->x = 12;
conductor = root; // The conductor points to the first node
if ( conductor != 0 ) {
while ( conductor->next != 0)
conductor = conductor->next;
}
conductor->next = new node; // Creates a node at the end of the list
conductor = conductor->next; // Points to that node
conductor->next = 0; // Prevents it from going any further
conductor->x = 42;
}
That is the basic code for traversing a list. The if statement ensures that there is something to begin with (a first node). In the example it will always be so, but if it was changed, it might not be true. If the if statement is true, then it is okay to try and access the node pointed to by conductor. The while loop will continue as long as there is another pointer in the next. The conductor simply moves along. It changes what it points to by getting the address of conductor->next.
Finally, the code at the end can be used to add a new node to the end. Once the while loop as finished, the conductor will point to the last node in the array. (Remember the conductor of the train will move on until there is nothing to move on to? It works the same way in the while loop.) Therefore, conductor->next is set to null, so it is okay to allocate a new area of memory for it to point to. Then the conductor traverses one more element (like a train conductor moving on the the newly added car) and makes sure that it has its pointer to next set to 0 so that the list has an end. The 0 functions like a period, it means there is no more beyond. Finally, the new node has its x value set. (It can be set through user input. I simply wrote in the '=42' as an example.)
To print a linked list, the traversal function is almost the same. It is necessary to ensure that the last element is printed after the while loop terminates.
For example:
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conductor = root;
if ( conductor != 0 ) { //Makes sure there is a place to start
while ( conductor->next != 0 ) {
cout<< conductor->x;
conductor = conductor->next;
}
cout<< conductor->x;
}
The final output is necessary because the while loop will not run once it reaches the last node, but it will still be necessary to output the contents of the next node. Consequently, the last output deals with this. Because we have a pointer to the beginning of the list (root), we can avoid this redundancy by allowing the conductor to walk off of the back of the train. Bad for the conductor (if it were a real person), but the code is simpler as it also allows us to remove the initial check for null (if root is null, then conductor will be immediately set to null and the loop will never begin):
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conductor = root;
while ( conductor != NULL ) {
cout<< conductor->x;
conductor = conductor->next;
}
LESSON 16
Recursion is defined as a function calling itself. It is in some ways similar to a loop because it repeats the same code, but it requires passing in the looping variable and being more careful. Many programming languages allow it because it can simplify some tasks, and it is often more elegant than a loop.
A simple example of recursion would be:
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void recurse()
{
recurse(); //Function calls itself
}
int main()
{
recurse(); //Sets off the recursion
}
This program will not continue forever, however. The computer keeps function calls on a stack and once too many are called without ending, the program will crash. Why not write a program to see how many times the function is called before the program terminates?
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#include <iostream>
using namespace std;
void recurse ( int count ) // Each call gets its own count
{
cout<< count <<"\n";
// It is not necessary to increment count sinceeach function's
// variables are separate (so each count will be initialized one greater)
recurse ( count + 1 );
}
int main()
{
recurse ( 1 ); //First function call, so it starts at one
}
This simple program will show the number of times the recurse function has been called by initializing each individual function call's count variable one greater than it was previous by passing in count + 1. Keep in mind, it is not a function restarting itself, it is hundreds of functions that are each unfinished with the last one calling a new recurse function.
It can be thought of like the Russian dolls that always have a smaller doll inside. Each doll calls another doll, and you can think of the size being a counter variable that is being decremented by one.
Think of a really tiny doll, the size of a few atoms. You can't get any smaller than that, so there are no more dolls. Normally, a recursive function will have a variable that performs a similar action; one that controls when the function will finally exit. The condition where the functin will not call itself is termed the base case of the function. Basically, it is an if-statement that checks some variable for a condition (such as a number being less than zero, or greater than some other number) and if that condition is true, it will not allow the function to call itself again. (Or, it could check if a certain condition is true and only then allow the function to call itself).
A quick example:
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void doll ( int size )
{
if ( size == 0 ) // No doll can be smaller than 1 atom (10^0==1) so doesn't call itself
return; // Return does not have to return something, it can be used
// to exit a function
doll ( size - 1 ); // Decrements the size variable so the next doll will be smaller.
}
int main()
{
doll ( 10 ); //Starts off with a large doll (its a logarithmic scale)
}
This program ends when size equals one. This is a good base case, but if it is not properly set up, it is possible to have an base case that is always true (or always false).
Once a function has called itself, it will be ready to go to the next line after the call. It can still perform operations. One function you could write could print out the numbers 123456789987654321. How can you use recursion to write a function to do this? Simply have it keep incrementing a variable passed in, and then output the variable...twice, once before the function recurses, and once after...
Code: [Select]
void printnum ( int begin )
{
cout<< begin;
if ( begin > 9 ) // The base case is when begin is greater than 9
printnum ( begin + 1 ); // for it will not recurse after the if-statement
cout<< begin; // Outputs the second begin, after the program has
// gone through and output
}
This function works because it will go through and print the numbers begin to 9, and then as each printnum function terminates it will continue printing the value of begin in each function from 9 to begin.
This is just the beginning of the usefulness of recursion. Heres a little challenge, use recursion to write a program that returns the factorial of any number greater than 0. (Factorial is number*number-1*number-2...*1).
Hint: Recursively find the factorial of the smaller numbers first, ie, it takes a number, finds the factorial of the previous number, and multiplies the number times that factorial.
LESSON 17
Lesson 17 - Func Var Arg
Perhaps you would like to have a function that will accept any number of values and then return the average. You don't know how many arguments will be passed in to the function. One way you could make the function would be to accept a pointer to an array. Another way would be to write a function that can take any number of arguments. So you could write avg(4, 12.2, 23.3, 33.3, 12.1); or you could write avg(2, 2.3, 34.4); Some library functions can accept a variable list of arguments (such as the venerable printf).
To use a function with variable number of arguments, or more precisely, a function without a set number of arguments, you would use the cstdarg header file. There are four parts needed: va_list, which stores the list of arguments, va_start, which initializes the list, va_arg, which returns the next argument in the list, and va_end, which cleans up the variable argument list. Whenever a function is declared to have an indeterminate number of arguments, in place of the last argument you should place an ellipsis (which looks like '...'), so, int a_function ( int x, ... ); would tell the compiler the function should accept however many arguments that the programmer uses, as long as it is equal to at least one, the one being the first, x.
va_list is like any other variable. For example,
Code: [Select]
va_list a_list;
va_start is a macro which accepts two arguments, a va_list and the name of the variable that directly precedes the ellipsis (...). So, in the function a_function, to initialize a_list with va_start, you would write va_start ( a_list, x );
va_arg takes a va_list and a variable type, and returns the next argument in the list in the form of whatever variable type it is told. It then moves down the list to the next argument. For example, va_arg ( a_list, double ) will return the next argument, assuming it exists, in the form of a double. The next time it is called, it will return the argument following the last returned number, if one exists.
To show how each of the parts works, take an example function:
Code: [Select]
#include <cstdarg>
#include <iostream>
using namespace std;
double average ( int num, ... )
{
va_list arguments; // A place to store the list of arguments
double sum = 0;
va_start ( arguments, num ); // Initializing arguments to store all values after num
for ( int x = 0; x < num; x++ ) // Loop until all numbers are added
sum += va_arg ( arguments, double ); // Adds the next value in argument list to sum.
va_end ( arguments ); // Cleans up the list
return sum / num; // Returns some number (typecast prevents truncation)
}
int main()
{
cout<< average ( 3, 12.2, 22.3, 4.5 ) <<endl;
cout<< average ( 5, 3.3, 2.2, 1.1, 5.5, 3.3 ) <<endl;
}
It isn't necessarily a good idea to use a variable argument list at all times, because the potential exists for assuming a value is of one type, while it is in fact another, such as a null pointer being assumed to be an integer. Consequently, variable argument lists should be used sparingly.
LESSON 18
Lesson 18 - Binary Trees Part 1
The binary tree is a fundamental data structure used in computer science. The binary tree is a useful data structure for rapidly storing sorted data and rapidly retrieving stored data. A binary tree is composed of parent nodes, or leaves, each of which stores data and also links to up to two other child nodes (leaves) which can be visualized spatially as below the first node with one placed to the left and with one placed to the right. It is the relationship between the leaves linked to and the linking leaf, also known as the parent node, which makes the binary tree such an efficient data structure. It is the leaf on the left which has a lesser key value (ie, the value used to search for a leaf in the tree), and it is the leaf on the right which has an equal or greater key value. As a result, the leaves on the farthest left of the tree have the lowest values, whereas the leaves on the right of the tree have the greatest values. More importantly, as each leaf connects to two other leaves, it is the beginning of a new, smaller, binary tree. Due to this nature, it is possible to easily access and insert data in a binary tree using search and insert functions recursively called on successive leaves.
The typical graphical representation of a binary tree is essentially that of an upside down tree. It begins with a root node, which contains the original key value. The root node has two child nodes; each child node might have its own child nodes. Ideally, the tree would be structured so that it is a perfectly balanced tree, with each node having the same number of child nodes to its left and to its right. A perfectly balanced tree allows for the fastest average insertion of data or retrieval of data. The worst case scenario is a tree in which each node only has one child node, so it becomes as if it were a linked list in terms of speed. The typical representation of a binary tree looks like the following:
Code: [Select]
10
/ \
6 14
/ \ / \
5 8 11 18
The node storing the 10, represented here merely as 10, is the root node, linking to the left and right child nodes, with the left node storing a lower value than the parent node, and the node on the right storing a greater value than the parent node. Notice that if one removed the root node and the right child nodes, that the node storing the value 6 would be the equivalent a new, smaller, binary tree.
The structure of a binary tree makes the insertion and search functions simple to implement using recursion. In fact, the two insertion and search functions are also both very similar. To insert data into a binary tree involves a function searching for an unused node in the proper position in the tree in which to insert the key value. The insert function is generally a recursive function that continues moving down the levels of a binary tree until there is an unused leaf in a position which follows the rules of placing nodes. The rules are that a lower value should be to the left of the node, and a greater or equal value should be to the right. Following the rules, an insert function should check each node to see if it is empty, if so, it would insert the data to be stored along with the key value (in most implementations, an empty node will simply be a NULL pointer from a parent node, so the function would also have to create the node). If the node is filled already, the insert function should check to see if the key value to be inserted is less than the key value of the current node, and if so, the insert function should be recursively called on the left child node, or if the key value to be inserted is greater than or equal to the key value of the current node the insert function should be recursively called on the right child node. The search function works along a similar fashion. It should check to see if the key value of the current node is the value to be searched. If not, it should check to see if the value to be searched for is less than the value of the node, in which case it should be recursively called on the left child node, or if it is greater than the value of the node, it should be recursively called on the right child node. Of course, it is also necessary to check to ensure that the left or right child node actually exists before calling the function on the node.
Because binary trees have log (base 2) n layers, the average search time for a binary tree is log (base 2) n. To fill an entire binary tree, sorted, takes roughly log (base 2) n * n. Lets take a look at the necessary code for a simple implementation of a binary tree. First, it is necessary to have a struct, or class, defined as a node.
Code: [Select]
struct node
{
int key_value;
node *left;
node *right;
};
The struct has the ability to store the key_value and contains the two child nodes which define the node as part of a tree. In fact, the node itself is very similar to the node in a linked list. A basic knowledge of the code for a linked list will be very helpful in understanding the techniques of binary trees. Essentially, pointers are necessary to allow the arbitrary creation of new nodes in the tree.
It is most logical to create a binary tree class to encapsulate the workings of the tree into a single area, and also making it reusable. The class will contain functions to insert data into the tree and to search for data. Due to the use of pointers, it will be necessary to include a function to delete the tree in order to conserve memory after the program has finished.
Code: [Select]
class btree
{
node *root;
btree();
~btree();
void destroy_tree(node *leaf);
void insert(int key, node *leaf);
node *search(int key, node *leaf);
public:
void insert(int key);
node *search(int key);
void destroy_tree();
};
The insert and search functions that are public members of the class are designed to allow the user of the class to use the class without dealing with the underlying design. The insert and search functions which will be called recursively are the ones which contain two parameters, allowing them to travel down the tree. The destroy_tree function without arguments is a front for the destroy_tree function which will recursively destroy the tree, node by node, from the bottom up.
The code for the class would look similar to the following:
Code: [Select]
btree::btree()
{
root=NULL;
}
It is necessary to initialize root to NULL for the later functions to be able to recognize that it does not exist.
Code: [Select]
btree::~btree()
{
destroy_tree();
}
The destroy_tree function will set off the recursive function destroy_tree shown below which will actually delete all nodes of the tree.
Code: [Select]
void destroy_tree(node *leaf)
{
if(leaf!=NULL)
{
destroy_tree(leaf->left);
destroy_tree(leaf->right);
delete leaf;
}
}
The function destroy_tree goes to the bottom of each part of the tree, that is, searching while there is a non-null node, deletes that leaf, and then it works its way back up. The function deletes the leftmost node, then the right child node from the leftmost node's parent node, then it deletes the parent node, then works its way back to deleting the other child node of the parent of the node it just deleted, and it continues this deletion working its way up to the node of the tree upon which delete_tree was originally called. In the example tree above, the order of deletion of nodes would be 5 8 6 11 18 14 10. Note that it is necessary to delete all the child nodes to avoid wasting memory.
Code: [Select]
void btree::insert(int key, node *leaf)
{
if(key< leaf->key_value)
{
if(leaf->left!=NULL)
insert(key, leaf->left);
else
{
leaf->left=new node;
leaf->left->key_value=key;
leaf->left->left=NULL; //Sets the left child of the child node to null
leaf->left->right=NULL; //Sets the right child of the child node to null
}
}
else if(key>=leaf->key_value)
{
if(leaf->right!=NULL)
insert(key, leaf->right);
else
{
leaf->right=new node;
leaf->right->key_value=key;
leaf->right->left=NULL; //Sets the left child of the child node to null
leaf->right->right=NULL; //Sets the right child of the child node to null
}
}
}
The case where the root node is still NULL will be taken care of by the insert function that is nonrecursive and available to non-members of the class. The insert function searches, moving down the tree of children nodes, following the prescribed rules, left for a lower value to be inserted and right for a greater value, until it finds an empty node which it creates using the 'new' keyword and initializes with the key value while setting the new node's child node pointers to NULL. After creating the new node, the insert function will no longer call itself.
Code: [Select]
node *btree::search(int key, node *leaf)
{
if(leaf!=NULL)
{
if(key==leaf->key_value)
return leaf;
if(key<leaf->key_value)
return search(key, leaf->left);
else
return search(key, leaf->right);
}
else return NULL;
}
The search function shown above recursively moves down the tree until it either reaches a node with a key value equal to the value for which the function is searching or until the function reaches an uninitialized node, meaning that the value being searched for is not stored in the binary tree. It returns a pointer to the node to the previous instance of the function which called it, handing the pointer back up to the search function accessible outside the class.
Code: [Select]
void btree::insert(int key)
{
if(root!=NULL)
insert(key, root);
else
{
root=new node;
root->key_value=key;
root->left=NULL;
root->right=NULL;
}
}
The public version of the insert function takes care of the case where the root has not been initialized by allocating the memory for it and setting both child nodes to NULL and setting the key_value to the value to be inserted. If the root node already exists, insert is called with the root node as the initial node of the function, and the recursive insert function takes over.
Code: [Select]
node *btree::search(int key)
{
return search(key, root);
}
The public version of the search function is used to set off the search recursion at the root node, keeping it from being necessary for the user to have access to the root node.
Code: [Select]
void btree::destroy_tree()
{
destroy_tree(root);
}
The public version of the destroy tree function is merely used to initialize the recursive destroy_tree function which then deletes all the nodes of the tree.
LESSON 19
Lesson 19 - Inheratence
The ability to use the object-oriented programming is an important feature of C++. Lesson 12 introduced the idea of the class; if you have not read it and do not know the basic details of classes, you should read it before continuing this tutorial. This tutorial is n Inheritance is an important feature of classes; in fact, it is integral to the idea of object oriented programming. Inheritance allows you to create a hierarchy of classes, with various classes of more specific natures inheriting the general aspects of more generalized classes. In this way, it is possible to structure a program starting with abstract ideas that are then implemented by specific classes. For example, you might have a class Animal from which class dog and cat inherent the traits that are general to all animals; at the same time, each of those classes will have attributes specific to the animal dog or cat.
Inheritance offers many useful features to programmers. The ability, for example, of a variable of a more general class to function as any of the more specific classes which inherit from it, called polymorphism, is handy. For now, we will concentrate on the basic syntax of inheritance. Polymorphism will be covered in its own tutorial.
Any class can inherit from any other class, but it is not necessarily good practice to use inheritance (put it in the bank rather than go on a vacation). Inheritance should be used when you have a more general class of objects that describes a set of objects. The features of every element of that set (of every object that is also of the more general type) should be reflected in the more general class. This class is called the base class. base classes usually contain functions that all the classes inheriting from it, known as derived classes, will need. base classes should also have all the variables that every derived class would otherwise contain.
Let us look at an example of how to structure a program with several classes. Take a program used to simulate the interaction between types of organisms, trees, birds, bears, and other creatures coinhabiting a forest. There would likely be several base classes that would then have derived classes specific to individual animal types. In fact, if you know anything about biology, you might wish to structure your classes to take advantage of the biological classification from Kingdom to species, although it would probably be overly complex. Instead, you might have base classes for the animals and the plants. If you wanted to use more base classes (a class can be both a derived of one class and a base of another), you might have classes for flying animals and land animals, and perhaps trees and scrub. Then you would want classes for specific types of animals: pigeons and vultures, bears and lions, and specific types of plants: oak and pine, grass and flower. These are unlikely to live together in the same area, but the idea is essentially there: more specific classes ought to inherit from less specific classes.
Classes, of course, share data. A derived class has access to most of the functions and variables of the base class. There are, however, ways to keep derivedren from accessing some attributes of its base class. The keywords public, protected, and private are used to control access to information within a class. It is important to remember that public, protected, and private control information both for specific instances of classes and for classes as general data types. Variables and functions designated public are both inheritable by derived classes and accessible to outside functions and code when they are elements of a specific instance of a class. Protected variables are not accessible by functions and code outside the class, but derived classes inherit these functions and variables as part of their own class. Private variables are neither accessible outside the class when it is a specific class nor are available to derived classes. Private variables are useful when you have variables that make sense in the context of large idea.
LESSON 20
Lesson 20 - Inheratence Syntax
Before beginning this lesson, you should have an understanding of the idea of inheritance. If you do not, please read lesson 19. This lesson will consist of an overview of the syntax of inheritance, the use of the keywords public, private, and protected, and then an example program following to demonstrate each. The syntax to denote one class as inheriting from another is simple. It looks like the following: class Bear : public Animal, in place of simply the keyword class and then the class name. The ": public base_class_name" is the essential syntax of inheritance; the function of this syntax is that the class will contain all public and protected variables of the base class. Do not confuse the idea of a derived class having access to data members of a base class and specific instances of the derived class possessing data. The data members - variables and functions - possessed by the derived class are specific to the type of class, not to each individual object of that type. So, two different Bear objects, while having the same member variables and functions, may have different information stored in their variables; furthermore, if there is a class Animal with an object, say object BigAnimal, of that type, and not of a more specific type inherited from that class, those two bears will not have access to the data within BigAnimal. They will simply possess variables and functions with the same name and of the same type. A quick example of inheritance:
Code: [Select]
class Animal
{
public:
int legs;
int arms;
int age;
Animal();
~Animal();
void eat();
void sleep();
void drink();
};
//The class Animal contains information and functions
//related to all animals (at least, all animals this lesson uses)
class Cat : public Animal
{
public:
int fur_color;
void Purr();
void fish();
void Mark_territory();
};
//For those of you familiar with cats
//eat of the above operations is unique
//to your friendly furry friends
//(or enemies, as the case may be)
A discussion of the keywords public, private, and protected is useful when discussing inheritance. The three keywords are used to control access to functions and variables stored within a class.
public:
The most open level of data hiding, anything that is public is available to all derived classes of a base class, and the public variables and data for each object of both the base and derived class is accessible by code outside the class. Functions marked public are generally those the class uses to give information to and take information from the outside world; they are typically the interface with the class. The rest of the class should be hidden from the user (This hidden nature and the highly focused nature of classes is known collectively as encapsulation). The syntax for public is:
Code: [Select]
public:
Everything following is public until the end of the class or another data hiding keyword is used.
protected:
Variables and functions marked protected are inherited by derived classes; however, these derived classes hide the data from code outside of any instance of the object. Keep in mind, even if you have another object of the same type as your first object, the second object cannot access a protected variable in the first object. Instead, the second object will have its own variable with the same name - but not necessarily the same data. Protected is a useful level of protection for important aspects to a class that must be passed on without allowing it to be accessed. The syntax is the same as that of public. specifically,
Code: [Select]
protected:
private:
Private is the highest level of data-hiding. Not only are the functions and variables marked private not accessible by code outside the specific object in which that data appears, but private variables and functions are not inherited. The level of data protection afforded by protected is generally more flexible than that of the private level. Of course, there is a certain joy in protecting your data with the keyword private. The syntax remains the same.
HOPE YOU LEARN WELL AND UNDERSTAND
THANKS TO THE GUY WHO CREATED IT
AND PLEASE IF THIS TUT HELPED YOU ...CLICK THE THANKS BUTTON,IT MEANS A LOT TO ME
Thanks for your valuable effort ....
Hope I get a part at least.... Of what you wrote and I would be damn happy!
Sent from my MT11i using xda premium
CREDITS GO TO:
evilzone.org(website that this tut was made in)
http://evilzone.org/c-c/c-tutorial/(link for the tutorial)
also for iTpHo3NiX for finding this long time ago
It would be good if you include all the codes inside {CODE} {/CODE} tags.
Replace "{}" with "[]"
Like this:
Code:
class btree
{
node *root;
btree();
~btree();
void destroy_tree(node *leaf);
void insert(int key, node *leaf);
node *search(int key, node *leaf);
public:
void insert(int key);
node *search(int key);
void destroy_tree();
};
Thread re opened... :thumbup:
Thank you mod and OP!
Sent from my MT11i using xda premium
Yeah I'm doing that ...if you refresh you'll see em
and ill be continuing the other ones adn clearing up the thread more later because im very busy in the moment
Nice thread and tutorials about C++.
..I hope you learn

[HELP] Can we use native libs in a module? Mine dies as soon as a lib is added.

Hi,
First, a disclaimer.
I am a Java and xposed noob. My background is in embedded C development so I can get by with some simple Java code and thanks to the great tutorials online I have been able to put together an xposed module but I'm struggling with a problem that is beyond my abilities now and am reaching out to the community for help.
Next, the background.
I have an Android head unit in my car. There is an app that provides me with CarPlay functionality but none of the controls on the steering wheel work with the app. When I analysed the code I found that they handle all of their button inputs using proprietary methods that do not inject an event into any input streams. I wrote an xposed module to hook the button press methods and then inject a proper input into one of the event streams.
Initially I tried to use the command line 'input' command to do this but since it is a Java app and takes about 1s to load it was too slow. My only other option was to create a virtual device on an input stream that I could then use to inject keypresses through the hooked method. To create a virtual device I needed to write C code that my xposed module would be able to access through the JNI. Long story short, after some pain I was able to get the native library integrated into the project and compiling using the NDK.
Finally, the problem.
When I was using the module without the native library it worked but just with a large delay because of the time it takes to load the 'input' java app. I was able to see logs from the module in the logcat as I hooked the method and as I went through the various actions within the hook.
As soon as I introduce the native library though the entire xposed module just stops running completely. I do not get any logs from the module even though I have installed, activated and rebooted. It shows up in the xposed installer but it just does nothing. The funny thing is that this happens even if I make no reference whatsoever to any native functions within the library. All I need to do to kill the module is to build it with the System.loadlibrary line in the Main.java uncommented. As soon as I comment that piece of code out the module starts to hook the function and output logs again. Below is the code from the Main.Java that I am referring to. I am happy to make any manifest, C and gradle files available too. Looking for any ideas as to why the module dies completely as soon as I include this...
Code:
package projects.labs.spike.zlink_xposed_swc;
import de.robv.android.xposed.XposedBridge;
import static de.robv.android.xposed.XposedHelpers.findAndHookMethod;
import de.robv.android.xposed.IXposedHookLoadPackage;
import de.robv.android.xposed.IXposedHookZygoteInit;
import de.robv.android.xposed.XSharedPreferences;
import de.robv.android.xposed.XC_MethodHook;
import de.robv.android.xposed.callbacks.XC_LoadPackage;
import de.robv.android.xposed.XposedHelpers;
import android.app.AndroidAppHelper;
import android.content.Intent;
import android.os.Bundle;
import android.content.Context;
/* shellExec and rootExec methods */
import java.io.DataOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.ByteArrayOutputStream;
import android.view.KeyEvent;
import android.media.AudioManager;
public class Main implements IXposedHookLoadPackage {
public static final String TAG = "ZLINK_XPOSED ";
public static void log(String message) {
XposedBridge.log("[" + TAG + "] " + message);
}
//public native int CreateVirtualDevice();
//public native int SendPrev();
@Override
public void handleLoadPackage(final XC_LoadPackage.LoadPackageParam lpparam) throws Throwable {
log("handleLoadPackage: Loaded app: " + lpparam.packageName);
if (lpparam.packageName.equals("com.syu.ms")) {
findAndHookMethod("module.main.HandlerMain", lpparam.classLoader, "mcuKeyRollLeft", new XC_MethodHook() {
@Override
protected void afterHookedMethod(XC_MethodHook.MethodHookParam param) throws Throwable {
// previous
log("PREVKEYHIT");
//rootExec("input keyevent 88");
log("EVENTSENT");
//Below was trying to use media keys which zlink never responded to...
/* Context context = (Context) AndroidAppHelper.currentApplication();
AudioManager mAudioManager = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
KeyEvent event = new KeyEvent(KeyEvent.ACTION_DOWN, KeyEvent.KEYCODE_MEDIA_PREVIOUS);
mAudioManager.dispatchMediaKeyEvent(event);
KeyEvent event2 = new KeyEvent(KeyEvent.ACTION_UP, KeyEvent.KEYCODE_MEDIA_PREVIOUS);
mAudioManager.dispatchMediaKeyEvent(event2);*/
//Below is the failed broadcast intent method...
/*Context mcontext = (Context) AndroidAppHelper.currentApplication();
Intent i = new Intent("com.android.music.musicservicecommand");
i.putExtra("command", "pause");
mcontext.sendBroadcast(i);*/
}
});
}
}
public static String rootExec(String... strings) {
String res = "";
DataOutputStream outputStream = null;
InputStream response = null;
try {
Process su = Runtime.getRuntime().exec("su");
outputStream = new DataOutputStream(su.getOutputStream());
response = su.getInputStream();
for (String s : strings) {
s = s.trim();
outputStream.writeBytes(s + "\n");
outputStream.flush();
}
outputStream.writeBytes("exit\n");
outputStream.flush();
try {
su.waitFor();
} catch (InterruptedException e) {
e.printStackTrace();
}
res = readFully(response);
} catch (IOException e) {
e.printStackTrace();
} finally {
Closer.closeSilently(outputStream, response);
}
return res;
}
public static String readFully(InputStream is) throws IOException {
ByteArrayOutputStream baos = new ByteArrayOutputStream();
byte[] buffer = new byte[1024];
int length = 0;
while ((length = is.read(buffer)) != -1) {
baos.write(buffer, 0, length);
}
return baos.toString("UTF-8");
}
static {
System.loadLibrary("native-lib");
}
}
Have you tried capturing an ADB log _during the bootup_?
Xposed bugs in general are unfortunaley hard to identify and harder to fix, since the underlying code isn't well understood and/or maintained by many people.
Namnodorel said:
Have you tried capturing an ADB log _during the bootup_?
Xposed bugs in general are unfortunaley hard to identify and harder to fix, since the underlying code isn't well understood and/or maintained by many people.
Click to expand...
Click to collapse
Thanks for the response. I think that I have it figured out. The System.loadlibrary method looks for the native library within a path relative to the process that it is running within. The code within the apk ultimately does not run within that apk process, it runs within the xposed process. You therefore need to give xposed an absolute path to the library using the system.load method instead. Going to do some fiddling tonight and see if it works.
looxonline said:
Thanks for the response. I think that I have it figured out. The System.loadlibrary method looks for the native library within a path relative to the process that it is running within. The code within the apk ultimately does not run within that apk process, it runs within the xposed process. You therefore need to give xposed an absolute path to the library using the system.load method instead. Going to do some fiddling tonight and see if it works.
Click to expand...
Click to collapse
What about an alternative without using library we discussed earlier? Are you planning to test this as well?
If so, please let me know how it went.
C3C076 said:
What about an alternative without using library we discussed earlier? Are you planning to test this as well?
If so, please let me know how it went.
Click to expand...
Click to collapse
I didn't try it yet for two reasons.
1.) From the research I have done it seems as if my app would need the system INJECT_EVENTS permission in order to send keypress events outside of its own process. I cannot get this permission unless I sign my apk with the system cert that the ROM is compiled with. Maybe the method that you are using in the suggestion does not need this cert? Have you personally used this to inject key events across processes? I did see that you are getting the context of the system input service so maybe that solves this issue if the request appears to come from that PID...???
2.) The unit that I am working with has only two input devices and none of them have the keycodes I require. Does your method use a completely virtual device that is created on the fly? If so then it could work well without the need for me to create an HID input device.
I mostly was just on a role with the method that I was trying and I didn't want to turn back since I was so far down the road. I'm sure you understand how addictive certain challenges become and its quite fun to try to get them working even if they may not be the most optimal way.
In any case I managed to get the native library working last night and can successfully convince Android that I have a real HID keyboard plugged in and then send key events through that keyboard. Still not done though as there are a few hiccups that need solving. May still try your original suggestion. Thanks
looxonline said:
I didn't try it yet for two reasons.
1.) From the research I have done it seems as if my app would need the system INJECT_EVENTS permission in order to send keypress events outside of its own process. I cannot get this permission unless I sign my apk with the system cert that the ROM is compiled with. Maybe the method that you are using in the suggestion does not need this cert? Have you personally used this to inject key events across processes? I did see that you are getting the context of the system input service so maybe that solves this issue if the request appears to come from that PID...???
2.) The unit that I am working with has only two input devices and none of them have the keycodes I require. Does your method use a completely virtual device that is created on the fly? If so then it could work well without the need for me to create an HID input device.
I mostly was just on a role with the method that I was trying and I didn't want to turn back since I was so far down the road. I'm sure you understand how addictive certain challenges become and its quite fun to try to get them working even if they may not be the most optimal way.
In any case I managed to get the native library working last night and can successfully convince Android that I have a real HID keyboard plugged in and then send key events through that keyboard. Still not done though as there are a few hiccups that need solving. May still try your original suggestion. Thanks
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I see.
1) Depends on in what process (package) your hooks are running within because permissions of this process apply of course, not the permissions you define in your module's manifest.
I am using key injecting method within "android" process (package) which means it works without me needing to worry about INJECT_EVENTS permission as "android" process already has it.
By the way, missing permissions are not of a big issue when developing with xposed as you can really do some magic with it.
E.g. I was adding some functionality to SystemUI that required some additional permissions that SystemUI typically lacks. So my module takes care of it.
https://github.com/GravityBox/Gravi...eco/pie/gravitybox/PermissionGranter.java#L75
C3C076 said:
I see.
1) Depends on in what process (package) your hooks are running within because permissions of this process apply of course, not the permissions you define in your module's manifest.
I am using key injecting method within "android" process (package) which means it works without me needing to worry about INJECT_EVENTS permission as "android" process already has it.
By the way, missing permissions are not of a big issue when developing with xposed as you can really do some magic with it.
E.g. I was adding some functionality to SystemUI that required some additional permissions that SystemUI typically lacks. So my module takes care of it.
https://github.com/GravityBox/Gravi...eco/pie/gravitybox/PermissionGranter.java#L75
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Click to collapse
Wow! I had no idea that you can use an xposed helper function to grant permissions to whatever process you are hooked within like that. That is VERY cool. Thanks so much for sharing

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