Datasets:

Modalities:
Text
Formats:
text
Libraries:
Datasets
License:
apsys commited on
Commit
08c8a6d
1 Parent(s): 9a33ef5

Upload folder using huggingface_hub

Browse files
This view is limited to 50 files because it contains too many changes.   See raw diff
Files changed (50) hide show
  1. .NET+Framework/under-the-hood-of-net-memory-management.pdf.txt +0 -0
  2. APL/APL2_at_a_Glance_-_Brown_Pakin_Polivka.pdf.txt +1 -0
  3. APL2_at_a_Glance_-_Brown_Pakin_Polivka.pdf.txt +1 -0
  4. ASP.NET+Core/LittleAspNetCoreBook.pdf.txt +0 -0
  5. ASP.NET/DotNETFrameworkNotesForProfessionals.pdf.txt +0 -0
  6. ASP.NET/Introducing%20ASP.NET%20Web%20Pages%202.pdf.txt +0 -0
  7. ASP.NET/Introducing%2520ASP.NET%2520Web%2520Pages%25202.pdf.txt +0 -0
  8. ASP.NET/intro%20to%20asp.net%20mvc%204%20with%20visual%20studio%20-%20beta.pdf.txt +3442 -0
  9. ASP.NET/intro%2520to%2520asp.net%2520mvc%25204%2520with%2520visual%2520studio%2520-%2520beta.pdf.txt +3442 -0
  10. Ada/.ipynb_checkpoints/Ada_for_the_C_or_Java_Developer-cc.pdf-checkpoint.txt +0 -0
  11. Ada/AdaDistilled07-27-2003.pdf.txt +0 -0
  12. Ada/Ada_for_the_C_or_Java_Developer-cc.pdf.txt +0 -0
  13. Ada/RM-Final.pdf.txt +0 -0
  14. Ada/guide-c2ada.pdf.txt +0 -0
  15. Angular/Angular2NotesForProfessionals.pdf.txt +0 -0
  16. AngularJS/AngularJSNotesForProfessionals.pdf.txt +0 -0
  17. Arduino/Arduino_-_MakeUseOf.com.pdf.txt +1283 -0
  18. Arduino/Arduino_Projects_Book.pdf.txt +0 -0
  19. Arduino/arduino-tips-tricks-and-techniques.pdf.txt +996 -0
  20. Arduino/arduino.pdf.txt +0 -0
  21. Assembly+Language/ARMBook.pdf.txt +0 -0
  22. Assembly+Language/ProgrammingGroundUp-1-0-booksize.pdf.txt +0 -0
  23. Assembly+Language/asl.pdf.txt +0 -0
  24. Assembly+Language/wizardcode4.pdf.txt +0 -0
  25. Bash/LinuxShellScriptingWithBash-Sams.pdf.txt +0 -0
  26. Bash/bash.pdf.txt +0 -0
  27. Bash/bashguide.pdf.txt +0 -0
  28. Basic/gambas-beginner-guide.pdf.txt +0 -0
  29. BeanShell/bshmanual.pdf.txt +0 -0
  30. C/EssentialC.pdf.txt +2747 -0
  31. C/arm-baremetal-ebook.pdf.txt +0 -0
  32. C/book.pdf.txt +0 -0
  33. C/c17_updated_proposed_fdis.pdf.txt +0 -0
  34. C/ctut.pdf.txt +0 -0
  35. C/gnu-c-manual.pdf.txt +0 -0
  36. C/gsl_stats.pdf.txt +0 -0
  37. C/learning_gnu_c.pdf.txt +0 -0
  38. C/pointers.pdf.txt +2742 -0
  39. COBOL/GNU_Cobol_Programmers_Guide_2.1.pdf.txt +0 -0
  40. COBOL/OpenCOBOL%2520Programmers%2520Guide.pdf.txt +0 -0
  41. COBOL/sc092539.pdf.txt +0 -0
  42. CUDA/CUDA_C_Best_Practices_Guide.pdf.txt +0 -0
  43. CUDA/CUDA_C_Programming_Guide.pdf.txt +0 -0
  44. CUDA/NVIDIA_OpenCL_ProgrammingGuide.pdf.txt +0 -0
  45. CakePHP/CakePHPCookbook.pdf.txt +0 -0
  46. Clojure/clojure.pdf.txt +0 -0
  47. Codename+One/developer-guide.pdf.txt +0 -0
  48. ColdFusion/coldfusion.pdf.txt +3002 -0
  49. Cool/cool-manual.pdf.txt +1787 -0
  50. DBMS/DATABASE%2520MANAGEMENT%2520SYSTEMS.pdf.txt +0 -0
.NET+Framework/under-the-hood-of-net-memory-management.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
APL/APL2_at_a_Glance_-_Brown_Pakin_Polivka.pdf.txt ADDED
@@ -0,0 +1 @@
 
 
1
+
APL2_at_a_Glance_-_Brown_Pakin_Polivka.pdf.txt ADDED
@@ -0,0 +1 @@
 
 
1
+
ASP.NET+Core/LittleAspNetCoreBook.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
ASP.NET/DotNETFrameworkNotesForProfessionals.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
ASP.NET/Introducing%20ASP.NET%20Web%20Pages%202.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
ASP.NET/Introducing%2520ASP.NET%2520Web%2520Pages%25202.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
ASP.NET/intro%20to%20asp.net%20mvc%204%20with%20visual%20studio%20-%20beta.pdf.txt ADDED
@@ -0,0 +1,3442 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Intr
2
+ Visu
3
+
4
+ ro to
5
+ ual S
6
+
7
+ o ASP
8
+ Studio
9
+
10
+ P.NET
11
+ o (Be
12
+
13
+ T MV
14
+ eta)
15
+
16
+ VC 4 w
17
+
18
+ with
19
+
20
+ Rick A
21
+
22
+ Anderso
23
+
24
+ on and S
25
+
26
+ Scott Ha
27
+
28
+ anselma
29
+
30
+ an
31
+
32
+ Summa
33
+
34
+ ry: This tuto
35
+
36
+ orial will te
37
+
38
+ ach you the
39
+
40
+ e basics of
41
+
42
+ building an
43
+
44
+ n ASP.NET M
45
+
46
+ MVC Web
47
+
48
+ applicat
49
+
50
+ ion using M
51
+
52
+ Microsoft Vi
53
+
54
+ isual Studio
55
+
56
+ o 11 Express
57
+
58
+ s Beta for W
59
+
60
+ Web, which
61
+
62
+ is a free
63
+
64
+ version o
65
+
66
+ of Microsof
67
+
68
+ ft Visual Stu
69
+
70
+ udio.
71
+
72
+ Categor
73
+
74
+ ry: Step-By
75
+
76
+ -Step
77
+
78
+ Applies
79
+
80
+ to: ASP.NE
81
+
82
+ ET MVC 4 B
83
+
84
+ eta, Visual
85
+
86
+ Studio 11 B
87
+
88
+ Beta
89
+
90
+ Source:
91
+
92
+ ASP.NET si
93
+
94
+ te (link to s
95
+
96
+ source cont
97
+
98
+ tent)
99
+
100
+ E-book
101
+
102
+ publicatio
103
+
104
+ on date: Ma
105
+
106
+ ay 2012
107
+
108
+ 115 pag
109
+
110
+ es             
111
+
112
+  
113
+
114
+
115
+
116
+
117
+
118
+
119
+
120
+
121
+  
122
+
123
+
124
+
125
+
126
+
127
+  
128
+ Copyright © 2012 by Microsoft Corporation
129
+
130
+ All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means
131
+ without the written permission of the publisher.
132
+
133
+ Microsoft and the trademarks listed at
134
+ http://www.microsoft.com/about/legal/en/us/IntellectualProperty/Trademarks/EN-US.aspx are trademarks of the
135
+ Microsoft group of companies. All other marks are property of their respective owners.
136
+
137
+ The example companies, organizations, products, domain names, email addresses, logos, people, places, and events
138
+ depicted herein are fictitious. No association with any real company, organization, product, domain name, email address,
139
+ logo, person, place, or event is intended or should be inferred.
140
+
141
+ This book expresses the author’s views and opinions. The information contained in this book is provided without any
142
+ express, statutory, or implied warranties. Neither the authors, Microsoft Corporation, nor its resellers, or distributors will
143
+ be held liable for any damages caused or alleged to be caused either directly or indirectly by this book.
144
+
145
+  
146
+  
147
+  
148
+  
149
+  
150
+  
151
+  
152
+  
153
+
154
+
155
+
156
+
157
+
158
+ Contents
159
+ Getting Started ........................................................................................................................................ 3
160
+
161
+ What You'll Build ........................................................................................................................... 3
162
+
163
+ Skills You'll Learn ........................................................................................................................... 5
164
+
165
+ Getting Started .............................................................................................................................. 6
166
+
167
+ Creating Your First Application .................................................................................................... 7
168
+
169
+ Adding a Controller ............................................................................................................................ 13
170
+
171
+ Adding a View ..................................................................................................................................... 20
172
+
173
+ Changing Views and Layout Pages ............................................................................................ 25
174
+
175
+ Passing Data from the Controller to the View ........................................................................... 31
176
+
177
+ Adding a Model .................................................................................................................................. 37
178
+
179
+ Adding Model Classes................................................................................................................. 37
180
+
181
+ Creating a Connection String and Working with SQL Server LocalDB .................................... 41
182
+
183
+ Accessing Your Model's Data from a Controller ............................................................................... 43
184
+
185
+ Creating a Movie ......................................................................................................................... 46
186
+
187
+ Examining the Generated Code.................................................................................................. 48
188
+
189
+ Strongly Typed Models and the @model Keyword .................................................................. 49
190
+
191
+ Working with SQL Server LocalDB ............................................................................................. 53
192
+
193
+ Examining the Edit Methods and Edit View ...................................................................................... 58
194
+
195
+ Processing the POST Request ..................................................................................................... 65
196
+
197
+ Adding a Search Method and Search View ............................................................................... 67
198
+
199
+ Displaying the SearchIndex Form ............................................................................................... 67
200
+
201
+ Adding Search by Genre ............................................................................................................. 77
202
+
203
+ Adding Markup to the SearchIndex View to Support Search by Genre .................................. 79
204
+
205
+ Adding a New Field to the Movie Model and Table ......................................................................... 80
206
+
207
+ Adding a Rating Property to the Movie Model ......................................................................... 80
208
+
209
+ Managing Model and Database Schema Differences ............................................................... 82
210
+
211
+ Automatically Re-Creating the Database on Model Changes .................................................. 85
212
+
213
+ Adding Validation to the Model ........................................................................................................ 95
214
+
215
+ Keeping Things DRY .................................................................................................................... 95
216
+
217
+ Adding Validation Rules to the Movie Model ........................................................................... 95
218
+
219
+ Validation Error UI in ASP.NET MVC .......................................................................................... 97
220
+
221
+ How Validation Occurs in the Create View and Create Action Method ................................ 100
222
+
223
+ Adding Formatting to the Movie Model.................................................................................. 108
224
+
225
+ Examining the Details and Delete Methods .................................................................................... 111
226
+
227
+ Examining the Details and Delete Methods ............................................................................ 111
228
+
229
+ Wrapping Up ............................................................................................................................. 113
230
+
231
+
232
+
233
+
234
+ Getting Started
235
+ By Rick Anderson and Scott Hanselman
236
+
237
+ This tutorial will teach you the basics of building an ASP.NET MVC Web application using Microsoft Visual
238
+
239
+ Studio 11 Express Beta for Web, which is a free version of Microsoft Visual Studio. Before you start, make sure
240
+
241
+ you've installed the prerequisites listed below. You can install all of them by clicking the following link: Web
242
+
243
+ Platform Installer.
244
+
245
+ If you're using Visual Studio 11 Beta instead of Visual Studio 11 Express Beta for Web , install the prerequisites
246
+
247
+ by clicking the following link: Web Platform Installer
248
+
249
+ A Visual Web Developer project with C# source code is available to accompany this topic. Download the C#
250
+
251
+ version.
252
+
253
+ What You'll Build
254
+
255
+ You'll implement a simple movie-listing application that supports creating, editing, searching and listing movies
256
+
257
+ from a database. Below are two screenshots of the application you’ll build. It includes a page that displays a list
258
+
259
+ of movies from a database:
260
+
261
+
262
+
263
+
264
+ The application also lets you add, edit, and delete movies, as well as see details about individual ones. All data-
265
+
266
+ entry scenarios include validation to ensure that the data stored in the database is correct.
267
+
268
+
269
+ Skills You'll Learn
270
+
271
+ Here's what you'll learn:
272
+
273
+ • How to create a new ASP.NET MVC project.
274
+
275
+
276
+ • How to create ASP.NET MVC controllers and views.
277
+
278
+ • How to create a new database using the Entity Framework Code First paradigm.
279
+
280
+ • How to retrieve and display data.
281
+
282
+ • How to edit data and enable data validation.
283
+
284
+ Getting Started
285
+
286
+ Start by running Visual Web Developer 11 Express Beta("Visual Web Developer" or VWD for short) and select
287
+
288
+ New Project from the Start page.
289
+
290
+ Visual Web Developer is an IDE, or integrated development environment. Just like you use Microsoft Word to
291
+
292
+ write documents, you'll use an IDE to create applications. In Visual Web Developer there's a toolbar along the
293
+
294
+ top showing various options available to you. There's also a menu that provides another way to perform tasks
295
+
296
+ in the IDE. (For example, instead of selecting New Project from the Start page, you can use the menu and
297
+
298
+ select File>New Project.)
299
+
300
+ Creating Your First Application
301
+
302
+ You can create applications using either Visual Basic or Visual C# as the programming language. Select Visual
303
+
304
+ C# on the left and then select ASP.NET MVC 4 Web Application. Name your project "MvcMovie" and then
305
+
306
+ click OK.
307
+
308
+
309
+ In the New ASP.NET MVC 4 Project dialog box, select Internet Application. LeaveRazor as the default view
310
+
311
+ engine.
312
+
313
+
314
+ Click OK. Visual Web Developer used a default template for the ASP.NET MVC project you just created, so you
315
+
316
+ have a working application right now without doing anything! This is a simple "Hello World!" project, and it's a
317
+
318
+ good place to start your application.
319
+
320
+
321
+ From the Debug menu, select Start Debugging.
322
+
323
+
324
+ Notice that the keyboard shortcut to start debugging is F5.
325
+
326
+
327
+ F5 causes Visual Web Developer to start IIS Express and run your web application. Visual Web Developer then
328
+
329
+ launches a browser and opens the application's home page. Notice that the address bar of the browser says
330
+
331
+ localhost and not something like example.com. That's becauselocalhost always points to your own local
332
+
333
+ computer, which in this case is running the application you just built. When Visual Web Developer runs a web
334
+
335
+ project, a random port is used for the web server. In the image below, the port number is 41788. When you run
336
+
337
+ the application, you'll probably see a different port number.
338
+
339
+ Right out of the box this default template gives you Home, Contact and About pages. It also provides support
340
+
341
+ to register and log in, and links to Facebook and Twitter. The next step is to change how this application works
342
+
343
+ and learn a little bit about ASP.NET MVC. Close your browser and let's change some code.
344
+
345
+
346
+
347
+
348
+ Adding a Controller
349
+
350
+ MVC stands formodel-view-controller. MVC is a pattern for developing applications that are well
351
+ architected, testable and easy to maintain. MVC-based applications contain:
352
+ • Models: Classes that represent the data of the application and that use validation logic to enforce
353
+
354
+ business rules for that data.
355
+
356
+ • Views: Template files that your application uses to dynamically generate HTML responses.
357
+
358
+ • Controllers: Classes that handle incoming browser requests, retrieve model data, and then specify
359
+
360
+ view templates that return a response to the browser.
361
+
362
+ We'll be covering all these concepts in this tutorial series and show you how to use them to build an
363
+ application.
364
+
365
+ Let's begin by creating a controller class. InSolution Explorer, right-click theControllersfolder and then
366
+ selectAdd Controller.
367
+
368
+ Name your new controller "HelloWorldController". Leave the default template asEmpty controllerand
369
+ clickAdd.
370
+
371
+
372
+ Notice inSolution Explorerthat a new file has been created namedHelloWorldController.cs. The file is
373
+ open in the IDE.
374
+
375
+
376
+ Replace the contents of the file with the following code.
377
+
378
+ usingSystem.Web;
379
+ usingSystem.Web.Mvc;
380
+
381
+ namespaceMvcMovie.Controllers
382
+ {
383
+ publicclassHelloWorldController:Controller
384
+ {
385
+ //
386
+ // GET: /HelloWorld/
387
+
388
+
389
+
390
+ publicstringIndex()
391
+ {
392
+ return"This is my <b>default</b> action...";
393
+ }
394
+
395
+ //
396
+ // GET: /HelloWorld/Welcome/
397
+
398
+ publicstringWelcome()
399
+ {
400
+ return"This is the Welcome action method...";
401
+ }
402
+ }
403
+ }
404
+
405
+ The controller methods will return a string of HTML as an example. The controller is
406
+ namedHelloWorldControllerand the first method above is namedIndex. Let’s invoke it from a browser.
407
+ Run the application (press F5 or Ctrl+F5). In the browser, append "HelloWorld" to the path in the address
408
+ bar. (For example, in the illustration below, it'shttp://localhost:1234/HelloWorld.) The page in the browser
409
+ will look like the following screenshot. In the method above, the code returned a string directly. You told
410
+ the system to just return some HTML, and it did!
411
+
412
+ ASP.NET MVC invokes different controller classes (and different action methods within them) depending
413
+ on the incoming URL. The default URL routing logic used by ASP.NET MVC uses a format like this to
414
+ determine what code to invoke:
415
+
416
+ /[Controller]/[ActionName]/[Parameters]
417
+ The first part of the URL determines the controller class to execute. So/HelloWorldmaps to the
418
+ HelloWorldControllerclass. The second part of the URL determines the action method on the class to
419
+
420
+
421
+
422
+
423
+
424
+ execute. So/HelloWorld/Indexwould cause theIndexmethod of theHelloWorldControllerclass to
425
+ execute. Notice that we only had to browse to/HelloWorldand theIndexmethod was used by default. This
426
+ is because a method named Indexis the default method that will be called on a controller if one is not
427
+ explicitly specified.
428
+ Browse tohttp://localhost:xxxx/HelloWorld/Welcome. TheWelcomemethod runs and returns the string "This
429
+ is the Welcome action method...". The default MVC mapping
430
+ is/[Controller]/[ActionName]/[Parameters]. For this URL, the controller
431
+ isHelloWorldandWelcomeis the action method. You haven't used the[Parameters]part of the URL yet.
432
+
433
+ Let's modify the example slightly so that you can pass some parameter information from the URL to the
434
+ controller (for example,/HelloWorld/Welcome?name=Scott&numtimes=4). Change yourWelcomemethod
435
+ to include two parameters as shown below. Note that the code uses the C# optional-parameter feature to
436
+ indicate that the numTimesparameter should default to 1 if no value is passed for that parameter.
437
+
438
+ publicstringWelcome(string name,int numTimes =1){
439
+ returnHttpUtility.HtmlEncode("Hello "+ name +", NumTimes is: "+ numTimes);
440
+ }
441
+
442
+ Run your application and browse to the example URL
443
+ (http://localhost:xxxx/HelloWorld/Welcome?name=Scott&numtimes=4). You can try different values
444
+ fornameandnumtimesin the URL. The ASP.NET MVC model binding system automatically maps the named
445
+ parameters from the query string in the address bar to parameters in your method.
446
+
447
+
448
+ In both these examples the controller has been doing the "VC" portion of MVC — that is, the view and
449
+ controller work. The controller is returning HTML directly. Ordinarily you don't want controllers returning
450
+ HTML directly, since that becomes very cumbersome to code. Instead we'll typically use a separate view
451
+ template file to help generate the HTML response. Let's look next at how we can do this.
452
+
453
+
454
+
455
+
456
+ Adding a View
457
+
458
+ In this section you're going to modify the HelloWorldController class to use view template files to cleanly
459
+
460
+ encapsulate the process of generating HTML responses to a client.
461
+
462
+ You'll create a view template file using theRazor view engine introduced with ASP.NET MVC 3. Razor-based
463
+
464
+ view templates have a .cshtml file extension, and provide an elegant way to create HTML output using C#. Razor
465
+
466
+ minimizes the number of characters and keystrokes required when writing a view template, and enables a fast,
467
+
468
+ fluid coding workflow.
469
+
470
+ Start by creating a view template with the Index method in theHelloWorldController class. Currently the
471
+
472
+ Index method returns a string with a message that is hard-coded in the controller class. Change the Index
473
+
474
+ method to return a View object, as shown in the following code:
475
+
476
+ publicActionResultIndex()
477
+
478
+ {
479
+
480
+ returnView();
481
+
482
+ }
483
+
484
+ The Index method above uses a view template to generate an HTML response to the browser. Controller
485
+
486
+ methods (also known asaction methods), such as the Index method above, generally return anActionResult (or a
487
+
488
+ class derrived fromActionResult), not primitive types like string.
489
+
490
+ In the project, add a view template that you can use with the Index method. To do this, right-click inside the
491
+
492
+ Index method and clickAdd View.
493
+
494
+
495
+ The Add View dialog box appears. Leave the defaults the way they are and click the Add button:
496
+
497
+ The MvcMovie\Views\HelloWorld folder and the MvcMovie\Views\HelloWorld\Index.cshtml file are created. You
498
+
499
+ can see them in Solution Explorer:
500
+
501
+
502
+ The following shows the Index.cshtml file that was created:
503
+
504
+
505
+ Add the following HTML under the <h2> tag.
506
+
507
+ <p>Hello from our View Template!</p>
508
+
509
+ The complete MvcMovie\Views\HelloWorld\Index.cshtml file is shown below.
510
+
511
+ @{
512
+
513
+ ViewBag.Title = "Index";
514
+
515
+ }
516
+
517
+
518
+ <h2>Index</h2>
519
+
520
+ <p>Hello from our View Template!</p>
521
+
522
+ In solution explorer, right click the Index.cshtml file and selectView in Page Inspector.
523
+
524
+ ThePage Inspector tutorial has more information about this new tool.
525
+
526
+
527
+
528
+
529
+ Alternatively, run the application and browse to the HelloWorld controller (http://localhost:xxxx/HelloWorld).
530
+
531
+ The Index method in your controller didn't do much work; it simply ran the statement return View(), which
532
+
533
+ specified that the method should use a view template file to render a response to the browser. Because you
534
+
535
+ didn't explicitly specify the name of the view template file to use, ASP.NET MVC defaulted to using the
536
+
537
+ Index.cshtml view file in the \Views\HelloWorld folder. The image below shows the string hard-coded in the
538
+
539
+ view.
540
+
541
+ Looks pretty good. However, notice that the browser's title bar shows "Index My ASP.NET A" and the big link on
542
+
543
+ the top of the page says "your logo here." Below the "your logo here." link are registration and log in links, and
544
+
545
+ below that links to Home, About and Contact pages. Let's change some of these.
546
+
547
+ Changing Views and Layout Pages
548
+
549
+ First, you want to change the "your logo here." title at the top of the page. That text is common to every page.
550
+
551
+ It's actually implemented in only one place in the project, even though it appears on every page in the
552
+
553
+ application. Go to the /Views/Shared folder in Solution Explorer and open the _Layout.cshtml file. This file is
554
+
555
+ called a layout page and it's the shared "shell" that all other pages use.
556
+
557
+
558
+
559
+ Layout templates allow you to specify the HTML container layout of your site in one place and then apply it
560
+
561
+ across multiple pages in your site. Find the@RenderBody() line. RenderBody is a placeholder where all the
562
+
563
+ view-specific pages you create show up, "wrapped" in the layout page. For example, if you select the About link,
564
+
565
+ the Views\Home\About.cshtml view is rendered inside the RenderBody method.
566
+
567
+ Change the site-title heading in the layout template from "your logo here" to "MVC Movie".
568
+
569
+ <divclass="float-left">
570
+
571
+ <pclass="site-title">@Html.ActionLink("MVC Movie", "Index", "Home")</p>
572
+
573
+ </div>
574
+
575
+ Replace the contents of the title element with the following markup:
576
+
577
+ <title>@ViewBag.Title - Movie App</title>
578
+
579
+ The ViewBag is a zzz (dict object) Run the application and notice that it now says "MVC Movie ". Click theAbout
580
+
581
+ link, and you see how that page shows "MVC Movie", too. We were able to make the change once in the layout
582
+
583
+ template and have all pages on the site reflect the new title.
584
+
585
+ The complete _Layout.cshtml file is shown below:
586
+
587
+ <!DOCTYPE html>
588
+
589
+ <htmllang="en">
590
+
591
+ <head>
592
+
593
+ <metacharset="utf-8"/>
594
+
595
+ <title>@ViewBag.Title - Movie App</title>
596
+
597
+ <linkhref="~/favicon.ico"rel="shortcut icon"type="image/x-icon"/>
598
+
599
+ <linkhref="@System.Web.Optimization.BundleTable.Bundles.ResolveBundleUrl("~/Content/c
600
+
601
+ ss")"rel="stylesheet"type="text/css"/>
602
+
603
+ <linkhref="@System.Web.Optimization.BundleTable.Bundles.ResolveBundleUrl("~/Content/t
604
+
605
+ hemes/base/css")"rel="stylesheet"type="text/css"/>
606
+
607
+ <scriptsrc="@System.Web.Optimization.BundleTable.Bundles.ResolveBundleUrl("~/Scripts/
608
+
609
+ js")"></script>
610
+
611
+ <metaname="viewport"content="width=device-width"/>
612
+
613
+ </head>
614
+
615
+
616
+ <body>
617
+
618
+ <header>
619
+
620
+ <divclass="content-wrapper">
621
+
622
+ <divclass="float-left">
623
+
624
+ <pclass="site-title">@Html.ActionLink("MVC Movie", "Index", "Home")</p>
625
+
626
+ </div>
627
+
628
+ <divclass="float-right">
629
+
630
+ <sectionid="login">
631
+
632
+ @Html.Partial("_LoginPartial")
633
+
634
+ </section>
635
+
636
+ <nav>
637
+
638
+ <ulid="menu">
639
+
640
+ <li>@Html.ActionLink("Home", "Index", "Home")</li>
641
+
642
+ <li>@Html.ActionLink("About", "About", "Home")</li>
643
+
644
+ <li>@Html.ActionLink("Contact", "Contact", "Home")</li>
645
+
646
+ </ul>
647
+
648
+ </nav>
649
+
650
+ </div>
651
+
652
+ </div>
653
+
654
+ </header>
655
+
656
+ <divid="body">
657
+
658
+ @RenderSection("featured", required: false)
659
+
660
+ <sectionclass="content-wrapper main-content clear-fix">
661
+
662
+ @RenderBody()
663
+
664
+ </section>
665
+
666
+ </div>
667
+
668
+ <footer>
669
+
670
+ <divclass="content-wrapper">
671
+
672
+ <divclass="float-left">
673
+
674
+ <p>&copy; @DateTime.Now.Year - My ASP.NET MVC Application</p>
675
+
676
+ </div>
677
+
678
+ <divclass="float-right">
679
+
680
+ <ulid="social">
681
+
682
+ <li><ahref="http://facebook.com"class="facebook">Facebook</a></li>
683
+
684
+ <li><ahref="http://twitter.com"class="twitter">Twitter</a></li>
685
+
686
+ </ul>
687
+
688
+ </div>
689
+
690
+ </div>
691
+
692
+ </footer>
693
+
694
+ </body>
695
+
696
+ </html>
697
+
698
+ Now, let's change the title of the Index view.
699
+
700
+ Open MvcMovie\Views\HelloWorld\Index.cshtml. There are two places to make a change: first, the text that
701
+
702
+ appears in the title of the browser, and then in the secondary header (the <h2> element). You'll make them
703
+
704
+ slightly different so you can see which bit of code changes which part of the app.
705
+
706
+ @{
707
+
708
+ ViewBag.Title = "Movie List";
709
+
710
+ }
711
+
712
+ <h2>My Movie List</h2>
713
+
714
+ <p>Hello from our View Template!</p>
715
+
716
+ To indicate the HTML title to display, the code above sets a Title property of the ViewBag object (which is in
717
+
718
+ the Index.cshtml view template). If you look back at the source code of the layout template, you’ll notice that
719
+
720
+ the template uses this value in the <title> element as part of the <head> section of the HTML that we
721
+
722
+ modified previously. Using this ViewBag approach, you can easily pass other parameters between your view
723
+
724
+ template and your layout file.
725
+
726
+ Run the application and browse to http://localhost:xx/HelloWorld. Notice that the browser title, the primary
727
+
728
+ heading, and the secondary headings have changed. (If you don't see changes in the browser, you might be
729
+
730
+ viewing cached content. Press Ctrl+F5 in your browser to force the response from the server to be loaded.) The
731
+
732
+ browser title is created with the ViewBag.Title we set in the Index.cshtml view template and the additional "-
733
+
734
+ Movie App" added in the layout file.
735
+
736
+ Also notice how the content in the Index.cshtml view template was merged with the _Layout.cshtml view
737
+
738
+ template and a single HTML response was sent to the browser. Layout templates make it really easy to make
739
+
740
+ changes that apply across all of the pages in your application.
741
+
742
+
743
+
744
+ Our little bit of "data" (in this case the "Hello from our View Template!" message) is hard-coded, though. The
745
+
746
+ MVC application has a "V" (view) and you've got a "C" (controller), but no "M" (model) yet. Shortly, we'll walk
747
+
748
+ through how create a database and retrieve model data from it.
749
+
750
+ Passing Data from the Controller to the View
751
+
752
+ Before we go to a database and talk about models, though, let's first talk about passing information from the
753
+
754
+ controller to a view. Controller classes are invoked in response to an incoming URL request. A controller class is
755
+
756
+ where you write the code that handles the incoming browser requests, retrieves data from a database, and
757
+
758
+ ultimately decides what type of response to send back to the browser. View templates can then be used from a
759
+
760
+ controller to generate and format an HTML response to the browser.
761
+
762
+ Controllers are responsible for providing whatever data or objects are required in order for a view template to
763
+
764
+ render a response to the browser. A best practice: A view template should never perform business logic or
765
+
766
+ interact with a database directly. Instead, a view template should work only with the data that's provided to it
767
+
768
+ by the controller. Maintaining this "separation of concerns" helps keep your code clean, testable and more
769
+
770
+ maintainable.
771
+
772
+
773
+ Currently, the Welcome action method in the HelloWorldController class takes a name and a numTimes
774
+
775
+ parameter and then outputs the values directly to the browser. Rather than have the controller render this
776
+
777
+ response as a string, let’s change the controller to use a view template instead. The view template will generate
778
+
779
+ a dynamic response, which means that you need to pass appropriate bits of data from the controller to the view
780
+
781
+ in order to generate the response. You can do this by having the controller put the dynamic data (parameters)
782
+
783
+ that the view template needs in a ViewBag object that the view template can then access.
784
+
785
+ Return to the HelloWorldController.cs file and change the Welcome method to add a Message and NumTimes
786
+
787
+ value to the ViewBag object. ViewBag is a dynamic object, which means you can put whatever you want in to
788
+
789
+ it; the ViewBag object has no defined properties until you put something inside it. TheASP.NET MVC model
790
+
791
+ binding system automatically maps the named parameters (nameand numTimes) from the query string in the
792
+
793
+ address bar to parameters in your method. The completeHelloWorldController.cs file looks like this:
794
+
795
+ usingSystem.Web;
796
+
797
+ usingSystem.Web.Mvc;
798
+
799
+ namespaceMvcMovie.Controllers
800
+
801
+ {
802
+
803
+ publicclassHelloWorldController:Controller
804
+
805
+ {
806
+
807
+ publicActionResultIndex()
808
+
809
+ {
810
+
811
+ returnView();
812
+
813
+ }
814
+
815
+ publicActionResultWelcome(string name,int numTimes =1)
816
+
817
+ {
818
+
819
+ ViewBag.Message="Hello "+ name;
820
+
821
+ ViewBag.NumTimes= numTimes;
822
+
823
+ returnView();
824
+
825
+ }
826
+
827
+ }
828
+
829
+ }
830
+
831
+ Now the ViewBag object contains data that will be passed to the view automatically.
832
+
833
+
834
+
835
+
836
+ Next, you need a Welcome view template! In the Build menu, select Build MvcMovie to make sure the project
837
+
838
+ is compiled.
839
+
840
+ Then right-click inside the Welcome method and click Add View.
841
+
842
+
843
+
844
+ Here's what the Add View dialog box looks like:
845
+
846
+ Click Add, and then add the following code under the < h2> element in the new Welcome.cshtml file. You'll
847
+
848
+ create a loop that says "Hello" as many times as the user says it should. The completeWelcome.cshtml file is
849
+
850
+ shown below.
851
+
852
+ @{
853
+
854
+ ViewBag.Title = "Welcome";
855
+
856
+ }
857
+
858
+ <h2>Welcome</h2>
859
+
860
+ <ul>
861
+
862
+
863
+
864
+
865
+ @for (int i=0; i < ViewBag.NumTimes; i++) {
866
+
867
+ <li>@ViewBag.Message</li>
868
+
869
+ }
870
+
871
+ </ul>
872
+
873
+ Run the application and browse to the following URL:
874
+
875
+ http://localhost:xx/HelloWorld/Welcome?name=Scott&numtimes=4
876
+
877
+ Now data is taken from the URL and passed to the controller using themodel binder. The controller packages
878
+
879
+ the data into a ViewBag object and passes that object to the view. The view then displays the data as HTML to
880
+
881
+ the user.
882
+
883
+ Well, that was a kind of an "M" for model, but not the database kind. Let's take what we've learned and create a
884
+
885
+ database of movies.
886
+
887
+
888
+
889
+
890
+ Adding a Model
891
+
892
+ In this section you'll add some classes for managing movies in a database. These classes will be the "model"
893
+
894
+ part of the ASP.NET MVC application.
895
+
896
+ You’ll use a .NET Framework data-access technology known as the Entity Framework to define and work with
897
+
898
+ these model classes. The Entity Framework (often referred to as EF) supports a development paradigm called
899
+
900
+ Code First. Code First allows you to create model objects by writing simple classes. (These are also known as
901
+
902
+ POCO classes, from "plain-old CLR objects.") You can then have the database created on the fly from your
903
+
904
+ classes, which enables a very clean and rapid development workflow.
905
+
906
+ Adding Model Classes
907
+
908
+ In Solution Explorer, right click the Models folder, select Add, and then select New Item.
909
+
910
+
911
+ In the Add New Item dialog, select Class then name the class "Movie".
912
+
913
+
914
+ Add the following five properties to the Movie class:
915
+
916
+ publicclassMovie
917
+
918
+ {
919
+
920
+ publicint ID {get;set;}
921
+
922
+ publicstringTitle{get;set;}
923
+
924
+ publicDateTimeReleaseDate{get;set;}
925
+
926
+ publicstringGenre{get;set;}
927
+
928
+ publicdecimalPrice{get;set;}
929
+
930
+
931
+ }
932
+
933
+ We'll use the Movie class to represent movies in a database. Each instance of a Movie object will correspond to
934
+
935
+ a row within a database table, and each property of the Movie class will map to a column in the table.
936
+
937
+ In the same file, add the following MovieDBContext class:
938
+
939
+ publicclassMovieDBContext:DbContext
940
+
941
+ {
942
+
943
+ publicDbSet<Movie>Movies{get;set;}
944
+
945
+ }
946
+
947
+ The MovieDBContext class represents the Entity Framework movie database context, which handles fetching,
948
+
949
+ storing, and updating Movie class instances in a database. The MovieDBContext derives from theDbContext
950
+
951
+ base class provided by the Entity Framework. For more information about DbContext and DbSet,
952
+
953
+ seeProductivity Improvements for the Entity Framework.
954
+
955
+ In order to be able to reference DbContext and DbSet, you need to add the following using statement at the
956
+
957
+ top of the file:
958
+
959
+ usingSystem.Data.Entity;
960
+
961
+ The complete Movie.cs file is shown below. (Several using statements that are not needed have been removed.)
962
+
963
+ usingSystem;
964
+
965
+ usingSystem.Data.Entity;
966
+
967
+ namespaceMvcMovie.Models
968
+
969
+ {
970
+
971
+ publicclassMovie
972
+
973
+ {
974
+
975
+ publicint ID {get;set;}
976
+
977
+ publicstringTitle{get;set;}
978
+
979
+ publicDateTimeReleaseDate{get;set;}
980
+
981
+ publicstringGenre{get;set;}
982
+
983
+ publicdecimalPrice{get;set;}
984
+
985
+
986
+ }
987
+
988
+ publicclassMovieDBContext:DbContext
989
+
990
+ {
991
+
992
+ publicDbSet<Movie>Movies{get;set;}
993
+
994
+ }
995
+
996
+ }
997
+
998
+ Creating a Connection String and Working with SQL Server LocalDB
999
+
1000
+ The MovieDBContext class you created handles the task of connecting to the database and mapping Movie
1001
+
1002
+ objects to database records. One question you might ask, though, is how to specify which database it will
1003
+
1004
+ connect to. You'll do that by adding connection information in the Web.config file of the application.
1005
+
1006
+ Open the application root Web.config file. (Not the Web.configfile in the Views folder.) Open the Web.config file
1007
+
1008
+ outlined in red.
1009
+
1010
+ Add the following connection string to the <connectionStrings> element in the Web.config file.
1011
+
1012
+ <addname="MovieDBContext"
1013
+
1014
+
1015
+
1016
+ connectionString="Data
1017
+
1018
+ Source=(LocalDB)\v11.0;AttachDbFilename=|DataDirectory|\Movies.mdf;Integrated
1019
+
1020
+ Security=True"
1021
+
1022
+ providerName="System.Data.SqlClient"
1023
+
1024
+ />
1025
+
1026
+ The following example shows a portion of the Web.config file with the new connection string added:
1027
+
1028
+ <connectionStrings>
1029
+
1030
+ <addname="DefaultConnection"
1031
+
1032
+ connectionString="Data Source=(LocalDb)\v11.0;Initial Catalog=aspnet-MvcMovie-
1033
+
1034
+ 2012213181139;Integrated Security=true"
1035
+
1036
+ providerName="System.Data.SqlClient"
1037
+
1038
+ />
1039
+
1040
+ <addname="MovieDBContext"
1041
+
1042
+ connectionString="Data
1043
+
1044
+ Source=(LocalDB)\v11.0;AttachDbFilename=|DataDirectory|\Movies.mdf;Integrated
1045
+
1046
+ Security=True"
1047
+
1048
+ providerName="System.Data.SqlClient"
1049
+
1050
+ />
1051
+
1052
+ </connectionStrings>
1053
+
1054
+ This small amount of code and XML is everything you need to write in order to represent and store the movie
1055
+
1056
+ data in a database.
1057
+
1058
+ Next, you'll build a new MoviesController class that you can use to display the movie data and allow users
1059
+
1060
+ to create new movie listings.
1061
+
1062
+
1063
+
1064
+ Accessing Your Model's Data from a Controller
1065
+
1066
+ In this section, you'll create a new MoviesController class and write code that retrieves the movie data and
1067
+
1068
+ displays it in the browser using a view template.
1069
+
1070
+ Build the application before going on to the next step.
1071
+
1072
+ Right-click the Controllers folder and create a new MoviesController controller. The options below will not
1073
+
1074
+ appear until you build your application. Select the following options:
1075
+
1076
+ • Controller name: MoviesController. (This is the default. )
1077
+
1078
+
1079
+
1080
+ Template: Controller with read/write actions and views, using Entity Framework.
1081
+
1082
+ • Model class: Movie (MvcMovie.Models).
1083
+
1084
+ • Data context class: MovieDBContext (MvcMovie.Models).
1085
+
1086
+ • Views: Razor (CSHTML). (The default.)
1087
+
1088
+ Click Add. Visual Studio Express creates the following files and folders:
1089
+
1090
+ • A MoviesController.csfile in the project's Controllers folder.
1091
+
1092
+
1093
+ • A Movies folder in the project's Views folder.
1094
+
1095
+ • Create.cshtml, Delete.cshtml, Details.cshtml, Edit.cshtml, and Index.cshtml in the new Views\Movies folder.
1096
+
1097
+
1098
+ ASP.NET MVC 4 automatically created the CRUD (create, read, update, and delete) action methods and views
1099
+
1100
+ for you (the automatic creation of CRUD action methods and views is known as scaffolding). You now have a
1101
+
1102
+ fully functional web application that lets you create, list, edit, and delete movie entries.
1103
+
1104
+ Run the application and browse to the Movies controller by appending /Movies to the URL in the address bar
1105
+
1106
+ of your browser. Because the application is relying on the default routing (defined in the Global.asax file), the
1107
+
1108
+ browser request http://localhost:xxxxx/Movies is routed to the default Index action method of the Movies
1109
+
1110
+ controller. In other words, the browser request http://localhost:xxxxx/Movies is effectively the same as the
1111
+
1112
+ browser request http://localhost:xxxxx/Movies/Index. The result is an empty list of movies, because you haven't
1113
+
1114
+ added any yet.
1115
+
1116
+ Creating a Movie
1117
+
1118
+ Select the Create New link. Enter some details about a movie and then click the Create button.
1119
+
1120
+
1121
+ Clicking the Create button causes the form to be posted to the server, where the movie information is saved in
1122
+
1123
+ the database. You're then redirected to the /Movies URL, where you can see the newly created movie in the
1124
+
1125
+ listing.
1126
+
1127
+
1128
+ Create a couple more movie entries. Try the Edit, Details, and Delete links, which are all functional.
1129
+
1130
+ Examining the Generated Code
1131
+
1132
+ Open the Controllers\MoviesController.cs file and examine the generated Index method. A portion of the movie
1133
+
1134
+ controller with theIndex method is shown below.
1135
+
1136
+ publicclassMoviesController:Controller
1137
+
1138
+ {
1139
+
1140
+ privateMovieDBContext db =newMovieDBContext();
1141
+
1142
+ //
1143
+
1144
+ // GET: /Movies/
1145
+
1146
+ publicActionResultIndex()
1147
+
1148
+ {
1149
+
1150
+ returnView(db.Movies.ToList());
1151
+
1152
+
1153
+
1154
+
1155
+ }
1156
+
1157
+ The following line from the MoviesController class instantiates a movie database context, as described
1158
+
1159
+ previously. You can use the movie database context to query, edit, and delete movies.
1160
+
1161
+ privateMovieDBContext db =newMovieDBContext();
1162
+
1163
+ A request to the Movies controller returns all the entries in the Movies table of the movie database and then
1164
+
1165
+ passes the results to the Index view.
1166
+
1167
+ Strongly Typed Models and the @model Keyword
1168
+
1169
+ Earlier in this tutorial, you saw how a controller can pass data or objects to a view template using the ViewBag
1170
+
1171
+ object. The ViewBag is a dynamic object that provides a convenient late-bound way to pass information to a
1172
+
1173
+ view.
1174
+
1175
+ ASP.NET MVC also provides the ability to pass strongly typed data or objects to a view template. This strongly
1176
+
1177
+ typed approach enables better compile-time checking of your code and richer IntelliSense in the Visual Studio
1178
+
1179
+ Express editor. The scaffolding mechanism in Visual Studio Express used this approach with the
1180
+
1181
+ MoviesController class and view templates when it created the methods and views.
1182
+
1183
+ In the Controllers\MoviesController.cs file examine the generated Details method. A portion of the movie
1184
+
1185
+ controller with theDetails method is shown below.
1186
+
1187
+ publicActionResultDetails(int id =0)
1188
+
1189
+ {
1190
+
1191
+ Movie movie =db.Movies.Find(id);
1192
+
1193
+ if(movie ==null)
1194
+
1195
+ {
1196
+
1197
+ returnHttpNotFound();
1198
+
1199
+ }
1200
+
1201
+ returnView(movie);
1202
+
1203
+ }
1204
+
1205
+ An instance of the Movie model is passed to the Details view.
1206
+
1207
+ By including a @model statement at the top of the view template file, you can specify the type of object that the
1208
+
1209
+ view expects. When you created the movie controller, Visual Studio Express automatically included the
1210
+
1211
+ following@model statement at the top of the Details.cshtml file:
1212
+
1213
+ @model MvcMovie.Models.Movie
1214
+
1215
+ This @model directive allows you to access the movie that the controller passed to the view by using a Model
1216
+
1217
+ object that's strongly typed. For example, in the Details.cshtml template, the code passes each movie field to
1218
+
1219
+ the DisplayNameFor and DisplayFor HTML Helpers with the strongly typed Model object. The Create and Edit
1220
+
1221
+ methods and view templates also pass a movie model object.
1222
+
1223
+ Examine the Index.cshtml view template and the Index method in the MoviesController.cs file. Notice how the
1224
+
1225
+ code creates aList object when it calls the View helper method in the Index action method. The code then
1226
+
1227
+ passes this Movies list from the controller to the view:
1228
+
1229
+ publicActionResultIndex()
1230
+
1231
+ {
1232
+
1233
+ returnView(db.Movies.ToList());
1234
+
1235
+ }
1236
+
1237
+ When you created the movie controller, Visual Studio Express automatically included the following@model
1238
+
1239
+ statement at the top of the Index.cshtml file:
1240
+
1241
+ @model IEnumerable<MvcMovie.Models.Movie>
1242
+
1243
+ This @model directive allows you to access the list of movies that the controller passed to the view by using a
1244
+
1245
+ Model object that's strongly typed. For example, in the Index.cshtml template, the code loops through the
1246
+
1247
+ movies by doing a foreach statement over the strongly typed Model object:
1248
+
1249
+ @foreach (var item in Model) {
1250
+
1251
+ <tr>
1252
+
1253
+ <td>
1254
+
1255
+ @Html.DisplayFor(modelItem => item.Title)
1256
+
1257
+ </td>
1258
+
1259
+ <td>
1260
+
1261
+ @Html.DisplayFor(modelItem => item.ReleaseDate)
1262
+
1263
+ </td>
1264
+
1265
+ <td>
1266
+
1267
+ @Html.DisplayFor(modelItem => item.Genre)
1268
+
1269
+ </td>
1270
+
1271
+ <td>
1272
+
1273
+ @Html.DisplayFor(modelItem => item.Price)
1274
+
1275
+ </td>
1276
+
1277
+ <th>
1278
+
1279
+ @Html.DisplayFor(modelItem => item.Rating)
1280
+
1281
+ </th>
1282
+
1283
+ <td>
1284
+
1285
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID }) |
1286
+
1287
+ @Html.ActionLink("Details", "Details", { id=item.ID }) |
1288
+
1289
+ @Html.ActionLink("Delete", "Delete", { id=item.ID })
1290
+
1291
+ </td>
1292
+
1293
+ </tr>
1294
+
1295
+ }
1296
+
1297
+ Because the Model object is strongly typed (as an IEnumerable<Movie> object), each item object in the loop
1298
+
1299
+ is typed as Movie. Among other benefits, this means that you get compile-time checking of the code and full
1300
+
1301
+ IntelliSense support in the code editor:
1302
+
1303
+
1304
+ Working with SQL Server LocalDB
1305
+
1306
+ Entity Framework Code First detected that the database connection string that was provided pointed to a
1307
+
1308
+ Movies database that didn’t exist yet, so Code First created the database automatically. You can verify that it's
1309
+
1310
+ been created by looking in the App_Data folder. If you don't see the Movies.sdf file, click the Show All Files
1311
+
1312
+ button in theSolution Explorer toolbar, click the Refresh button, and then expand the App_Data folder.
1313
+
1314
+
1315
+ Double-click Movies.mdf to open DATABASE EXPLORER. Then expand the Tables folder to see the tables that
1316
+
1317
+ have been created in the database.
1318
+
1319
+
1320
+
1321
+ There are two tables, one for the Movie entity set and theEdmMetadata table. The EdmMetadata table is used
1322
+
1323
+ by the Entity Framework to determine when the model and the database are out of sync.
1324
+
1325
+ Right-click the Movies table and select Show Table Data to see the data you created.
1326
+
1327
+ Right-click the Movies table and select Open Table Definition to see the table structure that Entity Framework
1328
+
1329
+ Code First created for you.
1330
+
1331
+
1332
+
1333
+ Notice how the schema of the Movies table maps to the Movie class you created earlier. Entity Framework
1334
+
1335
+ Code First automatically created this schema for you based on your Movie class.
1336
+
1337
+ When you're finished, close the connection by right clicking Movies.mdf and selecting Close Connection. (If you
1338
+
1339
+ don't close the connection, you might get an error the next time you run the project).
1340
+
1341
+
1342
+ You now have the database and a simple listing page to display content from it. In the next tutorial, we'll
1343
+
1344
+ examine the rest of the scaffolded code and add a SearchIndex method and a SearchIndex view that lets
1345
+
1346
+ you search for movies in this database.
1347
+
1348
+
1349
+
1350
+
1351
+ Examining the Edit Methods and Edit View
1352
+
1353
+ In this section, you'll examine the generated action methods and views for the movie controller. Then you'll add
1354
+
1355
+ a custom search page.
1356
+
1357
+ Run the application and browse to the Movies controller by appending /Movies to the URL in the address bar
1358
+
1359
+ of your browser. Hold the mouse pointer over an Edit link to see the URL that it links to.
1360
+
1361
+ The Edit link was generated by the Html.ActionLink method in the Views\Movies\Index.cshtml view:
1362
+
1363
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID })
1364
+
1365
+
1366
+ The Html object is a helper that's exposed using a property on the System.Web.Mvc.WebViewPage base class.
1367
+
1368
+ The ActionLinkmethod of the helper makes it easy to dynamically generate HTML hyperlinks that link to
1369
+
1370
+ action methods on controllers. The first argument to the ActionLink method is the link text to render (for
1371
+
1372
+ example,<a>Edit Me</a>). The second argument is the name of the action method to invoke. The final
1373
+
1374
+ argument is ananonymous object that generates the route data (in this case, the ID of 4).
1375
+
1376
+ The generated link shown in the previous image is http://localhost:xxxxx/Movies/Edit/4. The default route
1377
+
1378
+ (established in Global.asax.cs) takes the URL pattern {controller}/{action}/{id}. Therefore, ASP.NET
1379
+
1380
+ translateshttp://localhost:xxxxx/Movies/Edit/4 into a request to the Edit action method of the Movies
1381
+
1382
+ controller with the parameter ID equal to 4.
1383
+
1384
+ You can also pass action method parameters using a query string. For example, the URL
1385
+
1386
+ http://localhost:xxxxx/Movies/Edit?ID=4 also passes the parameter ID of 4 to the Edit action method of
1387
+
1388
+ theMovies controller.
1389
+
1390
+
1391
+ Open the Movies controller. The two Edit action methods are shown below.
1392
+
1393
+ //
1394
+
1395
+ // GET: /Movies/Edit/5
1396
+
1397
+ publicActionResultEdit(int id =0)
1398
+
1399
+ {
1400
+
1401
+ Movie movie =db.Movies.Find(id);
1402
+
1403
+ if(movie ==null)
1404
+
1405
+ {
1406
+
1407
+ returnHttpNotFound();
1408
+
1409
+ }
1410
+
1411
+
1412
+
1413
+ returnView(movie);
1414
+
1415
+ }
1416
+
1417
+ //
1418
+
1419
+ // POST: /Movies/Edit/5
1420
+
1421
+ [HttpPost]
1422
+
1423
+ publicActionResultEdit(Movie movie)
1424
+
1425
+ {
1426
+
1427
+ if(ModelState.IsValid)
1428
+
1429
+ {
1430
+
1431
+ db.Entry(movie).State=EntityState.Modified;
1432
+
1433
+ db.SaveChanges();
1434
+
1435
+ returnRedirectToAction("Index");
1436
+
1437
+ }
1438
+
1439
+ returnView(movie);
1440
+
1441
+ }
1442
+
1443
+ Notice the second Edit action method is preceded by the HttpPost attribute. This attribute specifies that that
1444
+
1445
+ overload of the Edit method can be invoked only for POST requests. You could apply the HttpGet attribute to
1446
+
1447
+ the first edit method, but that's not necessary because it's the default. (We'll refer to action methods that are
1448
+
1449
+ implicitly assigned the HttpGet attribute as HttpGet methods.)
1450
+
1451
+ The HttpGetEdit method takes the movie ID parameter, looks up the movie using the Entity Framework Find
1452
+
1453
+ method, and returns the selected movie to the Edit view. The ID parameter specifies a default value of zero if
1454
+
1455
+ the Edit method is called without a parameter. If a movie cannot be found, HttpNotFound is returned. When
1456
+
1457
+ the scaffolding system created the Edit view, it examined the Movie class and created code to render <label>
1458
+
1459
+ and <input> elements for each property of the class. The following example shows the Edit view that was
1460
+
1461
+ generated:
1462
+
1463
+ @model MvcMovie.Models.Movie
1464
+
1465
+ @{
1466
+
1467
+ ViewBag.Title = "Edit";
1468
+
1469
+ }
1470
+
1471
+ <h2>Edit</h2>
1472
+
1473
+
1474
+
1475
+
1476
+
1477
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.min.js")"type="text/javascript"><
1478
+
1479
+ /script>
1480
+
1481
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")"type="text/j
1482
+
1483
+ avascript"></script>
1484
+
1485
+ @using (Html.BeginForm()) {
1486
+
1487
+ @Html.ValidationSummary(true)
1488
+
1489
+ <fieldset>
1490
+
1491
+ <legend>Movie</legend>
1492
+
1493
+ @Html.HiddenFor(model => model.ID)
1494
+
1495
+ <divclass="editor-label">
1496
+
1497
+ @Html.LabelFor(model => model.Title)
1498
+
1499
+ </div>
1500
+
1501
+ <divclass="editor-field">
1502
+
1503
+ @Html.EditorFor(model => model.Title)
1504
+
1505
+ @Html.ValidationMessageFor(model => model.Title)
1506
+
1507
+ </div>
1508
+
1509
+ <divclass="editor-label">
1510
+
1511
+ @Html.LabelFor(model => model.ReleaseDate)
1512
+
1513
+ </div>
1514
+
1515
+ <divclass="editor-field">
1516
+
1517
+ @Html.EditorFor(model => model.ReleaseDate)
1518
+
1519
+ @Html.ValidationMessageFor(model => model.ReleaseDate)
1520
+
1521
+ </div>
1522
+
1523
+ <divclass="editor-label">
1524
+
1525
+ @Html.LabelFor(model => model.Genre)
1526
+
1527
+ </div>
1528
+
1529
+ <divclass="editor-field">
1530
+
1531
+ @Html.EditorFor(model => model.Genre)
1532
+
1533
+ @Html.ValidationMessageFor(model => model.Genre)
1534
+
1535
+ </div>
1536
+
1537
+ <divclass="editor-label">
1538
+
1539
+
1540
+
1541
+
1542
+
1543
+
1544
+
1545
+
1546
+ @Html.LabelFor(model => model.Price)
1547
+
1548
+ </div>
1549
+
1550
+ <divclass="editor-field">
1551
+
1552
+ @Html.EditorFor(model => model.Price)
1553
+
1554
+ @Html.ValidationMessageFor(model => model.Price)
1555
+
1556
+ </div>
1557
+
1558
+ <p>
1559
+
1560
+ <inputtype="submit"value="Save"/>
1561
+
1562
+ </p>
1563
+
1564
+ </fieldset>
1565
+
1566
+ }
1567
+
1568
+ <div>
1569
+
1570
+ @Html.ActionLink("Back to List", "Index")
1571
+
1572
+ </div>
1573
+
1574
+ Notice how the view template has a @model MvcMovie.Models.Movie statement at the top of the file — this
1575
+
1576
+ specifies that the view expects the model for the view template to be of type Movie.
1577
+
1578
+ The scaffolded code uses several helper methods to streamline the HTML markup. TheHtml.LabelFor helper
1579
+
1580
+ displays the name of the field ("Title", "ReleaseDate", "Genre", or "Price"). TheHtml.EditorFor helper renders
1581
+
1582
+ an HTML <input> element. TheHtml.ValidationMessageFor helper displays any validation messages
1583
+
1584
+ associated with that property.
1585
+
1586
+ Run the application and navigate to the /Movies URL. Click anEdit link. In the browser, view the source for the
1587
+
1588
+ page. The HTML for the form element is shown below.
1589
+
1590
+ <formaction="/Movies/Edit/4"method="post"><fieldset>
1591
+
1592
+ <legend>Movie</legend>
1593
+
1594
+ <inputdata-val="true"data-val-number="The field ID must be a number."data-val-
1595
+
1596
+ required="The ID field is required."id="ID"name="ID"type="hidden"value="4"/>
1597
+
1598
+ <divclass="editor-label">
1599
+
1600
+ <labelfor="Title">Title</label>
1601
+
1602
+ </div>
1603
+
1604
+
1605
+
1606
+
1607
+
1608
+ <divclass="editor-field">
1609
+
1610
+ <inputclass="text-box single-line"id="Title"name="Title"type="text"value="Rio
1611
+
1612
+ Bravo"/>
1613
+
1614
+ <spanclass="field-validation-valid"data-valmsg-for="Title"data-valmsg-
1615
+
1616
+ replace="true"></span>
1617
+
1618
+ </div>
1619
+
1620
+ <divclass="editor-label">
1621
+
1622
+ <labelfor="ReleaseDate">ReleaseDate</label>
1623
+
1624
+ </div>
1625
+
1626
+ <divclass="editor-field">
1627
+
1628
+ <inputclass="text-box single-line"data-val="true"data-val-date="The field ReleaseDate
1629
+
1630
+ must be a date."data-val-required="The ReleaseDate field is
1631
+
1632
+ required."id="ReleaseDate"name="ReleaseDate"type="text"value="4/15/1959 12:00:00
1633
+
1634
+ AM"/>
1635
+
1636
+ <spanclass="field-validation-valid"data-valmsg-for="ReleaseDate"data-valmsg-
1637
+
1638
+ replace="true"></span>
1639
+
1640
+ </div>
1641
+
1642
+ <divclass="editor-label">
1643
+
1644
+ <labelfor="Genre">Genre</label>
1645
+
1646
+ </div>
1647
+
1648
+ <divclass="editor-field">
1649
+
1650
+ <inputclass="text-box single-line"id="Genre"name="Genre"type="text"value="Western"/>
1651
+
1652
+ <spanclass="field-validation-valid"data-valmsg-for="Genre"data-valmsg-
1653
+
1654
+ replace="true"></span>
1655
+
1656
+ </div>
1657
+
1658
+ <divclass="editor-label">
1659
+
1660
+ <labelfor="Price">Price</label>
1661
+
1662
+ </div>
1663
+
1664
+ <divclass="editor-field">
1665
+
1666
+ <inputclass="text-box single-line"data-val="true"data-val-number="The field Price
1667
+
1668
+ must be a number."data-val-required="The Price field is
1669
+
1670
+ required."id="Price"name="Price"type="text"value="2.99"/>
1671
+
1672
+ <spanclass="field-validation-valid"data-valmsg-for="Price"data-valmsg-
1673
+
1674
+ replace="true"></span>
1675
+
1676
+ </div>
1677
+
1678
+
1679
+
1680
+
1681
+ <p>
1682
+
1683
+ <inputtype="submit"value="Save"/>
1684
+
1685
+ </p>
1686
+
1687
+ </fieldset>
1688
+
1689
+ </form>
1690
+
1691
+ The <input> elements are in an HTML <form> element whose action attribute is set to post to the
1692
+
1693
+ /Movies/Edit URL. The form data will be posted to the server when the Edit button is clicked.
1694
+
1695
+ Processing the POST Request
1696
+
1697
+ The following listing shows the HttpPost version of the Edit action method.
1698
+
1699
+ [HttpPost]
1700
+
1701
+ publicActionResultEdit(Movie movie)
1702
+
1703
+ {
1704
+
1705
+ if(ModelState.IsValid)
1706
+
1707
+ {
1708
+
1709
+ db.Entry(movie).State=EntityState.Modified;
1710
+
1711
+ db.SaveChanges();
1712
+
1713
+ returnRedirectToAction("Index");
1714
+
1715
+ }
1716
+
1717
+ returnView(movie);
1718
+
1719
+ }
1720
+
1721
+ The ASP.NET MVC model binder takes the posted form values and creates aMovie object that's passed as the
1722
+
1723
+ movie parameter. TheModelState.IsValid method verifies that the data submitted in the form can be used
1724
+
1725
+ to modify (edit or update) a Movie object. If the data is valid, the movie data is saved to the Movies collection
1726
+
1727
+ of the db (MovieDBContext instance). The new movie data is saved to the database by calling the
1728
+
1729
+ SaveChanges method ofMovieDBContext. After saving the data, the code redirects the user to the Index
1730
+
1731
+ action method of the MoviesController class, which displays the of movie collection, including the changes
1732
+
1733
+ just made..
1734
+
1735
+ If the posted values aren't valid, they are redisplayed in the form. TheHtml.ValidationMessageFor helpers
1736
+
1737
+ in the Edit.cshtml view template take care of displaying appropriate error messages.
1738
+
1739
+
1740
+ Note about locales If you normally work with a locale other than English, see Supporting ASP.NET MVC
1741
+
1742
+ Validation with Non-English Locales. The decimal field may require a common, not a decimal point. As a
1743
+
1744
+ temporary fix, you can add the globalization element to the projects root web.config file. The following code
1745
+
1746
+ shows the globalization element with the culture set to United States English.
1747
+
1748
+
1749
+ <system.web>
1750
+
1751
+ <globalizationculture="en-US"/>
1752
+
1753
+ <!--elements removed for clarity-->
1754
+
1755
+ </system.web>
1756
+
1757
+ All the HttpGet methods follow a similar pattern. They get a movie object (or list of objects, in the case of
1758
+
1759
+ Index), and pass the model to the view. The Create method passes an empty movie object to the Create view.
1760
+
1761
+ All the methods that create, edit, delete, or otherwise modify data do so in the HttpPost overload of the
1762
+
1763
+ method. Modifying data in an HTTP GET method is a security risk, as described in the blog post entryASP.NET
1764
+
1765
+ MVC Tip #46 – Don’t use Delete Links because they create Security Holes. Modifying data in a GET method also
1766
+
1767
+ violates HTTP best practices and the architectural REST pattern, which specifies that GET requests should not
1768
+
1769
+ change the state of your application. In other words, performing a GET operation should be a safe operation
1770
+
1771
+ that has no side effects and doesn't modify your persisted data.
1772
+
1773
+ Adding a Search Method and Search View
1774
+
1775
+ In this section you'll add a SearchIndex action method that lets you search movies by genre or name. This will
1776
+
1777
+ be available using the /Movies/SearchIndex URL. The request will display an HTML form that contains input
1778
+
1779
+ elements that a user can enter in order to search for a movie. When a user submits the form, the action method
1780
+
1781
+ will get the search values posted by the user and use the values to search the database.
1782
+
1783
+ Displaying the SearchIndex Form
1784
+
1785
+ Start by adding a SearchIndex action method to the existingMoviesController class. The method will
1786
+
1787
+ return a view that contains an HTML form. Here's the code:
1788
+
1789
+ publicActionResultSearchIndex(string searchString)
1790
+
1791
+ {
1792
+
1793
+ var movies =from m in db.Movies
1794
+
1795
+ select m;
1796
+
1797
+ if(!String.IsNullOrEmpty(searchString))
1798
+
1799
+ {
1800
+
1801
+
1802
+ movies= movies.Where(s => s.Title.Contains(searchString));
1803
+
1804
+ }
1805
+
1806
+ returnView(movies);
1807
+
1808
+ }
1809
+
1810
+ The first line of the SearchIndex method creates the followingLINQ query to select the movies:
1811
+
1812
+ var movies =from m in db.Movies
1813
+
1814
+ select m;
1815
+
1816
+ The query is defined at this point, but hasn't yet been run against the data store.
1817
+
1818
+ If the searchString parameter contains a string, the movies query is modified to filter on the value of the
1819
+
1820
+ search string, using the following code:
1821
+
1822
+ if(!String.IsNullOrEmpty(searchString))
1823
+
1824
+ {
1825
+
1826
+ movies= movies.Where(s => s.Title.Contains(searchString));
1827
+
1828
+ }
1829
+
1830
+ The s => s.Title code above is aLambda Expression. Lambdas are used in method-basedLINQ queries as
1831
+
1832
+ arguments to standard query operator methods such asWhere method used in the above code. LINQ queries
1833
+
1834
+ are not executed when they are defined or when they are modified by calling a method such as Where or
1835
+
1836
+ OrderBy. Instead, query execution is deferred, which means that the evaluation of an expression is delayed
1837
+
1838
+ until its realized value is actually iterated over or theToList method is called. In the SearchIndex sample, the
1839
+
1840
+ query is executed in the SearchIndex view. For more information about deferred query execution, see Query
1841
+
1842
+ Execution.
1843
+
1844
+ Now you can implement the SearchIndex view that will display the form to the user. Right-click inside the
1845
+
1846
+ SearchIndex method and then click Add View. In the Add View dialog box, specify that you're going to pass
1847
+
1848
+ a Movie object to the view template as its model class. In the Scaffold template list, choose List, then click
1849
+
1850
+ Add.
1851
+
1852
+
1853
+ When you click the Add button, the Views\Movies\SearchIndex.cshtml view template is created. Because you
1854
+
1855
+ selected List in the Scaffold template list, Visual Studio Express automatically generated (scaffolded) some
1856
+
1857
+ default markup in the view. The scaffolding created an HTML form. It examined the Movie class and created
1858
+
1859
+ code to render <label> elements for each property of the class. The listing below shows the Create view that
1860
+
1861
+ was generated:
1862
+
1863
+ @model IEnumerable<MvcMovie.Models.Movie>
1864
+
1865
+ @{
1866
+
1867
+ ViewBag.Title = "SearchIndex";
1868
+
1869
+ }
1870
+
1871
+ <h2>SearchIndex</h2>
1872
+
1873
+
1874
+
1875
+
1876
+
1877
+ <p>
1878
+
1879
+ @Html.ActionLink("Create New", "Create")
1880
+
1881
+ </p>
1882
+
1883
+ <table>
1884
+
1885
+ <tr>
1886
+
1887
+ <th>
1888
+
1889
+ Title
1890
+
1891
+ </th>
1892
+
1893
+ <th>
1894
+
1895
+ ReleaseDate
1896
+
1897
+ </th>
1898
+
1899
+ <th>
1900
+
1901
+ Genre
1902
+
1903
+ </th>
1904
+
1905
+ <th>
1906
+
1907
+ Price
1908
+
1909
+ </th>
1910
+
1911
+ <th></th>
1912
+
1913
+ </tr>
1914
+
1915
+ @foreach (var item in Model) {
1916
+
1917
+ <tr>
1918
+
1919
+ <td>
1920
+
1921
+ @Html.DisplayFor(modelItem => item.Title)
1922
+
1923
+ </td>
1924
+
1925
+ <td>
1926
+
1927
+ @Html.DisplayFor(modelItem => item.ReleaseDate)
1928
+
1929
+ </td>
1930
+
1931
+ <td>
1932
+
1933
+ @Html.DisplayFor(modelItem => item.Genre)
1934
+
1935
+ </td>
1936
+
1937
+ <td>
1938
+
1939
+ @Html.DisplayFor(modelItem => item.Price)
1940
+
1941
+ </td>
1942
+
1943
+ <td>
1944
+
1945
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID }) |
1946
+
1947
+ @Html.ActionLink("Details", "Details", new { id=item.ID }) |
1948
+
1949
+ @Html.ActionLink("Delete", "Delete", new { id=item.ID })
1950
+
1951
+
1952
+ </td>
1953
+
1954
+ </tr>
1955
+
1956
+ }
1957
+
1958
+ </table>
1959
+
1960
+ Run the application and navigate to /Movies/SearchIndex. Append a query string such as
1961
+
1962
+ ?searchString=ghost to the URL. The filtered movies are displayed.
1963
+
1964
+ If you change the signature of the SearchIndex method to have a parameter named id, the id parameter will
1965
+
1966
+ match the{id} placeholder for the default routes set in the Global.asax file.
1967
+
1968
+ {controller}/{action}/{id}
1969
+
1970
+
1971
+
1972
+ The original SearchIndex method looks like this::
1973
+
1974
+ publicActionResultSearchIndex(string searchString)
1975
+
1976
+ {
1977
+
1978
+ var movies =from m in db.Movies
1979
+
1980
+ select m;
1981
+
1982
+ if(!String.IsNullOrEmpty(searchString))
1983
+
1984
+ {
1985
+
1986
+ movies= movies.Where(s => s.Title.Contains(searchString));
1987
+
1988
+ }
1989
+
1990
+ returnView(movies);
1991
+
1992
+ }
1993
+
1994
+ The modified SearchIndex method would look as follows:
1995
+
1996
+ publicActionResultSearchIndex(string id)
1997
+
1998
+ {
1999
+
2000
+ string searchString = id;
2001
+
2002
+ var movies =from m in db.Movies
2003
+
2004
+ select m;
2005
+
2006
+ if(!String.IsNullOrEmpty(searchString))
2007
+
2008
+ {
2009
+
2010
+ movies= movies.Where(s => s.Title.Contains(searchString));
2011
+
2012
+ }
2013
+
2014
+ returnView(movies);
2015
+
2016
+ }
2017
+
2018
+ You can now pass the search title as route data (a URL segment) instead of as a query string value.
2019
+
2020
+
2021
+
2022
+
2023
+
2024
+ However, you can't expect users to modify the URL every time they want to search for a movie. So now you
2025
+
2026
+ you'll add UI to help them filter movies. If you changed the signature of the SearchIndex method to test how
2027
+
2028
+ to pass the route-bound ID parameter, change it back so that your SearchIndex method takes a string
2029
+
2030
+ parameter named searchString:
2031
+
2032
+ publicActionResultSearchIndex(string searchString)
2033
+
2034
+ {
2035
+
2036
+ var movies =from m in db.Movies
2037
+
2038
+ select m;
2039
+
2040
+ if(!String.IsNullOrEmpty(searchString))
2041
+
2042
+ {
2043
+
2044
+ movies= movies.Where(s => s.Title.Contains(searchString));
2045
+
2046
+ }
2047
+
2048
+
2049
+
2050
+
2051
+ returnView(movies);
2052
+
2053
+ }
2054
+
2055
+ Open the Views\Movies\SearchIndex.cshtml file, and just after @Html.ActionLink("Create New",
2056
+
2057
+ "Create"), add the following:
2058
+
2059
+ @using (Html.BeginForm()){
2060
+
2061
+ <p> Title: @Html.TextBox("SearchString")<br/>
2062
+
2063
+ <inputtype="submit"value="Filter"/></p>
2064
+
2065
+ }
2066
+
2067
+ The following example shows a portion of the Views\Movies\SearchIndex.cshtml file with the added filtering
2068
+
2069
+ markup.
2070
+
2071
+ @model IEnumerable<MvcMovie.Models.Movie>
2072
+
2073
+ @{
2074
+
2075
+ ViewBag.Title = "SearchIndex";
2076
+
2077
+ }
2078
+
2079
+ <h2>SearchIndex</h2>
2080
+
2081
+ <p>
2082
+
2083
+ @Html.ActionLink("Create New", "Create")
2084
+
2085
+ @using (Html.BeginForm()){
2086
+
2087
+ <p> Title: @Html.TextBox("SearchString") <br/>
2088
+
2089
+ <inputtype="submit"value="Filter"/></p>
2090
+
2091
+ }
2092
+
2093
+ </p>
2094
+
2095
+ The Html.BeginForm helper creates an opening <form> tag. The Html.BeginForm helper causes the form to
2096
+
2097
+ post to itself when the user submits the form by clicking the Filter button.
2098
+
2099
+ Run the application and try searching for a movie.
2100
+
2101
+
2102
+
2103
+
2104
+
2105
+ There's no HttpPost overload of the SearchIndex method. You don't need it, because the method isn't
2106
+
2107
+ changing the state of the application, just filtering data.
2108
+
2109
+ You could add the following HttpPost SearchIndex method. In that case, the action invoker would match
2110
+
2111
+ the HttpPost SearchIndex method, and the HttpPost SearchIndex method would run as shown in the
2112
+
2113
+ image below.
2114
+
2115
+ [HttpPost]
2116
+
2117
+ publicstringSearchIndex(FormCollection fc,string searchString)
2118
+
2119
+ {
2120
+
2121
+ return"<h3> From [HttpPost]SearchIndex: "+ searchString +"</h3>";
2122
+
2123
+ }
2124
+
2125
+
2126
+ However, even if you add this HttpPost version of the SearchIndex method, there's a limitation in how this
2127
+
2128
+ has all been implemented. Imagine that you want to bookmark a particular search or you want to send a link to
2129
+
2130
+ friends that they can click in order to see the same filtered list of movies. Notice that the URL for the HTTP
2131
+
2132
+ POST request is the same as the URL for the GET request (localhost:xxxxx/Movies/SearchIndex) -- there's no
2133
+
2134
+ search information in the URL itself. Right now, the search string information is sent to the server as a form field
2135
+
2136
+ value. This means you can't capture that search information to bookmark or send to friends in a URL.
2137
+
2138
+ The solution is to use an overload of BeginForm that specifies that the POST request should add the search
2139
+
2140
+ information to the URL and that is should be routed to the HttpGet version of the SearchIndex method.
2141
+
2142
+ Replace the existing parameterless BeginForm method with the following:
2143
+
2144
+ @using (Html.BeginForm("SearchIndex","Movies",FormMethod.Get))
2145
+
2146
+ Now when you submit a search, the URL contains a search query string. Searching will also go to the HttpGet
2147
+
2148
+ SearchIndex action method, even if you have a HttpPost SearchIndex method.
2149
+
2150
+
2151
+
2152
+ Adding Search by Genre
2153
+
2154
+ If you added the HttpPost version of the SearchIndex method, delete it now.
2155
+
2156
+ Next, you'll add a feature to let users search for movies by genre. Replace the SearchIndex method with the
2157
+
2158
+ following code:
2159
+
2160
+ publicActionResultSearchIndex(string movieGenre,string searchString)
2161
+
2162
+ {
2163
+
2164
+ varGenreLst=newList<string>();
2165
+
2166
+ varGenreQry=from d in db.Movies
2167
+
2168
+ orderby d.Genre
2169
+
2170
+
2171
+
2172
+ select d.Genre;
2173
+
2174
+ GenreLst.AddRange(GenreQry.Distinct());
2175
+
2176
+ ViewBag.movieGenre =newSelectList(GenreLst);
2177
+
2178
+ var movies =from m in db.Movies
2179
+
2180
+ select m;
2181
+
2182
+ if(!String.IsNullOrEmpty(searchString))
2183
+
2184
+ {
2185
+
2186
+ movies= movies.Where(s => s.Title.Contains(searchString));
2187
+
2188
+ }
2189
+
2190
+ if(string.IsNullOrEmpty(movieGenre))
2191
+
2192
+ returnView(movies);
2193
+
2194
+ else
2195
+
2196
+ {
2197
+
2198
+ returnView(movies.Where(x => x.Genre== movieGenre));
2199
+
2200
+ }
2201
+
2202
+ }
2203
+
2204
+ This version of the SearchIndex method takes an additional parameter, namely movieGenre. The first few
2205
+
2206
+ lines of code create aList object to hold movie genres from the database.
2207
+
2208
+ The following code is a LINQ query that retrieves all the genres from the database.
2209
+
2210
+ varGenreQry=from d in db.Movies
2211
+
2212
+ orderby d.Genre
2213
+
2214
+ select d.Genre;
2215
+
2216
+ The code uses the AddRange method of the generic List collection to add all the distinct genres to the list.
2217
+
2218
+ (Without the Distinct modifier, duplicate genres would be added — for example, comedy would be added
2219
+
2220
+ twice in our sample). The code then stores the list of genres in the ViewBag object.
2221
+
2222
+ The following code shows how to check the movieGenre parameter. If it's not empty, the code further
2223
+
2224
+ constrains the movies query to limit the selected movies to the specified genre.
2225
+
2226
+
2227
+
2228
+
2229
+
2230
+ if(string.IsNullOrEmpty(movieGenre))
2231
+
2232
+ returnView(movies);
2233
+
2234
+ else
2235
+
2236
+ {
2237
+
2238
+ returnView(movies.Where(x => x.Genre== movieGenre));
2239
+
2240
+ }
2241
+
2242
+ Adding Markup to the SearchIndex View to Support Search by Genre
2243
+
2244
+ Add an Html.DropDownList helper to the Views\Movies\SearchIndex.cshtml file, just before the TextBox
2245
+
2246
+ helper. The completed markup is shown below:
2247
+
2248
+ <p>
2249
+
2250
+ @Html.ActionLink("Create New", "Create")
2251
+
2252
+ @using (Html.BeginForm("SearchIndex","Movies",FormMethod.Get)){
2253
+
2254
+ <p>Genre: @Html.DropDownList("movieGenre", "All")
2255
+
2256
+ Title: @Html.TextBox("SearchString")
2257
+
2258
+ <inputtype="submit"value="Filter"/></p>
2259
+
2260
+ }
2261
+
2262
+ </p>
2263
+
2264
+ Run the application and browse to /Movies/SearchIndex. Try a search by genre, by movie name, and by both
2265
+
2266
+ criteria.
2267
+
2268
+ In this section you examined the CRUD action methods and views generated by the framework. You created a
2269
+
2270
+ search action method and view that let users search by movie title and genre. In the next section, you'll look at
2271
+
2272
+ how to add a property to the Movie model and how to add an initializer that will automatically create a test
2273
+
2274
+ database.
2275
+
2276
+
2277
+
2278
+ Adding a New Field to the Movie Model and
2279
+
2280
+ Table
2281
+
2282
+ In this section you'll make some changes to the model classes and learn how you can update the database
2283
+
2284
+ schema to match the model changes.
2285
+
2286
+ Adding a Rating Property to the Movie Model
2287
+
2288
+ Start by adding a new Rating property to the existing Movie class. Open the Models\Movie.cs file and add the
2289
+
2290
+ Rating property like this one:
2291
+
2292
+ publicstringRating{get;set;}
2293
+
2294
+ The complete Movie class now looks like the following code:
2295
+
2296
+ publicclassMovie
2297
+
2298
+ {
2299
+
2300
+ publicint ID {get;set;}
2301
+
2302
+ publicstringTitle{get;set;}
2303
+
2304
+ publicDateTimeReleaseDate{get;set;}
2305
+
2306
+ publicstringGenre{get;set;}
2307
+
2308
+ publicdecimalPrice{get;set;}
2309
+
2310
+ publicstringRating{get;set;}
2311
+
2312
+ }
2313
+
2314
+ Recompile the application using the Build > Build Movie menu command.
2315
+
2316
+ Now that you've updated the Model class, you also need to update the \Views\Movies\Index.cshtml and
2317
+
2318
+ \Views\Movies\Create.cshtml view templates in order to display the new Rating property in the browser view.
2319
+
2320
+ Open the \Views\Movies\Index.cshtml file and add a <th>Rating</th> column heading just after the Price
2321
+
2322
+ column. Then add a <td> column near the end of the template to render the @item.Rating value. Below is
2323
+
2324
+ what the updated Index.cshtml view template looks like:
2325
+
2326
+ @model IEnumerable<MvcMovie.Models.Movie>
2327
+
2328
+ @{
2329
+
2330
+ ViewBag.Title = "Index";
2331
+
2332
+ }
2333
+
2334
+ <h2>Index</h2>
2335
+
2336
+ <p>
2337
+
2338
+ @Html.ActionLink("Create New", "Create")
2339
+
2340
+ </p>
2341
+
2342
+ <table>
2343
+
2344
+ <tr>
2345
+
2346
+ <th>
2347
+
2348
+ @Html.DisplayNameFor(model => model.Title)
2349
+
2350
+ </th>
2351
+
2352
+ <th>
2353
+
2354
+ @Html.DisplayNameFor(model => model.ReleaseDate)
2355
+
2356
+ </th>
2357
+
2358
+ <th>
2359
+
2360
+ @Html.DisplayNameFor(model => model.Genre)
2361
+
2362
+ </th>
2363
+
2364
+ <th>
2365
+
2366
+ @Html.DisplayNameFor(model => model.Price)
2367
+
2368
+ </th>
2369
+
2370
+ <th>
2371
+
2372
+ @Html.DisplayNameFor(model => model.Rating)
2373
+
2374
+ </th>
2375
+
2376
+ <th></th>
2377
+
2378
+ </tr>
2379
+
2380
+ @foreach (var item in Model) {
2381
+
2382
+ <tr>
2383
+
2384
+ <td>
2385
+
2386
+ @Html.DisplayFor(modelItem => item.Title)
2387
+
2388
+ </td>
2389
+
2390
+ <td>
2391
+
2392
+ @Html.DisplayFor(modelItem => item.ReleaseDate)
2393
+
2394
+ </td>
2395
+
2396
+
2397
+
2398
+
2399
+
2400
+ <td>
2401
+
2402
+ @Html.DisplayFor(modelItem => item.Genre)
2403
+
2404
+ </td>
2405
+
2406
+ <td>
2407
+
2408
+ @Html.DisplayFor(modelItem => item.Price)
2409
+
2410
+ </td>
2411
+
2412
+ <td>
2413
+
2414
+ @Html.DisplayFor(modelItem => item.Rating)
2415
+
2416
+ </td>
2417
+
2418
+ <td>
2419
+
2420
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID }) |
2421
+
2422
+ @Html.ActionLink("Details", "Details", new { id=item.ID }) |
2423
+
2424
+ @Html.ActionLink("Delete", "Delete", new { id=item.ID })
2425
+
2426
+ </td>
2427
+
2428
+ </tr>
2429
+
2430
+ }
2431
+
2432
+ </table>
2433
+
2434
+ Next, open the \Views\Movies\Create.cshtml file and add the following markup near the end of the form. This
2435
+
2436
+ renders a text box so that you can specify a rating when a new movie is created.
2437
+
2438
+ <divclass="editor-label">
2439
+
2440
+ @Html.LabelFor(model => model.Rating)
2441
+
2442
+ </div>
2443
+
2444
+ <divclass="editor-field">
2445
+
2446
+ @Html.EditorFor(model => model.Rating)
2447
+
2448
+ @Html.ValidationMessageFor(model => model.Rating)
2449
+
2450
+ </div>
2451
+
2452
+ Managing Model and Database Schema Differences
2453
+
2454
+ You've now updated the application code to support the new Rating property.
2455
+
2456
+ Now run the application and navigate to the /Movies URL. When you do this, though, you'll see one of the
2457
+
2458
+ following errors:
2459
+
2460
+
2461
+
2462
+ You're seeing this error because the updated Movie model class in the application is now different than the
2463
+
2464
+ schema of the Movie table of the existing database. (There's no Rating column in the database table.)
2465
+
2466
+ By default, when you use Entity Framework Code First to automatically create a database, as you did earlier in
2467
+
2468
+ this tutorial, Code First adds a table to the database to help track whether the schema of the database is in sync
2469
+
2470
+ with the model classes it was generated from. If they aren't in sync, the Entity Framework throws an error. This
2471
+
2472
+ makes it easier to track down issues at development time that you might otherwise only find (by obscure
2473
+
2474
+
2475
+ errors) at run time. The sync-checking feature is what causes the error message to be displayed that you just
2476
+
2477
+ saw.
2478
+
2479
+ There are two approaches to resolving the error:
2480
+
2481
+ 1. Have the Entity Framework automatically drop and re-create the database based on the new model class
2482
+
2483
+ schema. This approach is very convenient when doing active development on a test database; it allows
2484
+
2485
+ you to quickly evolve the model and database schema together. The downside, though, is that you lose
2486
+
2487
+ existing data in the database — so you don't want to use this approach on a production database!
2488
+
2489
+ 2. Explicitly modify the schema of the existing database so that it matches the model classes. The advantage
2490
+
2491
+ of this approach is that you keep your data. You can make this change either manually or by creating a
2492
+
2493
+ database change script.
2494
+
2495
+ For this tutorial, we'll use the first approach — you'll have the Entity Framework Code First automatically re-
2496
+
2497
+ create the database anytime the model changes.
2498
+
2499
+ Automatically Re-Creating the Database on Model Changes
2500
+
2501
+ Let's update the application so that Code First automatically drops and re-creates the database anytime you
2502
+
2503
+ change the model for the application.
2504
+
2505
+ Warning You should enable this approach of automatically dropping and re-creating the database only when
2506
+
2507
+ you're using a development or test database, and never on a production database that contains real data. Using
2508
+
2509
+ it on a production server can lead to data loss.
2510
+
2511
+ Stop the debugger. In Solution Explorer, right click the Models folder, select Add, and then select New Item.
2512
+
2513
+ In the Add New Item dialog, select Class then name the class "MovieInitializer". Update the
2514
+
2515
+ MovieInitializer class to contain the following code:
2516
+
2517
+ usingSystem;
2518
+
2519
+ usingSystem.Collections.Generic;
2520
+
2521
+ usingSystem.Data.Entity;
2522
+
2523
+ namespaceMvcMovie.Models{
2524
+
2525
+ publicclassMovieInitializer:DropCreateDatabaseIfModelChanges<MovieDBContext>{
2526
+
2527
+ protectedoverridevoidSeed(MovieDBContext context){
2528
+
2529
+ var movies =newList<Movie>{
2530
+
2531
+ newMovie{Title="When Harry Met Sally",
2532
+
2533
+ ReleaseDate=DateTime.Parse("1989-1-11"),
2534
+
2535
+ Genre="Romantic Comedy",
2536
+
2537
+
2538
+
2539
+
2540
+ Rating="R",
2541
+
2542
+ Price=7.99M},
2543
+
2544
+ newMovie{Title="Ghostbusters ",
2545
+
2546
+ ReleaseDate=DateTime.Parse("1984-3-13"),
2547
+
2548
+ Genre="Comedy",
2549
+
2550
+ Rating="R",
2551
+
2552
+ Price=8.99M},
2553
+
2554
+ newMovie{Title="Ghostbusters 2",
2555
+
2556
+ ReleaseDate=DateTime.Parse("1986-2-23"),
2557
+
2558
+ Genre="Comedy",
2559
+
2560
+ Rating="R",
2561
+
2562
+ Price=9.99M},
2563
+
2564
+ newMovie{Title="Rio Bravo",
2565
+
2566
+ ReleaseDate=DateTime.Parse("1959-4-15"),
2567
+
2568
+ Genre="Western",
2569
+
2570
+ Rating="R",
2571
+
2572
+ Price=3.99M},
2573
+
2574
+ };
2575
+
2576
+ movies.ForEach(d => context.Movies.Add(d));
2577
+
2578
+ }
2579
+
2580
+ }
2581
+
2582
+ }
2583
+
2584
+ The MovieInitializer class specifies that the database used by the model should be dropped and
2585
+
2586
+ automatically re-created if the model classes ever change.DropCreateDatabaseIfModelChanges initializer
2587
+
2588
+ specifies the DB should be re-created only if the schema changes. Alternatively, you could use
2589
+
2590
+ theDropCreateDatabaseAlways initializer to always recreate and re-seed the database with data the first time
2591
+
2592
+ that a context is used in the application domain. TheDropCreateDatabaseAlways approach is useful in some
2593
+
2594
+ integration testing scenarios. The code that you inserted into the MovieInitializer class includes a includes a
2595
+
2596
+ Seed method that specifies some default data to automatically add to the database any time it's created (or re-
2597
+
2598
+ created). This provides a useful way to populate the database with some test data, without requiring you to
2599
+
2600
+ manually populate it each time you make a model change.
2601
+
2602
+
2603
+
2604
+
2605
+
2606
+ Now that you've defined the MovieInitializer class, you'll want to wire it up so that each time the
2607
+
2608
+ application runs, it checks whether the model classes are different from the schema in the database. If they are,
2609
+
2610
+ you can run the initializer to re-create the database to match the model and then populate the database with
2611
+
2612
+ the sample data.
2613
+
2614
+ Open the Global.asax filet:
2615
+
2616
+
2617
+ The Global.asax file contains the class that defines the entire application for the project, and contains an
2618
+
2619
+ Application_Start event handler that runs when the application first starts.
2620
+
2621
+ At the beginning of the Application_Start method, add a call to Database.SetInitializer as shown
2622
+
2623
+ below:
2624
+
2625
+ protectedvoidApplication_Start()
2626
+
2627
+ {
2628
+
2629
+ Database.SetInitializer<MovieDBContext>(newMovieInitializer());
2630
+
2631
+ AreaRegistration.RegisterAllAreas();
2632
+
2633
+ // Use LocalDB for Entity Framework by default
2634
+
2635
+ Database.DefaultConnectionFactory=newSqlConnectionFactory("Data
2636
+
2637
+ Source=(localdb)\v11.0; Integrated Security=True; MultipleActiveResultSets=True");
2638
+
2639
+ RegisterGlobalFilters(GlobalFilters.Filters);
2640
+
2641
+ RegisterRoutes(RouteTable.Routes);
2642
+
2643
+ BundleTable.Bundles.RegisterTemplateBundles();
2644
+
2645
+ }
2646
+
2647
+ Put the cursor on the red squiggly line (on MovieDBContext, orMovieInitializer ) right click and select
2648
+
2649
+ Resolve, then using MvcMovie.Models;
2650
+
2651
+
2652
+
2653
+
2654
+ Alternatively, add the using statement to the top of the file. The using statement references the namespace
2655
+
2656
+ where our MovieInitializer class lives:
2657
+
2658
+ usingMvcMovie.Models;// MovieInitializer
2659
+
2660
+ The Database.SetInitializer statement you just added indicates that the database used by the
2661
+
2662
+ MovieDBContext instance should be automatically deleted and re-created if the schema and the database
2663
+
2664
+ don't match. And as you saw, it will also populate the database with the sample data that's specified in the
2665
+
2666
+ MovieInitializer class.
2667
+
2668
+ Close the Global.asax file.
2669
+
2670
+ Re-run the application and navigate to the /Movies URL. When the application starts, it detects that the model
2671
+
2672
+ structure no longer matches the database schema. It automatically re-creates the database to match the new
2673
+
2674
+ model structure and populates the database with the sample movies:
2675
+
2676
+
2677
+ <="">
2678
+
2679
+ Click the Create New link to add a new movie. Note that you can add a rating.
2680
+
2681
+ Click Create. The new movie, including the rating, now shows up in the movies listing:
2682
+
2683
+
2684
+ You should also add the Rating field to the Edit view template.
2685
+
2686
+ In this section you saw how you can modify model objects and keep the database in sync with the changes. You
2687
+
2688
+ also learned a way to populate a newly created database with sample data so you can try out scenarios. Next,
2689
+
2690
+ let's look at how you can add richer validation logic to the model classes and enable some business rules to be
2691
+
2692
+ enforced.
2693
+
2694
+
2695
+ Adding Validation to the Model
2696
+
2697
+ In this this section you'll add validation logic to the Movie model, and you'll ensure that the validation rules are
2698
+
2699
+ enforced any time a user attempts to create or edit a movie using the application.
2700
+
2701
+ Keeping Things DRY
2702
+
2703
+ One of the core design tenets of ASP.NET MVC is DRY ("Don't Repeat Yourself"). ASP.NET MVC encourages you
2704
+
2705
+ to specify functionality or behavior only once, and then have it be reflected everywhere in an application. This
2706
+
2707
+ reduces the amount of code you need to write and makes the code you do write less error prone and easier to
2708
+
2709
+ maintain.
2710
+
2711
+ The validation support provided by ASP.NET MVC and Entity Framework Code First is a great example of the
2712
+
2713
+ DRY principle in action. You can declaratively specify validation rules in one place (in the model class) and the
2714
+
2715
+ rules are enforced everywhere in the application.
2716
+
2717
+ Let's look at how you can take advantage of this validation support in the movie application.
2718
+
2719
+ Adding Validation Rules to the Movie Model
2720
+
2721
+ You'll begin by adding some validation logic to the Movie class.
2722
+
2723
+ Open the Movie.cs file. Add a using statement at the top of the file that references
2724
+
2725
+ theSystem.ComponentModel.DataAnnotations namespace:
2726
+
2727
+ usingSystem.ComponentModel.DataAnnotations;
2728
+
2729
+ Notice the namespace does not contain System.Web. DataAnnotations provides a built-in set of validation
2730
+
2731
+ attributes that you can apply declaratively to any class or property.
2732
+
2733
+ Now update the Movie class to take advantage of the built-inRequired,StringLength, andRange validation
2734
+
2735
+ attributes. Use the following code as an example of where to apply the attributes.
2736
+
2737
+ publicclassMovie{
2738
+
2739
+ publicint ID {get;set;}
2740
+
2741
+ [Required]
2742
+
2743
+
2744
+ publicstringTitle{get;set;}
2745
+
2746
+ [DataType(DataType.Date)]
2747
+
2748
+ publicDateTimeReleaseDate{get;set;}
2749
+
2750
+ [Required]
2751
+
2752
+ publicstringGenre{get;set;}
2753
+
2754
+ [Range(1,100)]
2755
+
2756
+ [DataType(DataType.Currency)]
2757
+
2758
+ publicdecimalPrice{get;set;}
2759
+
2760
+ [StringLength(5)]
2761
+
2762
+ publicstringRating{get;set;}
2763
+
2764
+ }
2765
+
2766
+ The validation attributes specify behavior that you want to enforce on the model properties they are applied to.
2767
+
2768
+ The Required attribute indicates that a property must have a value; in this sample, a movie has to have values
2769
+
2770
+ for the Title, ReleaseDate, Genre, and Price properties in order to be valid. The Range attribute constrains
2771
+
2772
+ a value to within a specified range. The StringLength attribute lets you set the maximum length of a string
2773
+
2774
+ property, and optionally its minimum length. Intrinsic types (such as decimal, int, float, DateTime) are
2775
+
2776
+ required by default and don't need the Requiredattribute.
2777
+
2778
+ Code First ensures that the validation rules you specify on a model class are enforced before the application
2779
+
2780
+ saves changes in the database. For example, the code below will throw an exception when the SaveChanges
2781
+
2782
+ method is called, because several required Movie property values are missing and the price is zero (which is out
2783
+
2784
+ of the valid range).
2785
+
2786
+ MovieDBContext db =newMovieDBContext();
2787
+
2788
+ Movie movie =newMovie();
2789
+
2790
+ movie.Title="Gone with the Wind";
2791
+
2792
+ movie.Price=0.0M;
2793
+
2794
+ db.Movies.Add(movie);
2795
+
2796
+ db.SaveChanges();// <= Will throw validation exception
2797
+
2798
+
2799
+
2800
+
2801
+
2802
+
2803
+
2804
+ Having validation rules automatically enforced by the .NET Framework helps make your application more
2805
+
2806
+ robust. It also ensures that you can't forget to validate something and inadvertently let bad data into the
2807
+
2808
+ database.
2809
+
2810
+ Here's a complete code listing for the updated Movie.cs file:
2811
+
2812
+ usingSystem;
2813
+
2814
+ usingSystem.Data.Entity;
2815
+
2816
+ usingSystem.ComponentModel.DataAnnotations;
2817
+
2818
+ namespaceMvcMovie.Models{
2819
+
2820
+ publicclassMovie{
2821
+
2822
+ publicint ID {get;set;}
2823
+
2824
+ [Required]
2825
+
2826
+ publicstringTitle{get;set;}
2827
+
2828
+ [DataType(DataType.Date)]
2829
+
2830
+ publicDateTimeReleaseDate{get;set;}
2831
+
2832
+ [Required]
2833
+
2834
+ publicstringGenre{get;set;}
2835
+
2836
+ [Range(1,100)]
2837
+
2838
+ [DataType(DataType.Currency)]
2839
+
2840
+ publicdecimalPrice{get;set;}
2841
+
2842
+ [StringLength(5)]
2843
+
2844
+ publicstringRating{get;set;}
2845
+
2846
+ }
2847
+
2848
+ publicclassMovieDBContext:DbContext{
2849
+
2850
+ publicDbSet<Movie>Movies{get;set;}
2851
+
2852
+ }
2853
+
2854
+ }
2855
+
2856
+ Validation Error UI in ASP.NET MVC
2857
+
2858
+
2859
+
2860
+
2861
+
2862
+
2863
+
2864
+
2865
+ Re-run the application and navigate to the /Movies URL.
2866
+
2867
+ Click the Create New link to add a new movie. Fill out the form with some invalid values and then click the
2868
+
2869
+ Create button.
2870
+
2871
+
2872
+ Notice how the form has automatically used a red border color to highlight the text boxes that contain invalid
2873
+
2874
+ data and has emitted an appropriate validation error message next to each one. The errors are enforced both
2875
+
2876
+ client-side (using JavaScript) and server-side (in case a user has JavaScript disabled).
2877
+
2878
+ A real benefit is that you didn't need to change a single line of code in theMoviesController class or in the
2879
+
2880
+ Create.cshtml view in order to enable this validation UI. The controller and views you created earlier in this
2881
+
2882
+ tutorial automatically picked up the validation rules that you specified by using validation attributes on the
2883
+
2884
+ properties of the Movie model class.
2885
+
2886
+ You might have noticed for the properties Title and Genre, the required attribute is not enforced until you
2887
+
2888
+ submit the form (hit the Create button), or enter text into the input field and removed it. For a field which is
2889
+
2890
+ initially empty (such as the fields on the Create view) and which has only the required attribute and no other
2891
+
2892
+ validation attributes, you can do the following to trigger validation:
2893
+
2894
+ 1. Tab into the field.
2895
+
2896
+ 2. Enter some text.
2897
+
2898
+ 3. Tab out.
2899
+
2900
+ 4. Tab back into the field.
2901
+
2902
+ 5. Remove the text.
2903
+
2904
+ 6. Tab out.
2905
+
2906
+ The above sequence will trigger the required validation without hitting the submit button. Simply hitting the
2907
+
2908
+ submit button without entering any of the fields will trigger client side validation. The form data is not sent to
2909
+
2910
+ the server until there are no client side validation errors. You can test this by putting a break point in the HTTP
2911
+
2912
+ Post method or using thefiddler tool or the IE 9F12 developer tools.
2913
+
2914
+ How Validation Occurs in the Create View and Create Action Method
2915
+
2916
+
2917
+ You might wonder how the validation UI was generated without any updates to the code in the controller or
2918
+
2919
+ views. The next listing shows what the Create methods in the MovieController class look like. They're
2920
+
2921
+ unchanged from how you created them earlier in this tutorial.
2922
+
2923
+ //
2924
+
2925
+ // GET: /Movies/Create
2926
+
2927
+ publicActionResultCreate()
2928
+
2929
+ {
2930
+
2931
+ returnView();
2932
+
2933
+ }
2934
+
2935
+ //
2936
+
2937
+ // POST: /Movies/Create
2938
+
2939
+ [HttpPost]
2940
+
2941
+ publicActionResultCreate(Movie movie)
2942
+
2943
+ {
2944
+
2945
+ if(ModelState.IsValid)
2946
+
2947
+ {
2948
+
2949
+ db.Movies.Add(movie);
2950
+
2951
+ db.SaveChanges();
2952
+
2953
+ returnRedirectToAction("Index");
2954
+
2955
+ }
2956
+
2957
+ returnView(movie);
2958
+
2959
+ }
2960
+
2961
+ The first (HTTP GET) Create action method displays the initial Create form. The second ([HttpPost]) version
2962
+
2963
+ handles the form post. The second Create method (The HttpPost version) calls ModelState.IsValid to
2964
+
2965
+ check whether the movie has any validation errors. Calling this method evaluates any validation attributes that
2966
+
2967
+ have been applied to the object. If the object has validation errors, the Create method re-displays the form. If
2968
+
2969
+ there are no errors, the method saves the new movie in the database. In our movie example we are using, the
2970
+
2971
+ form is not posted to the server when their are validation errors detected on the client side; the second Create
2972
+
2973
+ method is never called. If you disable JavaScript in your browser, client validation is disabled and the HTTP
2974
+
2975
+ POST Create method calls ModelState.IsValid to check whether the movie has any validation errors.
2976
+
2977
+
2978
+
2979
+
2980
+
2981
+ You can set a break point in the HttpPost Create method and verify the method is never called, client side
2982
+
2983
+ validation will not submit the form data when validation errors are detected. If you disable JavaScript in your
2984
+
2985
+ browser, submit the form with errors, the break point will be hit. You still get full validation without JavaScript.
2986
+
2987
+
2988
+ The following image shows how to disable JavaScript in the FireFox browser.
2989
+
2990
+ The following image shows how to disable JavaScript with the Chrome browser.
2991
+
2992
+
2993
+
2994
+ Below is the Create.cshtml view template that you scaffolded earlier in the tutorial. It's used by the action
2995
+
2996
+ methods shown above both to display the initial form and to redisplay it in the event of an error.
2997
+
2998
+
2999
+ @model MvcMovie.Models.Movie
3000
+
3001
+ @{
3002
+
3003
+ ViewBag.Title = "Create";
3004
+
3005
+ }
3006
+
3007
+ <h2>Create</h2>
3008
+
3009
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.min.js")"></script>
3010
+
3011
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")"></script>
3012
+
3013
+ @using (Html.BeginForm()) {
3014
+
3015
+ @Html.ValidationSummary(true)
3016
+
3017
+ <fieldset>
3018
+
3019
+ <legend>Movie</legend>
3020
+
3021
+ <divclass="editor-label">
3022
+
3023
+ @Html.LabelFor(model => model.Title)
3024
+
3025
+ </div>
3026
+
3027
+ <divclass="editor-field">
3028
+
3029
+ @Html.EditorFor(model => model.Title)
3030
+
3031
+ @Html.ValidationMessageFor(model => model.Title)
3032
+
3033
+ </div>
3034
+
3035
+ <divclass="editor-label">
3036
+
3037
+ @Html.LabelFor(model => model.ReleaseDate)
3038
+
3039
+ </div>
3040
+
3041
+ <divclass="editor-field">
3042
+
3043
+ @Html.EditorFor(model => model.ReleaseDate)
3044
+
3045
+ @Html.ValidationMessageFor(model => model.ReleaseDate)
3046
+
3047
+ </div>
3048
+
3049
+ <divclass="editor-label">
3050
+
3051
+ @Html.LabelFor(model => model.Genre)
3052
+
3053
+ </div>
3054
+
3055
+ <divclass="editor-field">
3056
+
3057
+ @Html.EditorFor(model => model.Genre)
3058
+
3059
+
3060
+
3061
+
3062
+
3063
+
3064
+
3065
+
3066
+
3067
+ @Html.ValidationMessageFor(model => model.Genre)
3068
+
3069
+ </div>
3070
+
3071
+ <divclass="editor-label">
3072
+
3073
+ @Html.LabelFor(model => model.Price)
3074
+
3075
+ </div>
3076
+
3077
+ <divclass="editor-field">
3078
+
3079
+ @Html.EditorFor(model => model.Price)
3080
+
3081
+ @Html.ValidationMessageFor(model => model.Price)
3082
+
3083
+ </div>
3084
+
3085
+ <divclass="editor-label">
3086
+
3087
+ @Html.LabelFor(model => model.Rating)
3088
+
3089
+ </div>
3090
+
3091
+ <divclass="editor-field">
3092
+
3093
+ @Html.EditorFor(model => model.Rating)
3094
+
3095
+ @Html.ValidationMessageFor(model => model.Rating)
3096
+
3097
+ </div>
3098
+
3099
+ <p>
3100
+
3101
+ <inputtype="submit"value="Create"/>
3102
+
3103
+ </p>
3104
+
3105
+ </fieldset>
3106
+
3107
+ }
3108
+
3109
+ <div>
3110
+
3111
+ @Html.ActionLink("Back to List", "Index")
3112
+
3113
+ </div>
3114
+
3115
+ Notice how the code uses an Html.EditorFor helper to output the<input> element for each Movie
3116
+
3117
+ property. Next to this helper is a call to the Html.ValidationMessageFor helper method. These two helper
3118
+
3119
+ methods work with the model object that's passed by the controller to the view (in this case, a Movie object).
3120
+
3121
+ They automatically look for validation attributes specified on the model and display error messages as
3122
+
3123
+ appropriate.
3124
+
3125
+ What's really nice about this approach is that neither the controller nor the Create view template knows
3126
+
3127
+ anything about the actual validation rules being enforced or about the specific error messages displayed. The
3128
+
3129
+ validation rules and the error strings are specified only in the Movie class.
3130
+
3131
+
3132
+
3133
+ If you want to change the validation logic later, you can do so in exactly one place by adding validation
3134
+
3135
+ attributes to the model (in this example, themovie class). You won't have to worry about different parts of the
3136
+
3137
+ application being inconsistent with how the rules are enforced — all validation logic will be defined in one
3138
+
3139
+ place and used everywhere. This keeps the code very clean, and makes it easy to maintain and evolve. And it
3140
+
3141
+ means that that you'll be fully honoring the DRY principle.
3142
+
3143
+ Adding Formatting to the Movie Model
3144
+
3145
+ Open the Movie.cs file and examine the Movie class. TheSystem.ComponentModel.DataAnnotations
3146
+
3147
+ namespace provides formatting attributes in addition to the built-in set of validation attributes. We've already
3148
+
3149
+ applied aDataType enumeration value to the release date and to the price fields. The following code shows the
3150
+
3151
+ ReleaseDate and Price properties with the appropriateDisplayFormat attribute.
3152
+
3153
+ [DataType(DataType.Date)]
3154
+
3155
+ publicDateTimeReleaseDate{get;set;}
3156
+
3157
+ [DataType(DataType.Currency)]
3158
+
3159
+ publicdecimalPrice{get;set;}
3160
+
3161
+ Alternatively, you could explicitly set aDataFormatString value. The following code shows the release date
3162
+
3163
+ property with a date format string (namely, "d"). You'd use this to specify that you don't want to time as part of
3164
+
3165
+ the release date.
3166
+
3167
+ [DisplayFormat(DataFormatString="{0:d}")]
3168
+
3169
+ publicDateTimeReleaseDate{get;set;}
3170
+
3171
+ The following code formats the Price property as currency.
3172
+
3173
+ [DisplayFormat(DataFormatString="{0:c}")]
3174
+
3175
+ publicdecimalPrice{get;set;}
3176
+
3177
+ The complete Movie class is shown below.
3178
+
3179
+ publicclassMovie{
3180
+
3181
+ publicint ID {get;set;}
3182
+
3183
+
3184
+
3185
+ [Required]
3186
+
3187
+ publicstringTitle{get;set;}
3188
+
3189
+ [DataType(DataType.Date)]
3190
+
3191
+ publicDateTimeReleaseDate{get;set;}
3192
+
3193
+ [Required]
3194
+
3195
+ publicstringGenre{get;set;}
3196
+
3197
+ [Range(1,100)]
3198
+
3199
+ [DataType(DataType.Currency)]
3200
+
3201
+ publicdecimalPrice{get;set;}
3202
+
3203
+ [StringLength(5)]
3204
+
3205
+ publicstringRating{get;set;}
3206
+
3207
+ }
3208
+
3209
+ Run the application and browse to the Movies controller. The release date and price are nicely formatted.
3210
+
3211
+
3212
+
3213
+
3214
+
3215
+ In the next part of the series, we'll review the application and make some improvements to the automatically
3216
+
3217
+ generated Details and Delete methods.
3218
+
3219
+
3220
+
3221
+
3222
+ Examining the Details and Delete Methods
3223
+
3224
+ In this part of the tutorial, you'll examine the automatically generated Details and Delete methods.
3225
+
3226
+ Examining the Details and Delete Methods
3227
+
3228
+ Open the Movie controller and examine the Details method.
3229
+
3230
+ publicActionResultDetails(int id =0)
3231
+
3232
+ {
3233
+
3234
+ Movie movie =db.Movies.Find(id);
3235
+
3236
+ if(movie ==null)
3237
+
3238
+ {
3239
+
3240
+ returnHttpNotFound();
3241
+
3242
+ }
3243
+
3244
+ returnView(movie);
3245
+
3246
+ }
3247
+
3248
+ Code First makes it easy to search for data using the Find method. An important security feature built into the
3249
+
3250
+ method is that the code verifies that the Find method has found a movie before the code tries to do anything
3251
+
3252
+ with it. For example, a hacker could introduce errors into the site by changing the URL created by the links from
3253
+
3254
+ http://localhost:xxxx/Movies/Details/1 to something like http://localhost:xxxx/Movies/Details/12345 (or some
3255
+
3256
+ other value that doesn't represent an actual movie). If you did not check for a null movie, a null movie would
3257
+
3258
+ result in a database error.
3259
+
3260
+ Examine the Delete and DeleteConfirmed methods.
3261
+
3262
+ // GET: /Movies/Delete/5
3263
+
3264
+ publicActionResultDelete(int id =0)
3265
+
3266
+ {
3267
+
3268
+ Movie movie =db.Movies.Find(id);
3269
+
3270
+ if(movie ==null)
3271
+
3272
+ {
3273
+
3274
+ returnHttpNotFound();
3275
+
3276
+ }
3277
+
3278
+ returnView(movie);
3279
+
3280
+
3281
+ }
3282
+
3283
+ //
3284
+
3285
+ // POST: /Movies/Delete/5
3286
+
3287
+ [HttpPost,ActionName("Delete")]
3288
+
3289
+ publicActionResultDeleteConfirmed(int id =0)
3290
+
3291
+ {
3292
+
3293
+ Movie movie =db.Movies.Find(id);
3294
+
3295
+ if(movie ==null)
3296
+
3297
+ {
3298
+
3299
+ returnHttpNotFound();
3300
+
3301
+ }
3302
+
3303
+ db.Movies.Remove(movie);
3304
+
3305
+ db.SaveChanges();
3306
+
3307
+ returnRedirectToAction("Index");
3308
+
3309
+ }
3310
+
3311
+ Note that the HTTP Get Delete method doesn't delete the specified movie, it returns a view of the movie
3312
+
3313
+ where you can submit (HttpPost) the deletion.. Performing a delete operation in response to a GET request (or
3314
+
3315
+ for that matter, performing an edit operation, create operation, or any other operation that changes data)
3316
+
3317
+ opens up a security hole. For more information about this, see Stephen Walther's blog entryASP.NET MVC Tip
3318
+
3319
+ #46 — Don't use Delete Links because they create Security Holes.
3320
+
3321
+ The HttpPost method that deletes the data is named DeleteConfirmed to give the HTTP POST method a
3322
+
3323
+ unique signature or name. The two method signatures are shown below:
3324
+
3325
+ // GET: /Movies/Delete/5
3326
+
3327
+ publicActionResultDelete(int id =0)
3328
+
3329
+ //
3330
+
3331
+ // POST: /Movies/Delete/5
3332
+
3333
+ [HttpPost,ActionName("Delete")]
3334
+
3335
+ publicActionResultDeleteConfirmed(int id =0)
3336
+
3337
+
3338
+
3339
+
3340
+ The common language runtime (CLR) requires overloaded methods to have a unique signature (same method
3341
+
3342
+ name but different list of parameters). However, here you need two Delete methods -- one for GET and one for
3343
+
3344
+ POST -- that both have the same signature. (They both need to accept a single integer as a parameter.)
3345
+
3346
+ To sort this out, you can do a couple of things. One is to give the methods different names. That's what the
3347
+
3348
+ scaffolding mechanism did in he preceding example. However, this introduces a small problem: ASP.NET maps
3349
+
3350
+ segments of a URL to action methods by name, and if you rename a method, routing normally wouldn't be able
3351
+
3352
+ to find that method. The solution is what you see in the example, which is to add the ActionName("Delete")
3353
+
3354
+ attribute to theDeleteConfirmed method. This effectively performs mapping for the routing system so that a
3355
+
3356
+ URL that includes /Delete/ for a POST request will find the DeleteConfirmed method.
3357
+
3358
+ Another common way to avoid a problem with methods that have identical names and signatures is to
3359
+
3360
+ artificially change the signature of the POST method to include an unused parameter. For example, some
3361
+
3362
+ developers add a parameter typeFormCollectionthat is passed to the POST method, and then simply don't
3363
+
3364
+ use the parameter:
3365
+
3366
+ publicActionResultDelete(FormCollection fcNotUsed,int id =0)
3367
+
3368
+ {
3369
+
3370
+ Movie movie =db.Movies.Find(id);
3371
+
3372
+ if(movie ==null)
3373
+
3374
+ {
3375
+
3376
+ returnHttpNotFound();
3377
+
3378
+ }
3379
+
3380
+ db.Movies.Remove(movie);
3381
+
3382
+ db.SaveChanges();
3383
+
3384
+ returnRedirectToAction("Index");
3385
+
3386
+ }
3387
+
3388
+ Wrapping Up
3389
+
3390
+ You now have a complete ASP.NET MVC application that stores data in a SQL Server Compact database. You
3391
+
3392
+ can create, read, update, delete, and search for movies.
3393
+
3394
+ This basic tutorial got you started making controllers, associating them with views, and passing around hard-
3395
+
3396
+ coded data. Then you created and designed a data model. Entity Framework code-first created a database from
3397
+
3398
+ the data model on the fly, and the ASP.NET MVC scaffolding system automatically generated the action
3399
+
3400
+ methods and views for basic CRUD operations. You then added a search form that let users search the
3401
+
3402
+ database. You changed the database to include a new column of data, and then updated two pages to create
3403
+
3404
+ and display this new data. You added validation by marking the data model with attributes from the
3405
+
3406
+ DataAnnotations namespace. The resulting validation runs on the client and on the server.
3407
+
3408
+ If you'd like to deploy your application, it's helpful to first test the application on your local IIS 7 server. You can
3409
+
3410
+ use thisWeb Platform Installer link to enable IIS setting for ASP.NET applications. See the following deployment
3411
+
3412
+ links:
3413
+
3414
+
3415
+ • ASP.NET Deployment Content Map
3416
+
3417
+
3418
+
3419
+ Enabling IIS 7.x
3420
+
3421
+ • Web Application Projects Deployment
3422
+
3423
+ I now encourage you to move on to our intermediate-levelCreating an Entity Framework Data Model for an
3424
+
3425
+ ASP.NET MVC Application andMVC Music Store tutorials, to explore theASP.NET articles on MSDN, and to
3426
+
3427
+ check out the many videos and resources athttp://asp.net/mvc to learn even more about ASP.NET MVC! The
3428
+
3429
+ ASP.NET MVC forums are a great place to ask questions.
3430
+
3431
+ Enjoy!
3432
+
3433
+ — Rick Anderson blogs.msdn.com/rickAndy twitter @RickAndMSFT
3434
+
3435
+ — Scott Hanselmanhttp://www.hanselman.com/blog/ twitter @shanselman
3436
+
3437
+
3438
+
3439
+
3440
+
3441
+
3442
+
ASP.NET/intro%2520to%2520asp.net%2520mvc%25204%2520with%2520visual%2520studio%2520-%2520beta.pdf.txt ADDED
@@ -0,0 +1,3442 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Intr
2
+ Visu
3
+
4
+ ro to
5
+ ual S
6
+
7
+ o ASP
8
+ Studio
9
+
10
+ P.NET
11
+ o (Be
12
+
13
+ T MV
14
+ eta)
15
+
16
+ VC 4 w
17
+
18
+ with
19
+
20
+ Rick A
21
+
22
+ Anderso
23
+
24
+ on and S
25
+
26
+ Scott Ha
27
+
28
+ anselma
29
+
30
+ an
31
+
32
+ Summa
33
+
34
+ ry: This tuto
35
+
36
+ orial will te
37
+
38
+ ach you the
39
+
40
+ e basics of
41
+
42
+ building an
43
+
44
+ n ASP.NET M
45
+
46
+ MVC Web
47
+
48
+ applicat
49
+
50
+ ion using M
51
+
52
+ Microsoft Vi
53
+
54
+ isual Studio
55
+
56
+ o 11 Express
57
+
58
+ s Beta for W
59
+
60
+ Web, which
61
+
62
+ is a free
63
+
64
+ version o
65
+
66
+ of Microsof
67
+
68
+ ft Visual Stu
69
+
70
+ udio.
71
+
72
+ Categor
73
+
74
+ ry: Step-By
75
+
76
+ -Step
77
+
78
+ Applies
79
+
80
+ to: ASP.NE
81
+
82
+ ET MVC 4 B
83
+
84
+ eta, Visual
85
+
86
+ Studio 11 B
87
+
88
+ Beta
89
+
90
+ Source:
91
+
92
+ ASP.NET si
93
+
94
+ te (link to s
95
+
96
+ source cont
97
+
98
+ tent)
99
+
100
+ E-book
101
+
102
+ publicatio
103
+
104
+ on date: Ma
105
+
106
+ ay 2012
107
+
108
+ 115 pag
109
+
110
+ es             
111
+
112
+  
113
+
114
+
115
+
116
+
117
+
118
+
119
+
120
+
121
+  
122
+
123
+
124
+
125
+
126
+
127
+  
128
+ Copyright © 2012 by Microsoft Corporation
129
+
130
+ All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means
131
+ without the written permission of the publisher.
132
+
133
+ Microsoft and the trademarks listed at
134
+ http://www.microsoft.com/about/legal/en/us/IntellectualProperty/Trademarks/EN-US.aspx are trademarks of the
135
+ Microsoft group of companies. All other marks are property of their respective owners.
136
+
137
+ The example companies, organizations, products, domain names, email addresses, logos, people, places, and events
138
+ depicted herein are fictitious. No association with any real company, organization, product, domain name, email address,
139
+ logo, person, place, or event is intended or should be inferred.
140
+
141
+ This book expresses the author’s views and opinions. The information contained in this book is provided without any
142
+ express, statutory, or implied warranties. Neither the authors, Microsoft Corporation, nor its resellers, or distributors will
143
+ be held liable for any damages caused or alleged to be caused either directly or indirectly by this book.
144
+
145
+  
146
+  
147
+  
148
+  
149
+  
150
+  
151
+  
152
+  
153
+
154
+
155
+
156
+
157
+
158
+ Contents
159
+ Getting Started ........................................................................................................................................ 3
160
+
161
+ What You'll Build ........................................................................................................................... 3
162
+
163
+ Skills You'll Learn ........................................................................................................................... 5
164
+
165
+ Getting Started .............................................................................................................................. 6
166
+
167
+ Creating Your First Application .................................................................................................... 7
168
+
169
+ Adding a Controller ............................................................................................................................ 13
170
+
171
+ Adding a View ..................................................................................................................................... 20
172
+
173
+ Changing Views and Layout Pages ............................................................................................ 25
174
+
175
+ Passing Data from the Controller to the View ........................................................................... 31
176
+
177
+ Adding a Model .................................................................................................................................. 37
178
+
179
+ Adding Model Classes................................................................................................................. 37
180
+
181
+ Creating a Connection String and Working with SQL Server LocalDB .................................... 41
182
+
183
+ Accessing Your Model's Data from a Controller ............................................................................... 43
184
+
185
+ Creating a Movie ......................................................................................................................... 46
186
+
187
+ Examining the Generated Code.................................................................................................. 48
188
+
189
+ Strongly Typed Models and the @model Keyword .................................................................. 49
190
+
191
+ Working with SQL Server LocalDB ............................................................................................. 53
192
+
193
+ Examining the Edit Methods and Edit View ...................................................................................... 58
194
+
195
+ Processing the POST Request ..................................................................................................... 65
196
+
197
+ Adding a Search Method and Search View ............................................................................... 67
198
+
199
+ Displaying the SearchIndex Form ............................................................................................... 67
200
+
201
+ Adding Search by Genre ............................................................................................................. 77
202
+
203
+ Adding Markup to the SearchIndex View to Support Search by Genre .................................. 79
204
+
205
+ Adding a New Field to the Movie Model and Table ......................................................................... 80
206
+
207
+ Adding a Rating Property to the Movie Model ......................................................................... 80
208
+
209
+ Managing Model and Database Schema Differences ............................................................... 82
210
+
211
+ Automatically Re-Creating the Database on Model Changes .................................................. 85
212
+
213
+ Adding Validation to the Model ........................................................................................................ 95
214
+
215
+ Keeping Things DRY .................................................................................................................... 95
216
+
217
+ Adding Validation Rules to the Movie Model ........................................................................... 95
218
+
219
+ Validation Error UI in ASP.NET MVC .......................................................................................... 97
220
+
221
+ How Validation Occurs in the Create View and Create Action Method ................................ 100
222
+
223
+ Adding Formatting to the Movie Model.................................................................................. 108
224
+
225
+ Examining the Details and Delete Methods .................................................................................... 111
226
+
227
+ Examining the Details and Delete Methods ............................................................................ 111
228
+
229
+ Wrapping Up ............................................................................................................................. 113
230
+
231
+
232
+
233
+
234
+ Getting Started
235
+ By Rick Anderson and Scott Hanselman
236
+
237
+ This tutorial will teach you the basics of building an ASP.NET MVC Web application using Microsoft Visual
238
+
239
+ Studio 11 Express Beta for Web, which is a free version of Microsoft Visual Studio. Before you start, make sure
240
+
241
+ you've installed the prerequisites listed below. You can install all of them by clicking the following link: Web
242
+
243
+ Platform Installer.
244
+
245
+ If you're using Visual Studio 11 Beta instead of Visual Studio 11 Express Beta for Web , install the prerequisites
246
+
247
+ by clicking the following link: Web Platform Installer
248
+
249
+ A Visual Web Developer project with C# source code is available to accompany this topic. Download the C#
250
+
251
+ version.
252
+
253
+ What You'll Build
254
+
255
+ You'll implement a simple movie-listing application that supports creating, editing, searching and listing movies
256
+
257
+ from a database. Below are two screenshots of the application you’ll build. It includes a page that displays a list
258
+
259
+ of movies from a database:
260
+
261
+
262
+
263
+
264
+ The application also lets you add, edit, and delete movies, as well as see details about individual ones. All data-
265
+
266
+ entry scenarios include validation to ensure that the data stored in the database is correct.
267
+
268
+
269
+ Skills You'll Learn
270
+
271
+ Here's what you'll learn:
272
+
273
+ • How to create a new ASP.NET MVC project.
274
+
275
+
276
+ • How to create ASP.NET MVC controllers and views.
277
+
278
+ • How to create a new database using the Entity Framework Code First paradigm.
279
+
280
+ • How to retrieve and display data.
281
+
282
+ • How to edit data and enable data validation.
283
+
284
+ Getting Started
285
+
286
+ Start by running Visual Web Developer 11 Express Beta("Visual Web Developer" or VWD for short) and select
287
+
288
+ New Project from the Start page.
289
+
290
+ Visual Web Developer is an IDE, or integrated development environment. Just like you use Microsoft Word to
291
+
292
+ write documents, you'll use an IDE to create applications. In Visual Web Developer there's a toolbar along the
293
+
294
+ top showing various options available to you. There's also a menu that provides another way to perform tasks
295
+
296
+ in the IDE. (For example, instead of selecting New Project from the Start page, you can use the menu and
297
+
298
+ select File>New Project.)
299
+
300
+ Creating Your First Application
301
+
302
+ You can create applications using either Visual Basic or Visual C# as the programming language. Select Visual
303
+
304
+ C# on the left and then select ASP.NET MVC 4 Web Application. Name your project "MvcMovie" and then
305
+
306
+ click OK.
307
+
308
+
309
+ In the New ASP.NET MVC 4 Project dialog box, select Internet Application. LeaveRazor as the default view
310
+
311
+ engine.
312
+
313
+
314
+ Click OK. Visual Web Developer used a default template for the ASP.NET MVC project you just created, so you
315
+
316
+ have a working application right now without doing anything! This is a simple "Hello World!" project, and it's a
317
+
318
+ good place to start your application.
319
+
320
+
321
+ From the Debug menu, select Start Debugging.
322
+
323
+
324
+ Notice that the keyboard shortcut to start debugging is F5.
325
+
326
+
327
+ F5 causes Visual Web Developer to start IIS Express and run your web application. Visual Web Developer then
328
+
329
+ launches a browser and opens the application's home page. Notice that the address bar of the browser says
330
+
331
+ localhost and not something like example.com. That's becauselocalhost always points to your own local
332
+
333
+ computer, which in this case is running the application you just built. When Visual Web Developer runs a web
334
+
335
+ project, a random port is used for the web server. In the image below, the port number is 41788. When you run
336
+
337
+ the application, you'll probably see a different port number.
338
+
339
+ Right out of the box this default template gives you Home, Contact and About pages. It also provides support
340
+
341
+ to register and log in, and links to Facebook and Twitter. The next step is to change how this application works
342
+
343
+ and learn a little bit about ASP.NET MVC. Close your browser and let's change some code.
344
+
345
+
346
+
347
+
348
+ Adding a Controller
349
+
350
+ MVC stands formodel-view-controller. MVC is a pattern for developing applications that are well
351
+ architected, testable and easy to maintain. MVC-based applications contain:
352
+ • Models: Classes that represent the data of the application and that use validation logic to enforce
353
+
354
+ business rules for that data.
355
+
356
+ • Views: Template files that your application uses to dynamically generate HTML responses.
357
+
358
+ • Controllers: Classes that handle incoming browser requests, retrieve model data, and then specify
359
+
360
+ view templates that return a response to the browser.
361
+
362
+ We'll be covering all these concepts in this tutorial series and show you how to use them to build an
363
+ application.
364
+
365
+ Let's begin by creating a controller class. InSolution Explorer, right-click theControllersfolder and then
366
+ selectAdd Controller.
367
+
368
+ Name your new controller "HelloWorldController". Leave the default template asEmpty controllerand
369
+ clickAdd.
370
+
371
+
372
+ Notice inSolution Explorerthat a new file has been created namedHelloWorldController.cs. The file is
373
+ open in the IDE.
374
+
375
+
376
+ Replace the contents of the file with the following code.
377
+
378
+ usingSystem.Web;
379
+ usingSystem.Web.Mvc;
380
+
381
+ namespaceMvcMovie.Controllers
382
+ {
383
+ publicclassHelloWorldController:Controller
384
+ {
385
+ //
386
+ // GET: /HelloWorld/
387
+
388
+
389
+
390
+ publicstringIndex()
391
+ {
392
+ return"This is my <b>default</b> action...";
393
+ }
394
+
395
+ //
396
+ // GET: /HelloWorld/Welcome/
397
+
398
+ publicstringWelcome()
399
+ {
400
+ return"This is the Welcome action method...";
401
+ }
402
+ }
403
+ }
404
+
405
+ The controller methods will return a string of HTML as an example. The controller is
406
+ namedHelloWorldControllerand the first method above is namedIndex. Let’s invoke it from a browser.
407
+ Run the application (press F5 or Ctrl+F5). In the browser, append "HelloWorld" to the path in the address
408
+ bar. (For example, in the illustration below, it'shttp://localhost:1234/HelloWorld.) The page in the browser
409
+ will look like the following screenshot. In the method above, the code returned a string directly. You told
410
+ the system to just return some HTML, and it did!
411
+
412
+ ASP.NET MVC invokes different controller classes (and different action methods within them) depending
413
+ on the incoming URL. The default URL routing logic used by ASP.NET MVC uses a format like this to
414
+ determine what code to invoke:
415
+
416
+ /[Controller]/[ActionName]/[Parameters]
417
+ The first part of the URL determines the controller class to execute. So/HelloWorldmaps to the
418
+ HelloWorldControllerclass. The second part of the URL determines the action method on the class to
419
+
420
+
421
+
422
+
423
+
424
+ execute. So/HelloWorld/Indexwould cause theIndexmethod of theHelloWorldControllerclass to
425
+ execute. Notice that we only had to browse to/HelloWorldand theIndexmethod was used by default. This
426
+ is because a method named Indexis the default method that will be called on a controller if one is not
427
+ explicitly specified.
428
+ Browse tohttp://localhost:xxxx/HelloWorld/Welcome. TheWelcomemethod runs and returns the string "This
429
+ is the Welcome action method...". The default MVC mapping
430
+ is/[Controller]/[ActionName]/[Parameters]. For this URL, the controller
431
+ isHelloWorldandWelcomeis the action method. You haven't used the[Parameters]part of the URL yet.
432
+
433
+ Let's modify the example slightly so that you can pass some parameter information from the URL to the
434
+ controller (for example,/HelloWorld/Welcome?name=Scott&numtimes=4). Change yourWelcomemethod
435
+ to include two parameters as shown below. Note that the code uses the C# optional-parameter feature to
436
+ indicate that the numTimesparameter should default to 1 if no value is passed for that parameter.
437
+
438
+ publicstringWelcome(string name,int numTimes =1){
439
+ returnHttpUtility.HtmlEncode("Hello "+ name +", NumTimes is: "+ numTimes);
440
+ }
441
+
442
+ Run your application and browse to the example URL
443
+ (http://localhost:xxxx/HelloWorld/Welcome?name=Scott&numtimes=4). You can try different values
444
+ fornameandnumtimesin the URL. The ASP.NET MVC model binding system automatically maps the named
445
+ parameters from the query string in the address bar to parameters in your method.
446
+
447
+
448
+ In both these examples the controller has been doing the "VC" portion of MVC — that is, the view and
449
+ controller work. The controller is returning HTML directly. Ordinarily you don't want controllers returning
450
+ HTML directly, since that becomes very cumbersome to code. Instead we'll typically use a separate view
451
+ template file to help generate the HTML response. Let's look next at how we can do this.
452
+
453
+
454
+
455
+
456
+ Adding a View
457
+
458
+ In this section you're going to modify the HelloWorldController class to use view template files to cleanly
459
+
460
+ encapsulate the process of generating HTML responses to a client.
461
+
462
+ You'll create a view template file using theRazor view engine introduced with ASP.NET MVC 3. Razor-based
463
+
464
+ view templates have a .cshtml file extension, and provide an elegant way to create HTML output using C#. Razor
465
+
466
+ minimizes the number of characters and keystrokes required when writing a view template, and enables a fast,
467
+
468
+ fluid coding workflow.
469
+
470
+ Start by creating a view template with the Index method in theHelloWorldController class. Currently the
471
+
472
+ Index method returns a string with a message that is hard-coded in the controller class. Change the Index
473
+
474
+ method to return a View object, as shown in the following code:
475
+
476
+ publicActionResultIndex()
477
+
478
+ {
479
+
480
+ returnView();
481
+
482
+ }
483
+
484
+ The Index method above uses a view template to generate an HTML response to the browser. Controller
485
+
486
+ methods (also known asaction methods), such as the Index method above, generally return anActionResult (or a
487
+
488
+ class derrived fromActionResult), not primitive types like string.
489
+
490
+ In the project, add a view template that you can use with the Index method. To do this, right-click inside the
491
+
492
+ Index method and clickAdd View.
493
+
494
+
495
+ The Add View dialog box appears. Leave the defaults the way they are and click the Add button:
496
+
497
+ The MvcMovie\Views\HelloWorld folder and the MvcMovie\Views\HelloWorld\Index.cshtml file are created. You
498
+
499
+ can see them in Solution Explorer:
500
+
501
+
502
+ The following shows the Index.cshtml file that was created:
503
+
504
+
505
+ Add the following HTML under the <h2> tag.
506
+
507
+ <p>Hello from our View Template!</p>
508
+
509
+ The complete MvcMovie\Views\HelloWorld\Index.cshtml file is shown below.
510
+
511
+ @{
512
+
513
+ ViewBag.Title = "Index";
514
+
515
+ }
516
+
517
+
518
+ <h2>Index</h2>
519
+
520
+ <p>Hello from our View Template!</p>
521
+
522
+ In solution explorer, right click the Index.cshtml file and selectView in Page Inspector.
523
+
524
+ ThePage Inspector tutorial has more information about this new tool.
525
+
526
+
527
+
528
+
529
+ Alternatively, run the application and browse to the HelloWorld controller (http://localhost:xxxx/HelloWorld).
530
+
531
+ The Index method in your controller didn't do much work; it simply ran the statement return View(), which
532
+
533
+ specified that the method should use a view template file to render a response to the browser. Because you
534
+
535
+ didn't explicitly specify the name of the view template file to use, ASP.NET MVC defaulted to using the
536
+
537
+ Index.cshtml view file in the \Views\HelloWorld folder. The image below shows the string hard-coded in the
538
+
539
+ view.
540
+
541
+ Looks pretty good. However, notice that the browser's title bar shows "Index My ASP.NET A" and the big link on
542
+
543
+ the top of the page says "your logo here." Below the "your logo here." link are registration and log in links, and
544
+
545
+ below that links to Home, About and Contact pages. Let's change some of these.
546
+
547
+ Changing Views and Layout Pages
548
+
549
+ First, you want to change the "your logo here." title at the top of the page. That text is common to every page.
550
+
551
+ It's actually implemented in only one place in the project, even though it appears on every page in the
552
+
553
+ application. Go to the /Views/Shared folder in Solution Explorer and open the _Layout.cshtml file. This file is
554
+
555
+ called a layout page and it's the shared "shell" that all other pages use.
556
+
557
+
558
+
559
+ Layout templates allow you to specify the HTML container layout of your site in one place and then apply it
560
+
561
+ across multiple pages in your site. Find the@RenderBody() line. RenderBody is a placeholder where all the
562
+
563
+ view-specific pages you create show up, "wrapped" in the layout page. For example, if you select the About link,
564
+
565
+ the Views\Home\About.cshtml view is rendered inside the RenderBody method.
566
+
567
+ Change the site-title heading in the layout template from "your logo here" to "MVC Movie".
568
+
569
+ <divclass="float-left">
570
+
571
+ <pclass="site-title">@Html.ActionLink("MVC Movie", "Index", "Home")</p>
572
+
573
+ </div>
574
+
575
+ Replace the contents of the title element with the following markup:
576
+
577
+ <title>@ViewBag.Title - Movie App</title>
578
+
579
+ The ViewBag is a zzz (dict object) Run the application and notice that it now says "MVC Movie ". Click theAbout
580
+
581
+ link, and you see how that page shows "MVC Movie", too. We were able to make the change once in the layout
582
+
583
+ template and have all pages on the site reflect the new title.
584
+
585
+ The complete _Layout.cshtml file is shown below:
586
+
587
+ <!DOCTYPE html>
588
+
589
+ <htmllang="en">
590
+
591
+ <head>
592
+
593
+ <metacharset="utf-8"/>
594
+
595
+ <title>@ViewBag.Title - Movie App</title>
596
+
597
+ <linkhref="~/favicon.ico"rel="shortcut icon"type="image/x-icon"/>
598
+
599
+ <linkhref="@System.Web.Optimization.BundleTable.Bundles.ResolveBundleUrl("~/Content/c
600
+
601
+ ss")"rel="stylesheet"type="text/css"/>
602
+
603
+ <linkhref="@System.Web.Optimization.BundleTable.Bundles.ResolveBundleUrl("~/Content/t
604
+
605
+ hemes/base/css")"rel="stylesheet"type="text/css"/>
606
+
607
+ <scriptsrc="@System.Web.Optimization.BundleTable.Bundles.ResolveBundleUrl("~/Scripts/
608
+
609
+ js")"></script>
610
+
611
+ <metaname="viewport"content="width=device-width"/>
612
+
613
+ </head>
614
+
615
+
616
+ <body>
617
+
618
+ <header>
619
+
620
+ <divclass="content-wrapper">
621
+
622
+ <divclass="float-left">
623
+
624
+ <pclass="site-title">@Html.ActionLink("MVC Movie", "Index", "Home")</p>
625
+
626
+ </div>
627
+
628
+ <divclass="float-right">
629
+
630
+ <sectionid="login">
631
+
632
+ @Html.Partial("_LoginPartial")
633
+
634
+ </section>
635
+
636
+ <nav>
637
+
638
+ <ulid="menu">
639
+
640
+ <li>@Html.ActionLink("Home", "Index", "Home")</li>
641
+
642
+ <li>@Html.ActionLink("About", "About", "Home")</li>
643
+
644
+ <li>@Html.ActionLink("Contact", "Contact", "Home")</li>
645
+
646
+ </ul>
647
+
648
+ </nav>
649
+
650
+ </div>
651
+
652
+ </div>
653
+
654
+ </header>
655
+
656
+ <divid="body">
657
+
658
+ @RenderSection("featured", required: false)
659
+
660
+ <sectionclass="content-wrapper main-content clear-fix">
661
+
662
+ @RenderBody()
663
+
664
+ </section>
665
+
666
+ </div>
667
+
668
+ <footer>
669
+
670
+ <divclass="content-wrapper">
671
+
672
+ <divclass="float-left">
673
+
674
+ <p>&copy; @DateTime.Now.Year - My ASP.NET MVC Application</p>
675
+
676
+ </div>
677
+
678
+ <divclass="float-right">
679
+
680
+ <ulid="social">
681
+
682
+ <li><ahref="http://facebook.com"class="facebook">Facebook</a></li>
683
+
684
+ <li><ahref="http://twitter.com"class="twitter">Twitter</a></li>
685
+
686
+ </ul>
687
+
688
+ </div>
689
+
690
+ </div>
691
+
692
+ </footer>
693
+
694
+ </body>
695
+
696
+ </html>
697
+
698
+ Now, let's change the title of the Index view.
699
+
700
+ Open MvcMovie\Views\HelloWorld\Index.cshtml. There are two places to make a change: first, the text that
701
+
702
+ appears in the title of the browser, and then in the secondary header (the <h2> element). You'll make them
703
+
704
+ slightly different so you can see which bit of code changes which part of the app.
705
+
706
+ @{
707
+
708
+ ViewBag.Title = "Movie List";
709
+
710
+ }
711
+
712
+ <h2>My Movie List</h2>
713
+
714
+ <p>Hello from our View Template!</p>
715
+
716
+ To indicate the HTML title to display, the code above sets a Title property of the ViewBag object (which is in
717
+
718
+ the Index.cshtml view template). If you look back at the source code of the layout template, you’ll notice that
719
+
720
+ the template uses this value in the <title> element as part of the <head> section of the HTML that we
721
+
722
+ modified previously. Using this ViewBag approach, you can easily pass other parameters between your view
723
+
724
+ template and your layout file.
725
+
726
+ Run the application and browse to http://localhost:xx/HelloWorld. Notice that the browser title, the primary
727
+
728
+ heading, and the secondary headings have changed. (If you don't see changes in the browser, you might be
729
+
730
+ viewing cached content. Press Ctrl+F5 in your browser to force the response from the server to be loaded.) The
731
+
732
+ browser title is created with the ViewBag.Title we set in the Index.cshtml view template and the additional "-
733
+
734
+ Movie App" added in the layout file.
735
+
736
+ Also notice how the content in the Index.cshtml view template was merged with the _Layout.cshtml view
737
+
738
+ template and a single HTML response was sent to the browser. Layout templates make it really easy to make
739
+
740
+ changes that apply across all of the pages in your application.
741
+
742
+
743
+
744
+ Our little bit of "data" (in this case the "Hello from our View Template!" message) is hard-coded, though. The
745
+
746
+ MVC application has a "V" (view) and you've got a "C" (controller), but no "M" (model) yet. Shortly, we'll walk
747
+
748
+ through how create a database and retrieve model data from it.
749
+
750
+ Passing Data from the Controller to the View
751
+
752
+ Before we go to a database and talk about models, though, let's first talk about passing information from the
753
+
754
+ controller to a view. Controller classes are invoked in response to an incoming URL request. A controller class is
755
+
756
+ where you write the code that handles the incoming browser requests, retrieves data from a database, and
757
+
758
+ ultimately decides what type of response to send back to the browser. View templates can then be used from a
759
+
760
+ controller to generate and format an HTML response to the browser.
761
+
762
+ Controllers are responsible for providing whatever data or objects are required in order for a view template to
763
+
764
+ render a response to the browser. A best practice: A view template should never perform business logic or
765
+
766
+ interact with a database directly. Instead, a view template should work only with the data that's provided to it
767
+
768
+ by the controller. Maintaining this "separation of concerns" helps keep your code clean, testable and more
769
+
770
+ maintainable.
771
+
772
+
773
+ Currently, the Welcome action method in the HelloWorldController class takes a name and a numTimes
774
+
775
+ parameter and then outputs the values directly to the browser. Rather than have the controller render this
776
+
777
+ response as a string, let’s change the controller to use a view template instead. The view template will generate
778
+
779
+ a dynamic response, which means that you need to pass appropriate bits of data from the controller to the view
780
+
781
+ in order to generate the response. You can do this by having the controller put the dynamic data (parameters)
782
+
783
+ that the view template needs in a ViewBag object that the view template can then access.
784
+
785
+ Return to the HelloWorldController.cs file and change the Welcome method to add a Message and NumTimes
786
+
787
+ value to the ViewBag object. ViewBag is a dynamic object, which means you can put whatever you want in to
788
+
789
+ it; the ViewBag object has no defined properties until you put something inside it. TheASP.NET MVC model
790
+
791
+ binding system automatically maps the named parameters (nameand numTimes) from the query string in the
792
+
793
+ address bar to parameters in your method. The completeHelloWorldController.cs file looks like this:
794
+
795
+ usingSystem.Web;
796
+
797
+ usingSystem.Web.Mvc;
798
+
799
+ namespaceMvcMovie.Controllers
800
+
801
+ {
802
+
803
+ publicclassHelloWorldController:Controller
804
+
805
+ {
806
+
807
+ publicActionResultIndex()
808
+
809
+ {
810
+
811
+ returnView();
812
+
813
+ }
814
+
815
+ publicActionResultWelcome(string name,int numTimes =1)
816
+
817
+ {
818
+
819
+ ViewBag.Message="Hello "+ name;
820
+
821
+ ViewBag.NumTimes= numTimes;
822
+
823
+ returnView();
824
+
825
+ }
826
+
827
+ }
828
+
829
+ }
830
+
831
+ Now the ViewBag object contains data that will be passed to the view automatically.
832
+
833
+
834
+
835
+
836
+ Next, you need a Welcome view template! In the Build menu, select Build MvcMovie to make sure the project
837
+
838
+ is compiled.
839
+
840
+ Then right-click inside the Welcome method and click Add View.
841
+
842
+
843
+
844
+ Here's what the Add View dialog box looks like:
845
+
846
+ Click Add, and then add the following code under the < h2> element in the new Welcome.cshtml file. You'll
847
+
848
+ create a loop that says "Hello" as many times as the user says it should. The completeWelcome.cshtml file is
849
+
850
+ shown below.
851
+
852
+ @{
853
+
854
+ ViewBag.Title = "Welcome";
855
+
856
+ }
857
+
858
+ <h2>Welcome</h2>
859
+
860
+ <ul>
861
+
862
+
863
+
864
+
865
+ @for (int i=0; i < ViewBag.NumTimes; i++) {
866
+
867
+ <li>@ViewBag.Message</li>
868
+
869
+ }
870
+
871
+ </ul>
872
+
873
+ Run the application and browse to the following URL:
874
+
875
+ http://localhost:xx/HelloWorld/Welcome?name=Scott&numtimes=4
876
+
877
+ Now data is taken from the URL and passed to the controller using themodel binder. The controller packages
878
+
879
+ the data into a ViewBag object and passes that object to the view. The view then displays the data as HTML to
880
+
881
+ the user.
882
+
883
+ Well, that was a kind of an "M" for model, but not the database kind. Let's take what we've learned and create a
884
+
885
+ database of movies.
886
+
887
+
888
+
889
+
890
+ Adding a Model
891
+
892
+ In this section you'll add some classes for managing movies in a database. These classes will be the "model"
893
+
894
+ part of the ASP.NET MVC application.
895
+
896
+ You’ll use a .NET Framework data-access technology known as the Entity Framework to define and work with
897
+
898
+ these model classes. The Entity Framework (often referred to as EF) supports a development paradigm called
899
+
900
+ Code First. Code First allows you to create model objects by writing simple classes. (These are also known as
901
+
902
+ POCO classes, from "plain-old CLR objects.") You can then have the database created on the fly from your
903
+
904
+ classes, which enables a very clean and rapid development workflow.
905
+
906
+ Adding Model Classes
907
+
908
+ In Solution Explorer, right click the Models folder, select Add, and then select New Item.
909
+
910
+
911
+ In the Add New Item dialog, select Class then name the class "Movie".
912
+
913
+
914
+ Add the following five properties to the Movie class:
915
+
916
+ publicclassMovie
917
+
918
+ {
919
+
920
+ publicint ID {get;set;}
921
+
922
+ publicstringTitle{get;set;}
923
+
924
+ publicDateTimeReleaseDate{get;set;}
925
+
926
+ publicstringGenre{get;set;}
927
+
928
+ publicdecimalPrice{get;set;}
929
+
930
+
931
+ }
932
+
933
+ We'll use the Movie class to represent movies in a database. Each instance of a Movie object will correspond to
934
+
935
+ a row within a database table, and each property of the Movie class will map to a column in the table.
936
+
937
+ In the same file, add the following MovieDBContext class:
938
+
939
+ publicclassMovieDBContext:DbContext
940
+
941
+ {
942
+
943
+ publicDbSet<Movie>Movies{get;set;}
944
+
945
+ }
946
+
947
+ The MovieDBContext class represents the Entity Framework movie database context, which handles fetching,
948
+
949
+ storing, and updating Movie class instances in a database. The MovieDBContext derives from theDbContext
950
+
951
+ base class provided by the Entity Framework. For more information about DbContext and DbSet,
952
+
953
+ seeProductivity Improvements for the Entity Framework.
954
+
955
+ In order to be able to reference DbContext and DbSet, you need to add the following using statement at the
956
+
957
+ top of the file:
958
+
959
+ usingSystem.Data.Entity;
960
+
961
+ The complete Movie.cs file is shown below. (Several using statements that are not needed have been removed.)
962
+
963
+ usingSystem;
964
+
965
+ usingSystem.Data.Entity;
966
+
967
+ namespaceMvcMovie.Models
968
+
969
+ {
970
+
971
+ publicclassMovie
972
+
973
+ {
974
+
975
+ publicint ID {get;set;}
976
+
977
+ publicstringTitle{get;set;}
978
+
979
+ publicDateTimeReleaseDate{get;set;}
980
+
981
+ publicstringGenre{get;set;}
982
+
983
+ publicdecimalPrice{get;set;}
984
+
985
+
986
+ }
987
+
988
+ publicclassMovieDBContext:DbContext
989
+
990
+ {
991
+
992
+ publicDbSet<Movie>Movies{get;set;}
993
+
994
+ }
995
+
996
+ }
997
+
998
+ Creating a Connection String and Working with SQL Server LocalDB
999
+
1000
+ The MovieDBContext class you created handles the task of connecting to the database and mapping Movie
1001
+
1002
+ objects to database records. One question you might ask, though, is how to specify which database it will
1003
+
1004
+ connect to. You'll do that by adding connection information in the Web.config file of the application.
1005
+
1006
+ Open the application root Web.config file. (Not the Web.configfile in the Views folder.) Open the Web.config file
1007
+
1008
+ outlined in red.
1009
+
1010
+ Add the following connection string to the <connectionStrings> element in the Web.config file.
1011
+
1012
+ <addname="MovieDBContext"
1013
+
1014
+
1015
+
1016
+ connectionString="Data
1017
+
1018
+ Source=(LocalDB)\v11.0;AttachDbFilename=|DataDirectory|\Movies.mdf;Integrated
1019
+
1020
+ Security=True"
1021
+
1022
+ providerName="System.Data.SqlClient"
1023
+
1024
+ />
1025
+
1026
+ The following example shows a portion of the Web.config file with the new connection string added:
1027
+
1028
+ <connectionStrings>
1029
+
1030
+ <addname="DefaultConnection"
1031
+
1032
+ connectionString="Data Source=(LocalDb)\v11.0;Initial Catalog=aspnet-MvcMovie-
1033
+
1034
+ 2012213181139;Integrated Security=true"
1035
+
1036
+ providerName="System.Data.SqlClient"
1037
+
1038
+ />
1039
+
1040
+ <addname="MovieDBContext"
1041
+
1042
+ connectionString="Data
1043
+
1044
+ Source=(LocalDB)\v11.0;AttachDbFilename=|DataDirectory|\Movies.mdf;Integrated
1045
+
1046
+ Security=True"
1047
+
1048
+ providerName="System.Data.SqlClient"
1049
+
1050
+ />
1051
+
1052
+ </connectionStrings>
1053
+
1054
+ This small amount of code and XML is everything you need to write in order to represent and store the movie
1055
+
1056
+ data in a database.
1057
+
1058
+ Next, you'll build a new MoviesController class that you can use to display the movie data and allow users
1059
+
1060
+ to create new movie listings.
1061
+
1062
+
1063
+
1064
+ Accessing Your Model's Data from a Controller
1065
+
1066
+ In this section, you'll create a new MoviesController class and write code that retrieves the movie data and
1067
+
1068
+ displays it in the browser using a view template.
1069
+
1070
+ Build the application before going on to the next step.
1071
+
1072
+ Right-click the Controllers folder and create a new MoviesController controller. The options below will not
1073
+
1074
+ appear until you build your application. Select the following options:
1075
+
1076
+ • Controller name: MoviesController. (This is the default. )
1077
+
1078
+
1079
+
1080
+ Template: Controller with read/write actions and views, using Entity Framework.
1081
+
1082
+ • Model class: Movie (MvcMovie.Models).
1083
+
1084
+ • Data context class: MovieDBContext (MvcMovie.Models).
1085
+
1086
+ • Views: Razor (CSHTML). (The default.)
1087
+
1088
+ Click Add. Visual Studio Express creates the following files and folders:
1089
+
1090
+ • A MoviesController.csfile in the project's Controllers folder.
1091
+
1092
+
1093
+ • A Movies folder in the project's Views folder.
1094
+
1095
+ • Create.cshtml, Delete.cshtml, Details.cshtml, Edit.cshtml, and Index.cshtml in the new Views\Movies folder.
1096
+
1097
+
1098
+ ASP.NET MVC 4 automatically created the CRUD (create, read, update, and delete) action methods and views
1099
+
1100
+ for you (the automatic creation of CRUD action methods and views is known as scaffolding). You now have a
1101
+
1102
+ fully functional web application that lets you create, list, edit, and delete movie entries.
1103
+
1104
+ Run the application and browse to the Movies controller by appending /Movies to the URL in the address bar
1105
+
1106
+ of your browser. Because the application is relying on the default routing (defined in the Global.asax file), the
1107
+
1108
+ browser request http://localhost:xxxxx/Movies is routed to the default Index action method of the Movies
1109
+
1110
+ controller. In other words, the browser request http://localhost:xxxxx/Movies is effectively the same as the
1111
+
1112
+ browser request http://localhost:xxxxx/Movies/Index. The result is an empty list of movies, because you haven't
1113
+
1114
+ added any yet.
1115
+
1116
+ Creating a Movie
1117
+
1118
+ Select the Create New link. Enter some details about a movie and then click the Create button.
1119
+
1120
+
1121
+ Clicking the Create button causes the form to be posted to the server, where the movie information is saved in
1122
+
1123
+ the database. You're then redirected to the /Movies URL, where you can see the newly created movie in the
1124
+
1125
+ listing.
1126
+
1127
+
1128
+ Create a couple more movie entries. Try the Edit, Details, and Delete links, which are all functional.
1129
+
1130
+ Examining the Generated Code
1131
+
1132
+ Open the Controllers\MoviesController.cs file and examine the generated Index method. A portion of the movie
1133
+
1134
+ controller with theIndex method is shown below.
1135
+
1136
+ publicclassMoviesController:Controller
1137
+
1138
+ {
1139
+
1140
+ privateMovieDBContext db =newMovieDBContext();
1141
+
1142
+ //
1143
+
1144
+ // GET: /Movies/
1145
+
1146
+ publicActionResultIndex()
1147
+
1148
+ {
1149
+
1150
+ returnView(db.Movies.ToList());
1151
+
1152
+
1153
+
1154
+
1155
+ }
1156
+
1157
+ The following line from the MoviesController class instantiates a movie database context, as described
1158
+
1159
+ previously. You can use the movie database context to query, edit, and delete movies.
1160
+
1161
+ privateMovieDBContext db =newMovieDBContext();
1162
+
1163
+ A request to the Movies controller returns all the entries in the Movies table of the movie database and then
1164
+
1165
+ passes the results to the Index view.
1166
+
1167
+ Strongly Typed Models and the @model Keyword
1168
+
1169
+ Earlier in this tutorial, you saw how a controller can pass data or objects to a view template using the ViewBag
1170
+
1171
+ object. The ViewBag is a dynamic object that provides a convenient late-bound way to pass information to a
1172
+
1173
+ view.
1174
+
1175
+ ASP.NET MVC also provides the ability to pass strongly typed data or objects to a view template. This strongly
1176
+
1177
+ typed approach enables better compile-time checking of your code and richer IntelliSense in the Visual Studio
1178
+
1179
+ Express editor. The scaffolding mechanism in Visual Studio Express used this approach with the
1180
+
1181
+ MoviesController class and view templates when it created the methods and views.
1182
+
1183
+ In the Controllers\MoviesController.cs file examine the generated Details method. A portion of the movie
1184
+
1185
+ controller with theDetails method is shown below.
1186
+
1187
+ publicActionResultDetails(int id =0)
1188
+
1189
+ {
1190
+
1191
+ Movie movie =db.Movies.Find(id);
1192
+
1193
+ if(movie ==null)
1194
+
1195
+ {
1196
+
1197
+ returnHttpNotFound();
1198
+
1199
+ }
1200
+
1201
+ returnView(movie);
1202
+
1203
+ }
1204
+
1205
+ An instance of the Movie model is passed to the Details view.
1206
+
1207
+ By including a @model statement at the top of the view template file, you can specify the type of object that the
1208
+
1209
+ view expects. When you created the movie controller, Visual Studio Express automatically included the
1210
+
1211
+ following@model statement at the top of the Details.cshtml file:
1212
+
1213
+ @model MvcMovie.Models.Movie
1214
+
1215
+ This @model directive allows you to access the movie that the controller passed to the view by using a Model
1216
+
1217
+ object that's strongly typed. For example, in the Details.cshtml template, the code passes each movie field to
1218
+
1219
+ the DisplayNameFor and DisplayFor HTML Helpers with the strongly typed Model object. The Create and Edit
1220
+
1221
+ methods and view templates also pass a movie model object.
1222
+
1223
+ Examine the Index.cshtml view template and the Index method in the MoviesController.cs file. Notice how the
1224
+
1225
+ code creates aList object when it calls the View helper method in the Index action method. The code then
1226
+
1227
+ passes this Movies list from the controller to the view:
1228
+
1229
+ publicActionResultIndex()
1230
+
1231
+ {
1232
+
1233
+ returnView(db.Movies.ToList());
1234
+
1235
+ }
1236
+
1237
+ When you created the movie controller, Visual Studio Express automatically included the following@model
1238
+
1239
+ statement at the top of the Index.cshtml file:
1240
+
1241
+ @model IEnumerable<MvcMovie.Models.Movie>
1242
+
1243
+ This @model directive allows you to access the list of movies that the controller passed to the view by using a
1244
+
1245
+ Model object that's strongly typed. For example, in the Index.cshtml template, the code loops through the
1246
+
1247
+ movies by doing a foreach statement over the strongly typed Model object:
1248
+
1249
+ @foreach (var item in Model) {
1250
+
1251
+ <tr>
1252
+
1253
+ <td>
1254
+
1255
+ @Html.DisplayFor(modelItem => item.Title)
1256
+
1257
+ </td>
1258
+
1259
+ <td>
1260
+
1261
+ @Html.DisplayFor(modelItem => item.ReleaseDate)
1262
+
1263
+ </td>
1264
+
1265
+ <td>
1266
+
1267
+ @Html.DisplayFor(modelItem => item.Genre)
1268
+
1269
+ </td>
1270
+
1271
+ <td>
1272
+
1273
+ @Html.DisplayFor(modelItem => item.Price)
1274
+
1275
+ </td>
1276
+
1277
+ <th>
1278
+
1279
+ @Html.DisplayFor(modelItem => item.Rating)
1280
+
1281
+ </th>
1282
+
1283
+ <td>
1284
+
1285
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID }) |
1286
+
1287
+ @Html.ActionLink("Details", "Details", { id=item.ID }) |
1288
+
1289
+ @Html.ActionLink("Delete", "Delete", { id=item.ID })
1290
+
1291
+ </td>
1292
+
1293
+ </tr>
1294
+
1295
+ }
1296
+
1297
+ Because the Model object is strongly typed (as an IEnumerable<Movie> object), each item object in the loop
1298
+
1299
+ is typed as Movie. Among other benefits, this means that you get compile-time checking of the code and full
1300
+
1301
+ IntelliSense support in the code editor:
1302
+
1303
+
1304
+ Working with SQL Server LocalDB
1305
+
1306
+ Entity Framework Code First detected that the database connection string that was provided pointed to a
1307
+
1308
+ Movies database that didn’t exist yet, so Code First created the database automatically. You can verify that it's
1309
+
1310
+ been created by looking in the App_Data folder. If you don't see the Movies.sdf file, click the Show All Files
1311
+
1312
+ button in theSolution Explorer toolbar, click the Refresh button, and then expand the App_Data folder.
1313
+
1314
+
1315
+ Double-click Movies.mdf to open DATABASE EXPLORER. Then expand the Tables folder to see the tables that
1316
+
1317
+ have been created in the database.
1318
+
1319
+
1320
+
1321
+ There are two tables, one for the Movie entity set and theEdmMetadata table. The EdmMetadata table is used
1322
+
1323
+ by the Entity Framework to determine when the model and the database are out of sync.
1324
+
1325
+ Right-click the Movies table and select Show Table Data to see the data you created.
1326
+
1327
+ Right-click the Movies table and select Open Table Definition to see the table structure that Entity Framework
1328
+
1329
+ Code First created for you.
1330
+
1331
+
1332
+
1333
+ Notice how the schema of the Movies table maps to the Movie class you created earlier. Entity Framework
1334
+
1335
+ Code First automatically created this schema for you based on your Movie class.
1336
+
1337
+ When you're finished, close the connection by right clicking Movies.mdf and selecting Close Connection. (If you
1338
+
1339
+ don't close the connection, you might get an error the next time you run the project).
1340
+
1341
+
1342
+ You now have the database and a simple listing page to display content from it. In the next tutorial, we'll
1343
+
1344
+ examine the rest of the scaffolded code and add a SearchIndex method and a SearchIndex view that lets
1345
+
1346
+ you search for movies in this database.
1347
+
1348
+
1349
+
1350
+
1351
+ Examining the Edit Methods and Edit View
1352
+
1353
+ In this section, you'll examine the generated action methods and views for the movie controller. Then you'll add
1354
+
1355
+ a custom search page.
1356
+
1357
+ Run the application and browse to the Movies controller by appending /Movies to the URL in the address bar
1358
+
1359
+ of your browser. Hold the mouse pointer over an Edit link to see the URL that it links to.
1360
+
1361
+ The Edit link was generated by the Html.ActionLink method in the Views\Movies\Index.cshtml view:
1362
+
1363
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID })
1364
+
1365
+
1366
+ The Html object is a helper that's exposed using a property on the System.Web.Mvc.WebViewPage base class.
1367
+
1368
+ The ActionLinkmethod of the helper makes it easy to dynamically generate HTML hyperlinks that link to
1369
+
1370
+ action methods on controllers. The first argument to the ActionLink method is the link text to render (for
1371
+
1372
+ example,<a>Edit Me</a>). The second argument is the name of the action method to invoke. The final
1373
+
1374
+ argument is ananonymous object that generates the route data (in this case, the ID of 4).
1375
+
1376
+ The generated link shown in the previous image is http://localhost:xxxxx/Movies/Edit/4. The default route
1377
+
1378
+ (established in Global.asax.cs) takes the URL pattern {controller}/{action}/{id}. Therefore, ASP.NET
1379
+
1380
+ translateshttp://localhost:xxxxx/Movies/Edit/4 into a request to the Edit action method of the Movies
1381
+
1382
+ controller with the parameter ID equal to 4.
1383
+
1384
+ You can also pass action method parameters using a query string. For example, the URL
1385
+
1386
+ http://localhost:xxxxx/Movies/Edit?ID=4 also passes the parameter ID of 4 to the Edit action method of
1387
+
1388
+ theMovies controller.
1389
+
1390
+
1391
+ Open the Movies controller. The two Edit action methods are shown below.
1392
+
1393
+ //
1394
+
1395
+ // GET: /Movies/Edit/5
1396
+
1397
+ publicActionResultEdit(int id =0)
1398
+
1399
+ {
1400
+
1401
+ Movie movie =db.Movies.Find(id);
1402
+
1403
+ if(movie ==null)
1404
+
1405
+ {
1406
+
1407
+ returnHttpNotFound();
1408
+
1409
+ }
1410
+
1411
+
1412
+
1413
+ returnView(movie);
1414
+
1415
+ }
1416
+
1417
+ //
1418
+
1419
+ // POST: /Movies/Edit/5
1420
+
1421
+ [HttpPost]
1422
+
1423
+ publicActionResultEdit(Movie movie)
1424
+
1425
+ {
1426
+
1427
+ if(ModelState.IsValid)
1428
+
1429
+ {
1430
+
1431
+ db.Entry(movie).State=EntityState.Modified;
1432
+
1433
+ db.SaveChanges();
1434
+
1435
+ returnRedirectToAction("Index");
1436
+
1437
+ }
1438
+
1439
+ returnView(movie);
1440
+
1441
+ }
1442
+
1443
+ Notice the second Edit action method is preceded by the HttpPost attribute. This attribute specifies that that
1444
+
1445
+ overload of the Edit method can be invoked only for POST requests. You could apply the HttpGet attribute to
1446
+
1447
+ the first edit method, but that's not necessary because it's the default. (We'll refer to action methods that are
1448
+
1449
+ implicitly assigned the HttpGet attribute as HttpGet methods.)
1450
+
1451
+ The HttpGetEdit method takes the movie ID parameter, looks up the movie using the Entity Framework Find
1452
+
1453
+ method, and returns the selected movie to the Edit view. The ID parameter specifies a default value of zero if
1454
+
1455
+ the Edit method is called without a parameter. If a movie cannot be found, HttpNotFound is returned. When
1456
+
1457
+ the scaffolding system created the Edit view, it examined the Movie class and created code to render <label>
1458
+
1459
+ and <input> elements for each property of the class. The following example shows the Edit view that was
1460
+
1461
+ generated:
1462
+
1463
+ @model MvcMovie.Models.Movie
1464
+
1465
+ @{
1466
+
1467
+ ViewBag.Title = "Edit";
1468
+
1469
+ }
1470
+
1471
+ <h2>Edit</h2>
1472
+
1473
+
1474
+
1475
+
1476
+
1477
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.min.js")"type="text/javascript"><
1478
+
1479
+ /script>
1480
+
1481
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")"type="text/j
1482
+
1483
+ avascript"></script>
1484
+
1485
+ @using (Html.BeginForm()) {
1486
+
1487
+ @Html.ValidationSummary(true)
1488
+
1489
+ <fieldset>
1490
+
1491
+ <legend>Movie</legend>
1492
+
1493
+ @Html.HiddenFor(model => model.ID)
1494
+
1495
+ <divclass="editor-label">
1496
+
1497
+ @Html.LabelFor(model => model.Title)
1498
+
1499
+ </div>
1500
+
1501
+ <divclass="editor-field">
1502
+
1503
+ @Html.EditorFor(model => model.Title)
1504
+
1505
+ @Html.ValidationMessageFor(model => model.Title)
1506
+
1507
+ </div>
1508
+
1509
+ <divclass="editor-label">
1510
+
1511
+ @Html.LabelFor(model => model.ReleaseDate)
1512
+
1513
+ </div>
1514
+
1515
+ <divclass="editor-field">
1516
+
1517
+ @Html.EditorFor(model => model.ReleaseDate)
1518
+
1519
+ @Html.ValidationMessageFor(model => model.ReleaseDate)
1520
+
1521
+ </div>
1522
+
1523
+ <divclass="editor-label">
1524
+
1525
+ @Html.LabelFor(model => model.Genre)
1526
+
1527
+ </div>
1528
+
1529
+ <divclass="editor-field">
1530
+
1531
+ @Html.EditorFor(model => model.Genre)
1532
+
1533
+ @Html.ValidationMessageFor(model => model.Genre)
1534
+
1535
+ </div>
1536
+
1537
+ <divclass="editor-label">
1538
+
1539
+
1540
+
1541
+
1542
+
1543
+
1544
+
1545
+
1546
+ @Html.LabelFor(model => model.Price)
1547
+
1548
+ </div>
1549
+
1550
+ <divclass="editor-field">
1551
+
1552
+ @Html.EditorFor(model => model.Price)
1553
+
1554
+ @Html.ValidationMessageFor(model => model.Price)
1555
+
1556
+ </div>
1557
+
1558
+ <p>
1559
+
1560
+ <inputtype="submit"value="Save"/>
1561
+
1562
+ </p>
1563
+
1564
+ </fieldset>
1565
+
1566
+ }
1567
+
1568
+ <div>
1569
+
1570
+ @Html.ActionLink("Back to List", "Index")
1571
+
1572
+ </div>
1573
+
1574
+ Notice how the view template has a @model MvcMovie.Models.Movie statement at the top of the file — this
1575
+
1576
+ specifies that the view expects the model for the view template to be of type Movie.
1577
+
1578
+ The scaffolded code uses several helper methods to streamline the HTML markup. TheHtml.LabelFor helper
1579
+
1580
+ displays the name of the field ("Title", "ReleaseDate", "Genre", or "Price"). TheHtml.EditorFor helper renders
1581
+
1582
+ an HTML <input> element. TheHtml.ValidationMessageFor helper displays any validation messages
1583
+
1584
+ associated with that property.
1585
+
1586
+ Run the application and navigate to the /Movies URL. Click anEdit link. In the browser, view the source for the
1587
+
1588
+ page. The HTML for the form element is shown below.
1589
+
1590
+ <formaction="/Movies/Edit/4"method="post"><fieldset>
1591
+
1592
+ <legend>Movie</legend>
1593
+
1594
+ <inputdata-val="true"data-val-number="The field ID must be a number."data-val-
1595
+
1596
+ required="The ID field is required."id="ID"name="ID"type="hidden"value="4"/>
1597
+
1598
+ <divclass="editor-label">
1599
+
1600
+ <labelfor="Title">Title</label>
1601
+
1602
+ </div>
1603
+
1604
+
1605
+
1606
+
1607
+
1608
+ <divclass="editor-field">
1609
+
1610
+ <inputclass="text-box single-line"id="Title"name="Title"type="text"value="Rio
1611
+
1612
+ Bravo"/>
1613
+
1614
+ <spanclass="field-validation-valid"data-valmsg-for="Title"data-valmsg-
1615
+
1616
+ replace="true"></span>
1617
+
1618
+ </div>
1619
+
1620
+ <divclass="editor-label">
1621
+
1622
+ <labelfor="ReleaseDate">ReleaseDate</label>
1623
+
1624
+ </div>
1625
+
1626
+ <divclass="editor-field">
1627
+
1628
+ <inputclass="text-box single-line"data-val="true"data-val-date="The field ReleaseDate
1629
+
1630
+ must be a date."data-val-required="The ReleaseDate field is
1631
+
1632
+ required."id="ReleaseDate"name="ReleaseDate"type="text"value="4/15/1959 12:00:00
1633
+
1634
+ AM"/>
1635
+
1636
+ <spanclass="field-validation-valid"data-valmsg-for="ReleaseDate"data-valmsg-
1637
+
1638
+ replace="true"></span>
1639
+
1640
+ </div>
1641
+
1642
+ <divclass="editor-label">
1643
+
1644
+ <labelfor="Genre">Genre</label>
1645
+
1646
+ </div>
1647
+
1648
+ <divclass="editor-field">
1649
+
1650
+ <inputclass="text-box single-line"id="Genre"name="Genre"type="text"value="Western"/>
1651
+
1652
+ <spanclass="field-validation-valid"data-valmsg-for="Genre"data-valmsg-
1653
+
1654
+ replace="true"></span>
1655
+
1656
+ </div>
1657
+
1658
+ <divclass="editor-label">
1659
+
1660
+ <labelfor="Price">Price</label>
1661
+
1662
+ </div>
1663
+
1664
+ <divclass="editor-field">
1665
+
1666
+ <inputclass="text-box single-line"data-val="true"data-val-number="The field Price
1667
+
1668
+ must be a number."data-val-required="The Price field is
1669
+
1670
+ required."id="Price"name="Price"type="text"value="2.99"/>
1671
+
1672
+ <spanclass="field-validation-valid"data-valmsg-for="Price"data-valmsg-
1673
+
1674
+ replace="true"></span>
1675
+
1676
+ </div>
1677
+
1678
+
1679
+
1680
+
1681
+ <p>
1682
+
1683
+ <inputtype="submit"value="Save"/>
1684
+
1685
+ </p>
1686
+
1687
+ </fieldset>
1688
+
1689
+ </form>
1690
+
1691
+ The <input> elements are in an HTML <form> element whose action attribute is set to post to the
1692
+
1693
+ /Movies/Edit URL. The form data will be posted to the server when the Edit button is clicked.
1694
+
1695
+ Processing the POST Request
1696
+
1697
+ The following listing shows the HttpPost version of the Edit action method.
1698
+
1699
+ [HttpPost]
1700
+
1701
+ publicActionResultEdit(Movie movie)
1702
+
1703
+ {
1704
+
1705
+ if(ModelState.IsValid)
1706
+
1707
+ {
1708
+
1709
+ db.Entry(movie).State=EntityState.Modified;
1710
+
1711
+ db.SaveChanges();
1712
+
1713
+ returnRedirectToAction("Index");
1714
+
1715
+ }
1716
+
1717
+ returnView(movie);
1718
+
1719
+ }
1720
+
1721
+ The ASP.NET MVC model binder takes the posted form values and creates aMovie object that's passed as the
1722
+
1723
+ movie parameter. TheModelState.IsValid method verifies that the data submitted in the form can be used
1724
+
1725
+ to modify (edit or update) a Movie object. If the data is valid, the movie data is saved to the Movies collection
1726
+
1727
+ of the db (MovieDBContext instance). The new movie data is saved to the database by calling the
1728
+
1729
+ SaveChanges method ofMovieDBContext. After saving the data, the code redirects the user to the Index
1730
+
1731
+ action method of the MoviesController class, which displays the of movie collection, including the changes
1732
+
1733
+ just made..
1734
+
1735
+ If the posted values aren't valid, they are redisplayed in the form. TheHtml.ValidationMessageFor helpers
1736
+
1737
+ in the Edit.cshtml view template take care of displaying appropriate error messages.
1738
+
1739
+
1740
+ Note about locales If you normally work with a locale other than English, see Supporting ASP.NET MVC
1741
+
1742
+ Validation with Non-English Locales. The decimal field may require a common, not a decimal point. As a
1743
+
1744
+ temporary fix, you can add the globalization element to the projects root web.config file. The following code
1745
+
1746
+ shows the globalization element with the culture set to United States English.
1747
+
1748
+
1749
+ <system.web>
1750
+
1751
+ <globalizationculture="en-US"/>
1752
+
1753
+ <!--elements removed for clarity-->
1754
+
1755
+ </system.web>
1756
+
1757
+ All the HttpGet methods follow a similar pattern. They get a movie object (or list of objects, in the case of
1758
+
1759
+ Index), and pass the model to the view. The Create method passes an empty movie object to the Create view.
1760
+
1761
+ All the methods that create, edit, delete, or otherwise modify data do so in the HttpPost overload of the
1762
+
1763
+ method. Modifying data in an HTTP GET method is a security risk, as described in the blog post entryASP.NET
1764
+
1765
+ MVC Tip #46 – Don’t use Delete Links because they create Security Holes. Modifying data in a GET method also
1766
+
1767
+ violates HTTP best practices and the architectural REST pattern, which specifies that GET requests should not
1768
+
1769
+ change the state of your application. In other words, performing a GET operation should be a safe operation
1770
+
1771
+ that has no side effects and doesn't modify your persisted data.
1772
+
1773
+ Adding a Search Method and Search View
1774
+
1775
+ In this section you'll add a SearchIndex action method that lets you search movies by genre or name. This will
1776
+
1777
+ be available using the /Movies/SearchIndex URL. The request will display an HTML form that contains input
1778
+
1779
+ elements that a user can enter in order to search for a movie. When a user submits the form, the action method
1780
+
1781
+ will get the search values posted by the user and use the values to search the database.
1782
+
1783
+ Displaying the SearchIndex Form
1784
+
1785
+ Start by adding a SearchIndex action method to the existingMoviesController class. The method will
1786
+
1787
+ return a view that contains an HTML form. Here's the code:
1788
+
1789
+ publicActionResultSearchIndex(string searchString)
1790
+
1791
+ {
1792
+
1793
+ var movies =from m in db.Movies
1794
+
1795
+ select m;
1796
+
1797
+ if(!String.IsNullOrEmpty(searchString))
1798
+
1799
+ {
1800
+
1801
+
1802
+ movies= movies.Where(s => s.Title.Contains(searchString));
1803
+
1804
+ }
1805
+
1806
+ returnView(movies);
1807
+
1808
+ }
1809
+
1810
+ The first line of the SearchIndex method creates the followingLINQ query to select the movies:
1811
+
1812
+ var movies =from m in db.Movies
1813
+
1814
+ select m;
1815
+
1816
+ The query is defined at this point, but hasn't yet been run against the data store.
1817
+
1818
+ If the searchString parameter contains a string, the movies query is modified to filter on the value of the
1819
+
1820
+ search string, using the following code:
1821
+
1822
+ if(!String.IsNullOrEmpty(searchString))
1823
+
1824
+ {
1825
+
1826
+ movies= movies.Where(s => s.Title.Contains(searchString));
1827
+
1828
+ }
1829
+
1830
+ The s => s.Title code above is aLambda Expression. Lambdas are used in method-basedLINQ queries as
1831
+
1832
+ arguments to standard query operator methods such asWhere method used in the above code. LINQ queries
1833
+
1834
+ are not executed when they are defined or when they are modified by calling a method such as Where or
1835
+
1836
+ OrderBy. Instead, query execution is deferred, which means that the evaluation of an expression is delayed
1837
+
1838
+ until its realized value is actually iterated over or theToList method is called. In the SearchIndex sample, the
1839
+
1840
+ query is executed in the SearchIndex view. For more information about deferred query execution, see Query
1841
+
1842
+ Execution.
1843
+
1844
+ Now you can implement the SearchIndex view that will display the form to the user. Right-click inside the
1845
+
1846
+ SearchIndex method and then click Add View. In the Add View dialog box, specify that you're going to pass
1847
+
1848
+ a Movie object to the view template as its model class. In the Scaffold template list, choose List, then click
1849
+
1850
+ Add.
1851
+
1852
+
1853
+ When you click the Add button, the Views\Movies\SearchIndex.cshtml view template is created. Because you
1854
+
1855
+ selected List in the Scaffold template list, Visual Studio Express automatically generated (scaffolded) some
1856
+
1857
+ default markup in the view. The scaffolding created an HTML form. It examined the Movie class and created
1858
+
1859
+ code to render <label> elements for each property of the class. The listing below shows the Create view that
1860
+
1861
+ was generated:
1862
+
1863
+ @model IEnumerable<MvcMovie.Models.Movie>
1864
+
1865
+ @{
1866
+
1867
+ ViewBag.Title = "SearchIndex";
1868
+
1869
+ }
1870
+
1871
+ <h2>SearchIndex</h2>
1872
+
1873
+
1874
+
1875
+
1876
+
1877
+ <p>
1878
+
1879
+ @Html.ActionLink("Create New", "Create")
1880
+
1881
+ </p>
1882
+
1883
+ <table>
1884
+
1885
+ <tr>
1886
+
1887
+ <th>
1888
+
1889
+ Title
1890
+
1891
+ </th>
1892
+
1893
+ <th>
1894
+
1895
+ ReleaseDate
1896
+
1897
+ </th>
1898
+
1899
+ <th>
1900
+
1901
+ Genre
1902
+
1903
+ </th>
1904
+
1905
+ <th>
1906
+
1907
+ Price
1908
+
1909
+ </th>
1910
+
1911
+ <th></th>
1912
+
1913
+ </tr>
1914
+
1915
+ @foreach (var item in Model) {
1916
+
1917
+ <tr>
1918
+
1919
+ <td>
1920
+
1921
+ @Html.DisplayFor(modelItem => item.Title)
1922
+
1923
+ </td>
1924
+
1925
+ <td>
1926
+
1927
+ @Html.DisplayFor(modelItem => item.ReleaseDate)
1928
+
1929
+ </td>
1930
+
1931
+ <td>
1932
+
1933
+ @Html.DisplayFor(modelItem => item.Genre)
1934
+
1935
+ </td>
1936
+
1937
+ <td>
1938
+
1939
+ @Html.DisplayFor(modelItem => item.Price)
1940
+
1941
+ </td>
1942
+
1943
+ <td>
1944
+
1945
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID }) |
1946
+
1947
+ @Html.ActionLink("Details", "Details", new { id=item.ID }) |
1948
+
1949
+ @Html.ActionLink("Delete", "Delete", new { id=item.ID })
1950
+
1951
+
1952
+ </td>
1953
+
1954
+ </tr>
1955
+
1956
+ }
1957
+
1958
+ </table>
1959
+
1960
+ Run the application and navigate to /Movies/SearchIndex. Append a query string such as
1961
+
1962
+ ?searchString=ghost to the URL. The filtered movies are displayed.
1963
+
1964
+ If you change the signature of the SearchIndex method to have a parameter named id, the id parameter will
1965
+
1966
+ match the{id} placeholder for the default routes set in the Global.asax file.
1967
+
1968
+ {controller}/{action}/{id}
1969
+
1970
+
1971
+
1972
+ The original SearchIndex method looks like this::
1973
+
1974
+ publicActionResultSearchIndex(string searchString)
1975
+
1976
+ {
1977
+
1978
+ var movies =from m in db.Movies
1979
+
1980
+ select m;
1981
+
1982
+ if(!String.IsNullOrEmpty(searchString))
1983
+
1984
+ {
1985
+
1986
+ movies= movies.Where(s => s.Title.Contains(searchString));
1987
+
1988
+ }
1989
+
1990
+ returnView(movies);
1991
+
1992
+ }
1993
+
1994
+ The modified SearchIndex method would look as follows:
1995
+
1996
+ publicActionResultSearchIndex(string id)
1997
+
1998
+ {
1999
+
2000
+ string searchString = id;
2001
+
2002
+ var movies =from m in db.Movies
2003
+
2004
+ select m;
2005
+
2006
+ if(!String.IsNullOrEmpty(searchString))
2007
+
2008
+ {
2009
+
2010
+ movies= movies.Where(s => s.Title.Contains(searchString));
2011
+
2012
+ }
2013
+
2014
+ returnView(movies);
2015
+
2016
+ }
2017
+
2018
+ You can now pass the search title as route data (a URL segment) instead of as a query string value.
2019
+
2020
+
2021
+
2022
+
2023
+
2024
+ However, you can't expect users to modify the URL every time they want to search for a movie. So now you
2025
+
2026
+ you'll add UI to help them filter movies. If you changed the signature of the SearchIndex method to test how
2027
+
2028
+ to pass the route-bound ID parameter, change it back so that your SearchIndex method takes a string
2029
+
2030
+ parameter named searchString:
2031
+
2032
+ publicActionResultSearchIndex(string searchString)
2033
+
2034
+ {
2035
+
2036
+ var movies =from m in db.Movies
2037
+
2038
+ select m;
2039
+
2040
+ if(!String.IsNullOrEmpty(searchString))
2041
+
2042
+ {
2043
+
2044
+ movies= movies.Where(s => s.Title.Contains(searchString));
2045
+
2046
+ }
2047
+
2048
+
2049
+
2050
+
2051
+ returnView(movies);
2052
+
2053
+ }
2054
+
2055
+ Open the Views\Movies\SearchIndex.cshtml file, and just after @Html.ActionLink("Create New",
2056
+
2057
+ "Create"), add the following:
2058
+
2059
+ @using (Html.BeginForm()){
2060
+
2061
+ <p> Title: @Html.TextBox("SearchString")<br/>
2062
+
2063
+ <inputtype="submit"value="Filter"/></p>
2064
+
2065
+ }
2066
+
2067
+ The following example shows a portion of the Views\Movies\SearchIndex.cshtml file with the added filtering
2068
+
2069
+ markup.
2070
+
2071
+ @model IEnumerable<MvcMovie.Models.Movie>
2072
+
2073
+ @{
2074
+
2075
+ ViewBag.Title = "SearchIndex";
2076
+
2077
+ }
2078
+
2079
+ <h2>SearchIndex</h2>
2080
+
2081
+ <p>
2082
+
2083
+ @Html.ActionLink("Create New", "Create")
2084
+
2085
+ @using (Html.BeginForm()){
2086
+
2087
+ <p> Title: @Html.TextBox("SearchString") <br/>
2088
+
2089
+ <inputtype="submit"value="Filter"/></p>
2090
+
2091
+ }
2092
+
2093
+ </p>
2094
+
2095
+ The Html.BeginForm helper creates an opening <form> tag. The Html.BeginForm helper causes the form to
2096
+
2097
+ post to itself when the user submits the form by clicking the Filter button.
2098
+
2099
+ Run the application and try searching for a movie.
2100
+
2101
+
2102
+
2103
+
2104
+
2105
+ There's no HttpPost overload of the SearchIndex method. You don't need it, because the method isn't
2106
+
2107
+ changing the state of the application, just filtering data.
2108
+
2109
+ You could add the following HttpPost SearchIndex method. In that case, the action invoker would match
2110
+
2111
+ the HttpPost SearchIndex method, and the HttpPost SearchIndex method would run as shown in the
2112
+
2113
+ image below.
2114
+
2115
+ [HttpPost]
2116
+
2117
+ publicstringSearchIndex(FormCollection fc,string searchString)
2118
+
2119
+ {
2120
+
2121
+ return"<h3> From [HttpPost]SearchIndex: "+ searchString +"</h3>";
2122
+
2123
+ }
2124
+
2125
+
2126
+ However, even if you add this HttpPost version of the SearchIndex method, there's a limitation in how this
2127
+
2128
+ has all been implemented. Imagine that you want to bookmark a particular search or you want to send a link to
2129
+
2130
+ friends that they can click in order to see the same filtered list of movies. Notice that the URL for the HTTP
2131
+
2132
+ POST request is the same as the URL for the GET request (localhost:xxxxx/Movies/SearchIndex) -- there's no
2133
+
2134
+ search information in the URL itself. Right now, the search string information is sent to the server as a form field
2135
+
2136
+ value. This means you can't capture that search information to bookmark or send to friends in a URL.
2137
+
2138
+ The solution is to use an overload of BeginForm that specifies that the POST request should add the search
2139
+
2140
+ information to the URL and that is should be routed to the HttpGet version of the SearchIndex method.
2141
+
2142
+ Replace the existing parameterless BeginForm method with the following:
2143
+
2144
+ @using (Html.BeginForm("SearchIndex","Movies",FormMethod.Get))
2145
+
2146
+ Now when you submit a search, the URL contains a search query string. Searching will also go to the HttpGet
2147
+
2148
+ SearchIndex action method, even if you have a HttpPost SearchIndex method.
2149
+
2150
+
2151
+
2152
+ Adding Search by Genre
2153
+
2154
+ If you added the HttpPost version of the SearchIndex method, delete it now.
2155
+
2156
+ Next, you'll add a feature to let users search for movies by genre. Replace the SearchIndex method with the
2157
+
2158
+ following code:
2159
+
2160
+ publicActionResultSearchIndex(string movieGenre,string searchString)
2161
+
2162
+ {
2163
+
2164
+ varGenreLst=newList<string>();
2165
+
2166
+ varGenreQry=from d in db.Movies
2167
+
2168
+ orderby d.Genre
2169
+
2170
+
2171
+
2172
+ select d.Genre;
2173
+
2174
+ GenreLst.AddRange(GenreQry.Distinct());
2175
+
2176
+ ViewBag.movieGenre =newSelectList(GenreLst);
2177
+
2178
+ var movies =from m in db.Movies
2179
+
2180
+ select m;
2181
+
2182
+ if(!String.IsNullOrEmpty(searchString))
2183
+
2184
+ {
2185
+
2186
+ movies= movies.Where(s => s.Title.Contains(searchString));
2187
+
2188
+ }
2189
+
2190
+ if(string.IsNullOrEmpty(movieGenre))
2191
+
2192
+ returnView(movies);
2193
+
2194
+ else
2195
+
2196
+ {
2197
+
2198
+ returnView(movies.Where(x => x.Genre== movieGenre));
2199
+
2200
+ }
2201
+
2202
+ }
2203
+
2204
+ This version of the SearchIndex method takes an additional parameter, namely movieGenre. The first few
2205
+
2206
+ lines of code create aList object to hold movie genres from the database.
2207
+
2208
+ The following code is a LINQ query that retrieves all the genres from the database.
2209
+
2210
+ varGenreQry=from d in db.Movies
2211
+
2212
+ orderby d.Genre
2213
+
2214
+ select d.Genre;
2215
+
2216
+ The code uses the AddRange method of the generic List collection to add all the distinct genres to the list.
2217
+
2218
+ (Without the Distinct modifier, duplicate genres would be added — for example, comedy would be added
2219
+
2220
+ twice in our sample). The code then stores the list of genres in the ViewBag object.
2221
+
2222
+ The following code shows how to check the movieGenre parameter. If it's not empty, the code further
2223
+
2224
+ constrains the movies query to limit the selected movies to the specified genre.
2225
+
2226
+
2227
+
2228
+
2229
+
2230
+ if(string.IsNullOrEmpty(movieGenre))
2231
+
2232
+ returnView(movies);
2233
+
2234
+ else
2235
+
2236
+ {
2237
+
2238
+ returnView(movies.Where(x => x.Genre== movieGenre));
2239
+
2240
+ }
2241
+
2242
+ Adding Markup to the SearchIndex View to Support Search by Genre
2243
+
2244
+ Add an Html.DropDownList helper to the Views\Movies\SearchIndex.cshtml file, just before the TextBox
2245
+
2246
+ helper. The completed markup is shown below:
2247
+
2248
+ <p>
2249
+
2250
+ @Html.ActionLink("Create New", "Create")
2251
+
2252
+ @using (Html.BeginForm("SearchIndex","Movies",FormMethod.Get)){
2253
+
2254
+ <p>Genre: @Html.DropDownList("movieGenre", "All")
2255
+
2256
+ Title: @Html.TextBox("SearchString")
2257
+
2258
+ <inputtype="submit"value="Filter"/></p>
2259
+
2260
+ }
2261
+
2262
+ </p>
2263
+
2264
+ Run the application and browse to /Movies/SearchIndex. Try a search by genre, by movie name, and by both
2265
+
2266
+ criteria.
2267
+
2268
+ In this section you examined the CRUD action methods and views generated by the framework. You created a
2269
+
2270
+ search action method and view that let users search by movie title and genre. In the next section, you'll look at
2271
+
2272
+ how to add a property to the Movie model and how to add an initializer that will automatically create a test
2273
+
2274
+ database.
2275
+
2276
+
2277
+
2278
+ Adding a New Field to the Movie Model and
2279
+
2280
+ Table
2281
+
2282
+ In this section you'll make some changes to the model classes and learn how you can update the database
2283
+
2284
+ schema to match the model changes.
2285
+
2286
+ Adding a Rating Property to the Movie Model
2287
+
2288
+ Start by adding a new Rating property to the existing Movie class. Open the Models\Movie.cs file and add the
2289
+
2290
+ Rating property like this one:
2291
+
2292
+ publicstringRating{get;set;}
2293
+
2294
+ The complete Movie class now looks like the following code:
2295
+
2296
+ publicclassMovie
2297
+
2298
+ {
2299
+
2300
+ publicint ID {get;set;}
2301
+
2302
+ publicstringTitle{get;set;}
2303
+
2304
+ publicDateTimeReleaseDate{get;set;}
2305
+
2306
+ publicstringGenre{get;set;}
2307
+
2308
+ publicdecimalPrice{get;set;}
2309
+
2310
+ publicstringRating{get;set;}
2311
+
2312
+ }
2313
+
2314
+ Recompile the application using the Build > Build Movie menu command.
2315
+
2316
+ Now that you've updated the Model class, you also need to update the \Views\Movies\Index.cshtml and
2317
+
2318
+ \Views\Movies\Create.cshtml view templates in order to display the new Rating property in the browser view.
2319
+
2320
+ Open the \Views\Movies\Index.cshtml file and add a <th>Rating</th> column heading just after the Price
2321
+
2322
+ column. Then add a <td> column near the end of the template to render the @item.Rating value. Below is
2323
+
2324
+ what the updated Index.cshtml view template looks like:
2325
+
2326
+ @model IEnumerable<MvcMovie.Models.Movie>
2327
+
2328
+ @{
2329
+
2330
+ ViewBag.Title = "Index";
2331
+
2332
+ }
2333
+
2334
+ <h2>Index</h2>
2335
+
2336
+ <p>
2337
+
2338
+ @Html.ActionLink("Create New", "Create")
2339
+
2340
+ </p>
2341
+
2342
+ <table>
2343
+
2344
+ <tr>
2345
+
2346
+ <th>
2347
+
2348
+ @Html.DisplayNameFor(model => model.Title)
2349
+
2350
+ </th>
2351
+
2352
+ <th>
2353
+
2354
+ @Html.DisplayNameFor(model => model.ReleaseDate)
2355
+
2356
+ </th>
2357
+
2358
+ <th>
2359
+
2360
+ @Html.DisplayNameFor(model => model.Genre)
2361
+
2362
+ </th>
2363
+
2364
+ <th>
2365
+
2366
+ @Html.DisplayNameFor(model => model.Price)
2367
+
2368
+ </th>
2369
+
2370
+ <th>
2371
+
2372
+ @Html.DisplayNameFor(model => model.Rating)
2373
+
2374
+ </th>
2375
+
2376
+ <th></th>
2377
+
2378
+ </tr>
2379
+
2380
+ @foreach (var item in Model) {
2381
+
2382
+ <tr>
2383
+
2384
+ <td>
2385
+
2386
+ @Html.DisplayFor(modelItem => item.Title)
2387
+
2388
+ </td>
2389
+
2390
+ <td>
2391
+
2392
+ @Html.DisplayFor(modelItem => item.ReleaseDate)
2393
+
2394
+ </td>
2395
+
2396
+
2397
+
2398
+
2399
+
2400
+ <td>
2401
+
2402
+ @Html.DisplayFor(modelItem => item.Genre)
2403
+
2404
+ </td>
2405
+
2406
+ <td>
2407
+
2408
+ @Html.DisplayFor(modelItem => item.Price)
2409
+
2410
+ </td>
2411
+
2412
+ <td>
2413
+
2414
+ @Html.DisplayFor(modelItem => item.Rating)
2415
+
2416
+ </td>
2417
+
2418
+ <td>
2419
+
2420
+ @Html.ActionLink("Edit", "Edit", new { id=item.ID }) |
2421
+
2422
+ @Html.ActionLink("Details", "Details", new { id=item.ID }) |
2423
+
2424
+ @Html.ActionLink("Delete", "Delete", new { id=item.ID })
2425
+
2426
+ </td>
2427
+
2428
+ </tr>
2429
+
2430
+ }
2431
+
2432
+ </table>
2433
+
2434
+ Next, open the \Views\Movies\Create.cshtml file and add the following markup near the end of the form. This
2435
+
2436
+ renders a text box so that you can specify a rating when a new movie is created.
2437
+
2438
+ <divclass="editor-label">
2439
+
2440
+ @Html.LabelFor(model => model.Rating)
2441
+
2442
+ </div>
2443
+
2444
+ <divclass="editor-field">
2445
+
2446
+ @Html.EditorFor(model => model.Rating)
2447
+
2448
+ @Html.ValidationMessageFor(model => model.Rating)
2449
+
2450
+ </div>
2451
+
2452
+ Managing Model and Database Schema Differences
2453
+
2454
+ You've now updated the application code to support the new Rating property.
2455
+
2456
+ Now run the application and navigate to the /Movies URL. When you do this, though, you'll see one of the
2457
+
2458
+ following errors:
2459
+
2460
+
2461
+
2462
+ You're seeing this error because the updated Movie model class in the application is now different than the
2463
+
2464
+ schema of the Movie table of the existing database. (There's no Rating column in the database table.)
2465
+
2466
+ By default, when you use Entity Framework Code First to automatically create a database, as you did earlier in
2467
+
2468
+ this tutorial, Code First adds a table to the database to help track whether the schema of the database is in sync
2469
+
2470
+ with the model classes it was generated from. If they aren't in sync, the Entity Framework throws an error. This
2471
+
2472
+ makes it easier to track down issues at development time that you might otherwise only find (by obscure
2473
+
2474
+
2475
+ errors) at run time. The sync-checking feature is what causes the error message to be displayed that you just
2476
+
2477
+ saw.
2478
+
2479
+ There are two approaches to resolving the error:
2480
+
2481
+ 1. Have the Entity Framework automatically drop and re-create the database based on the new model class
2482
+
2483
+ schema. This approach is very convenient when doing active development on a test database; it allows
2484
+
2485
+ you to quickly evolve the model and database schema together. The downside, though, is that you lose
2486
+
2487
+ existing data in the database — so you don't want to use this approach on a production database!
2488
+
2489
+ 2. Explicitly modify the schema of the existing database so that it matches the model classes. The advantage
2490
+
2491
+ of this approach is that you keep your data. You can make this change either manually or by creating a
2492
+
2493
+ database change script.
2494
+
2495
+ For this tutorial, we'll use the first approach — you'll have the Entity Framework Code First automatically re-
2496
+
2497
+ create the database anytime the model changes.
2498
+
2499
+ Automatically Re-Creating the Database on Model Changes
2500
+
2501
+ Let's update the application so that Code First automatically drops and re-creates the database anytime you
2502
+
2503
+ change the model for the application.
2504
+
2505
+ Warning You should enable this approach of automatically dropping and re-creating the database only when
2506
+
2507
+ you're using a development or test database, and never on a production database that contains real data. Using
2508
+
2509
+ it on a production server can lead to data loss.
2510
+
2511
+ Stop the debugger. In Solution Explorer, right click the Models folder, select Add, and then select New Item.
2512
+
2513
+ In the Add New Item dialog, select Class then name the class "MovieInitializer". Update the
2514
+
2515
+ MovieInitializer class to contain the following code:
2516
+
2517
+ usingSystem;
2518
+
2519
+ usingSystem.Collections.Generic;
2520
+
2521
+ usingSystem.Data.Entity;
2522
+
2523
+ namespaceMvcMovie.Models{
2524
+
2525
+ publicclassMovieInitializer:DropCreateDatabaseIfModelChanges<MovieDBContext>{
2526
+
2527
+ protectedoverridevoidSeed(MovieDBContext context){
2528
+
2529
+ var movies =newList<Movie>{
2530
+
2531
+ newMovie{Title="When Harry Met Sally",
2532
+
2533
+ ReleaseDate=DateTime.Parse("1989-1-11"),
2534
+
2535
+ Genre="Romantic Comedy",
2536
+
2537
+
2538
+
2539
+
2540
+ Rating="R",
2541
+
2542
+ Price=7.99M},
2543
+
2544
+ newMovie{Title="Ghostbusters ",
2545
+
2546
+ ReleaseDate=DateTime.Parse("1984-3-13"),
2547
+
2548
+ Genre="Comedy",
2549
+
2550
+ Rating="R",
2551
+
2552
+ Price=8.99M},
2553
+
2554
+ newMovie{Title="Ghostbusters 2",
2555
+
2556
+ ReleaseDate=DateTime.Parse("1986-2-23"),
2557
+
2558
+ Genre="Comedy",
2559
+
2560
+ Rating="R",
2561
+
2562
+ Price=9.99M},
2563
+
2564
+ newMovie{Title="Rio Bravo",
2565
+
2566
+ ReleaseDate=DateTime.Parse("1959-4-15"),
2567
+
2568
+ Genre="Western",
2569
+
2570
+ Rating="R",
2571
+
2572
+ Price=3.99M},
2573
+
2574
+ };
2575
+
2576
+ movies.ForEach(d => context.Movies.Add(d));
2577
+
2578
+ }
2579
+
2580
+ }
2581
+
2582
+ }
2583
+
2584
+ The MovieInitializer class specifies that the database used by the model should be dropped and
2585
+
2586
+ automatically re-created if the model classes ever change.DropCreateDatabaseIfModelChanges initializer
2587
+
2588
+ specifies the DB should be re-created only if the schema changes. Alternatively, you could use
2589
+
2590
+ theDropCreateDatabaseAlways initializer to always recreate and re-seed the database with data the first time
2591
+
2592
+ that a context is used in the application domain. TheDropCreateDatabaseAlways approach is useful in some
2593
+
2594
+ integration testing scenarios. The code that you inserted into the MovieInitializer class includes a includes a
2595
+
2596
+ Seed method that specifies some default data to automatically add to the database any time it's created (or re-
2597
+
2598
+ created). This provides a useful way to populate the database with some test data, without requiring you to
2599
+
2600
+ manually populate it each time you make a model change.
2601
+
2602
+
2603
+
2604
+
2605
+
2606
+ Now that you've defined the MovieInitializer class, you'll want to wire it up so that each time the
2607
+
2608
+ application runs, it checks whether the model classes are different from the schema in the database. If they are,
2609
+
2610
+ you can run the initializer to re-create the database to match the model and then populate the database with
2611
+
2612
+ the sample data.
2613
+
2614
+ Open the Global.asax filet:
2615
+
2616
+
2617
+ The Global.asax file contains the class that defines the entire application for the project, and contains an
2618
+
2619
+ Application_Start event handler that runs when the application first starts.
2620
+
2621
+ At the beginning of the Application_Start method, add a call to Database.SetInitializer as shown
2622
+
2623
+ below:
2624
+
2625
+ protectedvoidApplication_Start()
2626
+
2627
+ {
2628
+
2629
+ Database.SetInitializer<MovieDBContext>(newMovieInitializer());
2630
+
2631
+ AreaRegistration.RegisterAllAreas();
2632
+
2633
+ // Use LocalDB for Entity Framework by default
2634
+
2635
+ Database.DefaultConnectionFactory=newSqlConnectionFactory("Data
2636
+
2637
+ Source=(localdb)\v11.0; Integrated Security=True; MultipleActiveResultSets=True");
2638
+
2639
+ RegisterGlobalFilters(GlobalFilters.Filters);
2640
+
2641
+ RegisterRoutes(RouteTable.Routes);
2642
+
2643
+ BundleTable.Bundles.RegisterTemplateBundles();
2644
+
2645
+ }
2646
+
2647
+ Put the cursor on the red squiggly line (on MovieDBContext, orMovieInitializer ) right click and select
2648
+
2649
+ Resolve, then using MvcMovie.Models;
2650
+
2651
+
2652
+
2653
+
2654
+ Alternatively, add the using statement to the top of the file. The using statement references the namespace
2655
+
2656
+ where our MovieInitializer class lives:
2657
+
2658
+ usingMvcMovie.Models;// MovieInitializer
2659
+
2660
+ The Database.SetInitializer statement you just added indicates that the database used by the
2661
+
2662
+ MovieDBContext instance should be automatically deleted and re-created if the schema and the database
2663
+
2664
+ don't match. And as you saw, it will also populate the database with the sample data that's specified in the
2665
+
2666
+ MovieInitializer class.
2667
+
2668
+ Close the Global.asax file.
2669
+
2670
+ Re-run the application and navigate to the /Movies URL. When the application starts, it detects that the model
2671
+
2672
+ structure no longer matches the database schema. It automatically re-creates the database to match the new
2673
+
2674
+ model structure and populates the database with the sample movies:
2675
+
2676
+
2677
+ <="">
2678
+
2679
+ Click the Create New link to add a new movie. Note that you can add a rating.
2680
+
2681
+ Click Create. The new movie, including the rating, now shows up in the movies listing:
2682
+
2683
+
2684
+ You should also add the Rating field to the Edit view template.
2685
+
2686
+ In this section you saw how you can modify model objects and keep the database in sync with the changes. You
2687
+
2688
+ also learned a way to populate a newly created database with sample data so you can try out scenarios. Next,
2689
+
2690
+ let's look at how you can add richer validation logic to the model classes and enable some business rules to be
2691
+
2692
+ enforced.
2693
+
2694
+
2695
+ Adding Validation to the Model
2696
+
2697
+ In this this section you'll add validation logic to the Movie model, and you'll ensure that the validation rules are
2698
+
2699
+ enforced any time a user attempts to create or edit a movie using the application.
2700
+
2701
+ Keeping Things DRY
2702
+
2703
+ One of the core design tenets of ASP.NET MVC is DRY ("Don't Repeat Yourself"). ASP.NET MVC encourages you
2704
+
2705
+ to specify functionality or behavior only once, and then have it be reflected everywhere in an application. This
2706
+
2707
+ reduces the amount of code you need to write and makes the code you do write less error prone and easier to
2708
+
2709
+ maintain.
2710
+
2711
+ The validation support provided by ASP.NET MVC and Entity Framework Code First is a great example of the
2712
+
2713
+ DRY principle in action. You can declaratively specify validation rules in one place (in the model class) and the
2714
+
2715
+ rules are enforced everywhere in the application.
2716
+
2717
+ Let's look at how you can take advantage of this validation support in the movie application.
2718
+
2719
+ Adding Validation Rules to the Movie Model
2720
+
2721
+ You'll begin by adding some validation logic to the Movie class.
2722
+
2723
+ Open the Movie.cs file. Add a using statement at the top of the file that references
2724
+
2725
+ theSystem.ComponentModel.DataAnnotations namespace:
2726
+
2727
+ usingSystem.ComponentModel.DataAnnotations;
2728
+
2729
+ Notice the namespace does not contain System.Web. DataAnnotations provides a built-in set of validation
2730
+
2731
+ attributes that you can apply declaratively to any class or property.
2732
+
2733
+ Now update the Movie class to take advantage of the built-inRequired,StringLength, andRange validation
2734
+
2735
+ attributes. Use the following code as an example of where to apply the attributes.
2736
+
2737
+ publicclassMovie{
2738
+
2739
+ publicint ID {get;set;}
2740
+
2741
+ [Required]
2742
+
2743
+
2744
+ publicstringTitle{get;set;}
2745
+
2746
+ [DataType(DataType.Date)]
2747
+
2748
+ publicDateTimeReleaseDate{get;set;}
2749
+
2750
+ [Required]
2751
+
2752
+ publicstringGenre{get;set;}
2753
+
2754
+ [Range(1,100)]
2755
+
2756
+ [DataType(DataType.Currency)]
2757
+
2758
+ publicdecimalPrice{get;set;}
2759
+
2760
+ [StringLength(5)]
2761
+
2762
+ publicstringRating{get;set;}
2763
+
2764
+ }
2765
+
2766
+ The validation attributes specify behavior that you want to enforce on the model properties they are applied to.
2767
+
2768
+ The Required attribute indicates that a property must have a value; in this sample, a movie has to have values
2769
+
2770
+ for the Title, ReleaseDate, Genre, and Price properties in order to be valid. The Range attribute constrains
2771
+
2772
+ a value to within a specified range. The StringLength attribute lets you set the maximum length of a string
2773
+
2774
+ property, and optionally its minimum length. Intrinsic types (such as decimal, int, float, DateTime) are
2775
+
2776
+ required by default and don't need the Requiredattribute.
2777
+
2778
+ Code First ensures that the validation rules you specify on a model class are enforced before the application
2779
+
2780
+ saves changes in the database. For example, the code below will throw an exception when the SaveChanges
2781
+
2782
+ method is called, because several required Movie property values are missing and the price is zero (which is out
2783
+
2784
+ of the valid range).
2785
+
2786
+ MovieDBContext db =newMovieDBContext();
2787
+
2788
+ Movie movie =newMovie();
2789
+
2790
+ movie.Title="Gone with the Wind";
2791
+
2792
+ movie.Price=0.0M;
2793
+
2794
+ db.Movies.Add(movie);
2795
+
2796
+ db.SaveChanges();// <= Will throw validation exception
2797
+
2798
+
2799
+
2800
+
2801
+
2802
+
2803
+
2804
+ Having validation rules automatically enforced by the .NET Framework helps make your application more
2805
+
2806
+ robust. It also ensures that you can't forget to validate something and inadvertently let bad data into the
2807
+
2808
+ database.
2809
+
2810
+ Here's a complete code listing for the updated Movie.cs file:
2811
+
2812
+ usingSystem;
2813
+
2814
+ usingSystem.Data.Entity;
2815
+
2816
+ usingSystem.ComponentModel.DataAnnotations;
2817
+
2818
+ namespaceMvcMovie.Models{
2819
+
2820
+ publicclassMovie{
2821
+
2822
+ publicint ID {get;set;}
2823
+
2824
+ [Required]
2825
+
2826
+ publicstringTitle{get;set;}
2827
+
2828
+ [DataType(DataType.Date)]
2829
+
2830
+ publicDateTimeReleaseDate{get;set;}
2831
+
2832
+ [Required]
2833
+
2834
+ publicstringGenre{get;set;}
2835
+
2836
+ [Range(1,100)]
2837
+
2838
+ [DataType(DataType.Currency)]
2839
+
2840
+ publicdecimalPrice{get;set;}
2841
+
2842
+ [StringLength(5)]
2843
+
2844
+ publicstringRating{get;set;}
2845
+
2846
+ }
2847
+
2848
+ publicclassMovieDBContext:DbContext{
2849
+
2850
+ publicDbSet<Movie>Movies{get;set;}
2851
+
2852
+ }
2853
+
2854
+ }
2855
+
2856
+ Validation Error UI in ASP.NET MVC
2857
+
2858
+
2859
+
2860
+
2861
+
2862
+
2863
+
2864
+
2865
+ Re-run the application and navigate to the /Movies URL.
2866
+
2867
+ Click the Create New link to add a new movie. Fill out the form with some invalid values and then click the
2868
+
2869
+ Create button.
2870
+
2871
+
2872
+ Notice how the form has automatically used a red border color to highlight the text boxes that contain invalid
2873
+
2874
+ data and has emitted an appropriate validation error message next to each one. The errors are enforced both
2875
+
2876
+ client-side (using JavaScript) and server-side (in case a user has JavaScript disabled).
2877
+
2878
+ A real benefit is that you didn't need to change a single line of code in theMoviesController class or in the
2879
+
2880
+ Create.cshtml view in order to enable this validation UI. The controller and views you created earlier in this
2881
+
2882
+ tutorial automatically picked up the validation rules that you specified by using validation attributes on the
2883
+
2884
+ properties of the Movie model class.
2885
+
2886
+ You might have noticed for the properties Title and Genre, the required attribute is not enforced until you
2887
+
2888
+ submit the form (hit the Create button), or enter text into the input field and removed it. For a field which is
2889
+
2890
+ initially empty (such as the fields on the Create view) and which has only the required attribute and no other
2891
+
2892
+ validation attributes, you can do the following to trigger validation:
2893
+
2894
+ 1. Tab into the field.
2895
+
2896
+ 2. Enter some text.
2897
+
2898
+ 3. Tab out.
2899
+
2900
+ 4. Tab back into the field.
2901
+
2902
+ 5. Remove the text.
2903
+
2904
+ 6. Tab out.
2905
+
2906
+ The above sequence will trigger the required validation without hitting the submit button. Simply hitting the
2907
+
2908
+ submit button without entering any of the fields will trigger client side validation. The form data is not sent to
2909
+
2910
+ the server until there are no client side validation errors. You can test this by putting a break point in the HTTP
2911
+
2912
+ Post method or using thefiddler tool or the IE 9F12 developer tools.
2913
+
2914
+ How Validation Occurs in the Create View and Create Action Method
2915
+
2916
+
2917
+ You might wonder how the validation UI was generated without any updates to the code in the controller or
2918
+
2919
+ views. The next listing shows what the Create methods in the MovieController class look like. They're
2920
+
2921
+ unchanged from how you created them earlier in this tutorial.
2922
+
2923
+ //
2924
+
2925
+ // GET: /Movies/Create
2926
+
2927
+ publicActionResultCreate()
2928
+
2929
+ {
2930
+
2931
+ returnView();
2932
+
2933
+ }
2934
+
2935
+ //
2936
+
2937
+ // POST: /Movies/Create
2938
+
2939
+ [HttpPost]
2940
+
2941
+ publicActionResultCreate(Movie movie)
2942
+
2943
+ {
2944
+
2945
+ if(ModelState.IsValid)
2946
+
2947
+ {
2948
+
2949
+ db.Movies.Add(movie);
2950
+
2951
+ db.SaveChanges();
2952
+
2953
+ returnRedirectToAction("Index");
2954
+
2955
+ }
2956
+
2957
+ returnView(movie);
2958
+
2959
+ }
2960
+
2961
+ The first (HTTP GET) Create action method displays the initial Create form. The second ([HttpPost]) version
2962
+
2963
+ handles the form post. The second Create method (The HttpPost version) calls ModelState.IsValid to
2964
+
2965
+ check whether the movie has any validation errors. Calling this method evaluates any validation attributes that
2966
+
2967
+ have been applied to the object. If the object has validation errors, the Create method re-displays the form. If
2968
+
2969
+ there are no errors, the method saves the new movie in the database. In our movie example we are using, the
2970
+
2971
+ form is not posted to the server when their are validation errors detected on the client side; the second Create
2972
+
2973
+ method is never called. If you disable JavaScript in your browser, client validation is disabled and the HTTP
2974
+
2975
+ POST Create method calls ModelState.IsValid to check whether the movie has any validation errors.
2976
+
2977
+
2978
+
2979
+
2980
+
2981
+ You can set a break point in the HttpPost Create method and verify the method is never called, client side
2982
+
2983
+ validation will not submit the form data when validation errors are detected. If you disable JavaScript in your
2984
+
2985
+ browser, submit the form with errors, the break point will be hit. You still get full validation without JavaScript.
2986
+
2987
+
2988
+ The following image shows how to disable JavaScript in the FireFox browser.
2989
+
2990
+ The following image shows how to disable JavaScript with the Chrome browser.
2991
+
2992
+
2993
+
2994
+ Below is the Create.cshtml view template that you scaffolded earlier in the tutorial. It's used by the action
2995
+
2996
+ methods shown above both to display the initial form and to redisplay it in the event of an error.
2997
+
2998
+
2999
+ @model MvcMovie.Models.Movie
3000
+
3001
+ @{
3002
+
3003
+ ViewBag.Title = "Create";
3004
+
3005
+ }
3006
+
3007
+ <h2>Create</h2>
3008
+
3009
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.min.js")"></script>
3010
+
3011
+ <scriptsrc="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")"></script>
3012
+
3013
+ @using (Html.BeginForm()) {
3014
+
3015
+ @Html.ValidationSummary(true)
3016
+
3017
+ <fieldset>
3018
+
3019
+ <legend>Movie</legend>
3020
+
3021
+ <divclass="editor-label">
3022
+
3023
+ @Html.LabelFor(model => model.Title)
3024
+
3025
+ </div>
3026
+
3027
+ <divclass="editor-field">
3028
+
3029
+ @Html.EditorFor(model => model.Title)
3030
+
3031
+ @Html.ValidationMessageFor(model => model.Title)
3032
+
3033
+ </div>
3034
+
3035
+ <divclass="editor-label">
3036
+
3037
+ @Html.LabelFor(model => model.ReleaseDate)
3038
+
3039
+ </div>
3040
+
3041
+ <divclass="editor-field">
3042
+
3043
+ @Html.EditorFor(model => model.ReleaseDate)
3044
+
3045
+ @Html.ValidationMessageFor(model => model.ReleaseDate)
3046
+
3047
+ </div>
3048
+
3049
+ <divclass="editor-label">
3050
+
3051
+ @Html.LabelFor(model => model.Genre)
3052
+
3053
+ </div>
3054
+
3055
+ <divclass="editor-field">
3056
+
3057
+ @Html.EditorFor(model => model.Genre)
3058
+
3059
+
3060
+
3061
+
3062
+
3063
+
3064
+
3065
+
3066
+
3067
+ @Html.ValidationMessageFor(model => model.Genre)
3068
+
3069
+ </div>
3070
+
3071
+ <divclass="editor-label">
3072
+
3073
+ @Html.LabelFor(model => model.Price)
3074
+
3075
+ </div>
3076
+
3077
+ <divclass="editor-field">
3078
+
3079
+ @Html.EditorFor(model => model.Price)
3080
+
3081
+ @Html.ValidationMessageFor(model => model.Price)
3082
+
3083
+ </div>
3084
+
3085
+ <divclass="editor-label">
3086
+
3087
+ @Html.LabelFor(model => model.Rating)
3088
+
3089
+ </div>
3090
+
3091
+ <divclass="editor-field">
3092
+
3093
+ @Html.EditorFor(model => model.Rating)
3094
+
3095
+ @Html.ValidationMessageFor(model => model.Rating)
3096
+
3097
+ </div>
3098
+
3099
+ <p>
3100
+
3101
+ <inputtype="submit"value="Create"/>
3102
+
3103
+ </p>
3104
+
3105
+ </fieldset>
3106
+
3107
+ }
3108
+
3109
+ <div>
3110
+
3111
+ @Html.ActionLink("Back to List", "Index")
3112
+
3113
+ </div>
3114
+
3115
+ Notice how the code uses an Html.EditorFor helper to output the<input> element for each Movie
3116
+
3117
+ property. Next to this helper is a call to the Html.ValidationMessageFor helper method. These two helper
3118
+
3119
+ methods work with the model object that's passed by the controller to the view (in this case, a Movie object).
3120
+
3121
+ They automatically look for validation attributes specified on the model and display error messages as
3122
+
3123
+ appropriate.
3124
+
3125
+ What's really nice about this approach is that neither the controller nor the Create view template knows
3126
+
3127
+ anything about the actual validation rules being enforced or about the specific error messages displayed. The
3128
+
3129
+ validation rules and the error strings are specified only in the Movie class.
3130
+
3131
+
3132
+
3133
+ If you want to change the validation logic later, you can do so in exactly one place by adding validation
3134
+
3135
+ attributes to the model (in this example, themovie class). You won't have to worry about different parts of the
3136
+
3137
+ application being inconsistent with how the rules are enforced — all validation logic will be defined in one
3138
+
3139
+ place and used everywhere. This keeps the code very clean, and makes it easy to maintain and evolve. And it
3140
+
3141
+ means that that you'll be fully honoring the DRY principle.
3142
+
3143
+ Adding Formatting to the Movie Model
3144
+
3145
+ Open the Movie.cs file and examine the Movie class. TheSystem.ComponentModel.DataAnnotations
3146
+
3147
+ namespace provides formatting attributes in addition to the built-in set of validation attributes. We've already
3148
+
3149
+ applied aDataType enumeration value to the release date and to the price fields. The following code shows the
3150
+
3151
+ ReleaseDate and Price properties with the appropriateDisplayFormat attribute.
3152
+
3153
+ [DataType(DataType.Date)]
3154
+
3155
+ publicDateTimeReleaseDate{get;set;}
3156
+
3157
+ [DataType(DataType.Currency)]
3158
+
3159
+ publicdecimalPrice{get;set;}
3160
+
3161
+ Alternatively, you could explicitly set aDataFormatString value. The following code shows the release date
3162
+
3163
+ property with a date format string (namely, "d"). You'd use this to specify that you don't want to time as part of
3164
+
3165
+ the release date.
3166
+
3167
+ [DisplayFormat(DataFormatString="{0:d}")]
3168
+
3169
+ publicDateTimeReleaseDate{get;set;}
3170
+
3171
+ The following code formats the Price property as currency.
3172
+
3173
+ [DisplayFormat(DataFormatString="{0:c}")]
3174
+
3175
+ publicdecimalPrice{get;set;}
3176
+
3177
+ The complete Movie class is shown below.
3178
+
3179
+ publicclassMovie{
3180
+
3181
+ publicint ID {get;set;}
3182
+
3183
+
3184
+
3185
+ [Required]
3186
+
3187
+ publicstringTitle{get;set;}
3188
+
3189
+ [DataType(DataType.Date)]
3190
+
3191
+ publicDateTimeReleaseDate{get;set;}
3192
+
3193
+ [Required]
3194
+
3195
+ publicstringGenre{get;set;}
3196
+
3197
+ [Range(1,100)]
3198
+
3199
+ [DataType(DataType.Currency)]
3200
+
3201
+ publicdecimalPrice{get;set;}
3202
+
3203
+ [StringLength(5)]
3204
+
3205
+ publicstringRating{get;set;}
3206
+
3207
+ }
3208
+
3209
+ Run the application and browse to the Movies controller. The release date and price are nicely formatted.
3210
+
3211
+
3212
+
3213
+
3214
+
3215
+ In the next part of the series, we'll review the application and make some improvements to the automatically
3216
+
3217
+ generated Details and Delete methods.
3218
+
3219
+
3220
+
3221
+
3222
+ Examining the Details and Delete Methods
3223
+
3224
+ In this part of the tutorial, you'll examine the automatically generated Details and Delete methods.
3225
+
3226
+ Examining the Details and Delete Methods
3227
+
3228
+ Open the Movie controller and examine the Details method.
3229
+
3230
+ publicActionResultDetails(int id =0)
3231
+
3232
+ {
3233
+
3234
+ Movie movie =db.Movies.Find(id);
3235
+
3236
+ if(movie ==null)
3237
+
3238
+ {
3239
+
3240
+ returnHttpNotFound();
3241
+
3242
+ }
3243
+
3244
+ returnView(movie);
3245
+
3246
+ }
3247
+
3248
+ Code First makes it easy to search for data using the Find method. An important security feature built into the
3249
+
3250
+ method is that the code verifies that the Find method has found a movie before the code tries to do anything
3251
+
3252
+ with it. For example, a hacker could introduce errors into the site by changing the URL created by the links from
3253
+
3254
+ http://localhost:xxxx/Movies/Details/1 to something like http://localhost:xxxx/Movies/Details/12345 (or some
3255
+
3256
+ other value that doesn't represent an actual movie). If you did not check for a null movie, a null movie would
3257
+
3258
+ result in a database error.
3259
+
3260
+ Examine the Delete and DeleteConfirmed methods.
3261
+
3262
+ // GET: /Movies/Delete/5
3263
+
3264
+ publicActionResultDelete(int id =0)
3265
+
3266
+ {
3267
+
3268
+ Movie movie =db.Movies.Find(id);
3269
+
3270
+ if(movie ==null)
3271
+
3272
+ {
3273
+
3274
+ returnHttpNotFound();
3275
+
3276
+ }
3277
+
3278
+ returnView(movie);
3279
+
3280
+
3281
+ }
3282
+
3283
+ //
3284
+
3285
+ // POST: /Movies/Delete/5
3286
+
3287
+ [HttpPost,ActionName("Delete")]
3288
+
3289
+ publicActionResultDeleteConfirmed(int id =0)
3290
+
3291
+ {
3292
+
3293
+ Movie movie =db.Movies.Find(id);
3294
+
3295
+ if(movie ==null)
3296
+
3297
+ {
3298
+
3299
+ returnHttpNotFound();
3300
+
3301
+ }
3302
+
3303
+ db.Movies.Remove(movie);
3304
+
3305
+ db.SaveChanges();
3306
+
3307
+ returnRedirectToAction("Index");
3308
+
3309
+ }
3310
+
3311
+ Note that the HTTP Get Delete method doesn't delete the specified movie, it returns a view of the movie
3312
+
3313
+ where you can submit (HttpPost) the deletion.. Performing a delete operation in response to a GET request (or
3314
+
3315
+ for that matter, performing an edit operation, create operation, or any other operation that changes data)
3316
+
3317
+ opens up a security hole. For more information about this, see Stephen Walther's blog entryASP.NET MVC Tip
3318
+
3319
+ #46 — Don't use Delete Links because they create Security Holes.
3320
+
3321
+ The HttpPost method that deletes the data is named DeleteConfirmed to give the HTTP POST method a
3322
+
3323
+ unique signature or name. The two method signatures are shown below:
3324
+
3325
+ // GET: /Movies/Delete/5
3326
+
3327
+ publicActionResultDelete(int id =0)
3328
+
3329
+ //
3330
+
3331
+ // POST: /Movies/Delete/5
3332
+
3333
+ [HttpPost,ActionName("Delete")]
3334
+
3335
+ publicActionResultDeleteConfirmed(int id =0)
3336
+
3337
+
3338
+
3339
+
3340
+ The common language runtime (CLR) requires overloaded methods to have a unique signature (same method
3341
+
3342
+ name but different list of parameters). However, here you need two Delete methods -- one for GET and one for
3343
+
3344
+ POST -- that both have the same signature. (They both need to accept a single integer as a parameter.)
3345
+
3346
+ To sort this out, you can do a couple of things. One is to give the methods different names. That's what the
3347
+
3348
+ scaffolding mechanism did in he preceding example. However, this introduces a small problem: ASP.NET maps
3349
+
3350
+ segments of a URL to action methods by name, and if you rename a method, routing normally wouldn't be able
3351
+
3352
+ to find that method. The solution is what you see in the example, which is to add the ActionName("Delete")
3353
+
3354
+ attribute to theDeleteConfirmed method. This effectively performs mapping for the routing system so that a
3355
+
3356
+ URL that includes /Delete/ for a POST request will find the DeleteConfirmed method.
3357
+
3358
+ Another common way to avoid a problem with methods that have identical names and signatures is to
3359
+
3360
+ artificially change the signature of the POST method to include an unused parameter. For example, some
3361
+
3362
+ developers add a parameter typeFormCollectionthat is passed to the POST method, and then simply don't
3363
+
3364
+ use the parameter:
3365
+
3366
+ publicActionResultDelete(FormCollection fcNotUsed,int id =0)
3367
+
3368
+ {
3369
+
3370
+ Movie movie =db.Movies.Find(id);
3371
+
3372
+ if(movie ==null)
3373
+
3374
+ {
3375
+
3376
+ returnHttpNotFound();
3377
+
3378
+ }
3379
+
3380
+ db.Movies.Remove(movie);
3381
+
3382
+ db.SaveChanges();
3383
+
3384
+ returnRedirectToAction("Index");
3385
+
3386
+ }
3387
+
3388
+ Wrapping Up
3389
+
3390
+ You now have a complete ASP.NET MVC application that stores data in a SQL Server Compact database. You
3391
+
3392
+ can create, read, update, delete, and search for movies.
3393
+
3394
+ This basic tutorial got you started making controllers, associating them with views, and passing around hard-
3395
+
3396
+ coded data. Then you created and designed a data model. Entity Framework code-first created a database from
3397
+
3398
+ the data model on the fly, and the ASP.NET MVC scaffolding system automatically generated the action
3399
+
3400
+ methods and views for basic CRUD operations. You then added a search form that let users search the
3401
+
3402
+ database. You changed the database to include a new column of data, and then updated two pages to create
3403
+
3404
+ and display this new data. You added validation by marking the data model with attributes from the
3405
+
3406
+ DataAnnotations namespace. The resulting validation runs on the client and on the server.
3407
+
3408
+ If you'd like to deploy your application, it's helpful to first test the application on your local IIS 7 server. You can
3409
+
3410
+ use thisWeb Platform Installer link to enable IIS setting for ASP.NET applications. See the following deployment
3411
+
3412
+ links:
3413
+
3414
+
3415
+ • ASP.NET Deployment Content Map
3416
+
3417
+
3418
+
3419
+ Enabling IIS 7.x
3420
+
3421
+ • Web Application Projects Deployment
3422
+
3423
+ I now encourage you to move on to our intermediate-levelCreating an Entity Framework Data Model for an
3424
+
3425
+ ASP.NET MVC Application andMVC Music Store tutorials, to explore theASP.NET articles on MSDN, and to
3426
+
3427
+ check out the many videos and resources athttp://asp.net/mvc to learn even more about ASP.NET MVC! The
3428
+
3429
+ ASP.NET MVC forums are a great place to ask questions.
3430
+
3431
+ Enjoy!
3432
+
3433
+ — Rick Anderson blogs.msdn.com/rickAndy twitter @RickAndMSFT
3434
+
3435
+ — Scott Hanselmanhttp://www.hanselman.com/blog/ twitter @shanselman
3436
+
3437
+
3438
+
3439
+
3440
+
3441
+
3442
+
Ada/.ipynb_checkpoints/Ada_for_the_C_or_Java_Developer-cc.pdf-checkpoint.txt ADDED
The diff for this file is too large to render. See raw diff
 
Ada/AdaDistilled07-27-2003.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Ada/Ada_for_the_C_or_Java_Developer-cc.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Ada/RM-Final.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Ada/guide-c2ada.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Angular/Angular2NotesForProfessionals.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
AngularJS/AngularJSNotesForProfessionals.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Arduino/Arduino_-_MakeUseOf.com.pdf.txt ADDED
@@ -0,0 +1,1283 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ By Brad Kendall
2
+ http://www.bradkendall.ca/
3
+
4
+ Published August 2013
5
+
6
+ share:
7
+
8
+ This manual is the intellectual property of MakeUseOf. It must only be published in its original form. Using
9
+ parts or republishing altered parts of this guide is prohibited without permission from MakeUseOf.com
10
+
11
+ Think you’ve got what it takes to write a manual for MakeUseOf.com? We’re always willing to hear a pitch!
12
+ Send your ideas to justinpot@makeuseof.com.
13
+
14
+ Table Of Contents
15
+
16
+ 1. Intro to the Arduino
17
+
18
+ 2. What Can You Do With an Arduino?
19
+
20
+ 3. What Is Inside an Arduino?
21
+
22
+ 4. What You Will Need For This Guide
23
+
24
+ 5. Electrical Component Overview
25
+
26
+ 5.1 What is a Breadboard?
27
+
28
+ 5.2 What is an LED?
29
+
30
+ 5.3 What is a Photo Resistor?
31
+
32
+ 5.4 What is a Tactile Switch?
33
+
34
+ 5.5 What is a Piezo Speaker?
35
+
36
+ 5.6 What is a Resistor?
37
+
38
+ 5.7 What are Jumper Wires?
39
+
40
+ 6. Programming Overview
41
+
42
+ 6.1 Variables
43
+
44
+ 6.2 Functions
45
+
46
+ 6.3 Logic Overview
47
+
48
+ == - The Equals operator
49
+
50
+ && - The AND operator
51
+
52
+ || - The OR operator
53
+
54
+ ! - The NOT operator
55
+
56
+ Using Multiple Expressions
57
+
58
+ 7. Setting Up Your Arduino
59
+
60
+ 7.1 Installing the Arduino IDE on Windows
61
+
62
+ Step 1: Download the Arduino software
63
+
64
+ Step 2: Install the software
65
+
66
+ 7.2 Installing the Arduino IDE on Mac OS X
67
+
68
+ Step 1: Download the Arduino software
69
+
70
+ Step 2: Install the software
71
+
72
+ 7.3 Installing the Arduino IDE on Ubuntu/ Linux
73
+
74
+ 7.4 Running the Arduino Software
75
+
76
+ 5
77
+
78
+ 6
79
+
80
+ 7
81
+
82
+ 8
83
+
84
+ 9
85
+
86
+ 9
87
+
88
+ 9
89
+
90
+ 10
91
+
92
+ 10
93
+
94
+ 10
95
+
96
+ 11
97
+
98
+ 11
99
+
100
+ 12
101
+
102
+ 12
103
+
104
+ 12
105
+
106
+ 12
107
+
108
+ 13
109
+
110
+ 13
111
+
112
+ 13
113
+
114
+ 13
115
+
116
+ 13
117
+
118
+ 14
119
+
120
+ 14
121
+
122
+ 14
123
+
124
+ 14
125
+
126
+ 15
127
+
128
+ 15
129
+
130
+ 15
131
+
132
+ 15
133
+
134
+ 15
135
+
136
+ HTTP://MAKEUSEOF.COM
137
+ BRAD KENDALL, HTTP://WWW.BRADKENDALL.CA
138
+
139
+ 3
140
+
141
+ share:
142
+
143
+ GETTING STARTED WITH ARDUINO
144
+ 8. Starter Projects
145
+
146
+ 8.1 Communicating Between Your Arduino and Your PC
147
+
148
+ Reading from the Serial Port
149
+
150
+ 8.2 Building a Calculator
151
+
152
+ 8.3 Turning on an LED
153
+
154
+ 8.4 Making Your LED Blink
155
+
156
+ 8.5 Making Multiple LEDs Blink
157
+
158
+ 8.6 Pushbuttons with a Pull-up Resistor
159
+
160
+ 8.7 Turning on an LED with a Pushbutton
161
+
162
+ 8.8 Control an LED’s Brightness
163
+
164
+ 8.9 Observing Light with your Arduino
165
+
166
+ 8.10 Making Music with your Arduino
167
+
168
+ 9. Where to go From Here
169
+
170
+ 17
171
+
172
+ 17
173
+
174
+ 17
175
+
176
+ 17
177
+
178
+ 20
179
+
180
+ 21
181
+
182
+ 23
183
+
184
+ 25
185
+
186
+ 26
187
+
188
+ 27
189
+
190
+ 28
191
+
192
+ 30
193
+
194
+ 32
195
+
196
+ HTTP://MAKEUSEOF.COM
197
+ BRAD KENDALL, HTTP://WWW.BRADKENDALL.CA
198
+
199
+ 4
200
+
201
+ share:
202
+
203
+ GETTING STARTED WITH ARDUINO 1. Intro to the Arduino
204
+
205
+ Arduino is an open-source electronics prototyping platform based on flexible, easy-to use hardware and software. It’s
206
+ intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments.
207
+
208
+ Arduino can sense the environment by receiving input from a variety of sensors and can affect its surroundings by
209
+ controlling lights, motors, and other actuators. The microcontroller on the board is programmed using the Arduino
210
+ programming language and the Arduino Development Environment. Arduino projects can be stand-alone, or they can
211
+ communicate with software running on a computer.
212
+
213
+ There are plenty of other microcontrollers available. So you may be asking, why choose the Arduino? Arduino really
214
+ simplifies the process of building projects on a microcontroller making it a great platform for amateurs. You can easily
215
+ start working on one with no previous electronics experience.
216
+
217
+ That is what this guide is about.
218
+
219
+ In addition to Arduino’s simplicity, it is also inexpensive, cross-platform and open source. The Arduino is based on
220
+ Atmel’s ATMEGA8 and ATMEGA168 microcontrollers. The plans for the modules are published under a Creative Com-
221
+ mons license, so experienced hobbyists and professionals can make their own version of the Arduino, extending it and
222
+ improving it.
223
+
224
+ Believe it or not, even relatively inexperienced users can build a version of the Arduino module on a breadboard in
225
+ order to understand how it works and save a little bit of money.
226
+
227
+ 2. What Can You Do With an Arduino?
228
+
229
+ There is a lot you can do with an Arduino. An Arduino can basically do anything by interfacing sensors with a com-
230
+ puter. This would allow you to take any sensor and have any action applied with the readings. For example (in one of
231
+ our projects) we will read the level of light in a room and adjust an LED’s brightness to react based on that input. This
232
+ of course is a simple example of what you can do with an Arduino. A more complicated example would be to read from
233
+ multiple sensors and use that data to affect other outputs. Think of the possibility of wiring your house with all sorts
234
+ of different sensors (photocells, oxygen sensors, thermometers) and having it adjust your blinds, air conditioner and
235
+ furnace and make your house a more comfortable place.
236
+
237
+ Hackers have used Arduinos to create some amazing electronics projects. Things like:
238
+
239
+ • Robots
240
+
241
+ • Breathalyzers
242
+
243
+ • Remote controlled cars
244
+
245
+
246
+
247
+ 3d printers
248
+
249
+ • Video games
250
+
251
+ • Home automation systems
252
+
253
+ And much more. Read about more great examples of Arduino projects.
254
+
255
+ 3. What Is Inside an Arduino?
256
+
257
+ Although there are many different types of Arduino boards available, this manual focuses on the Arduino Uno. This is
258
+ the most popular Arduino board around. So what makes this thing tick? Here are the specifications:
259
+
260
+ • Processor: 16 Mhz ATmega328
261
+
262
+ • Flash memory: 32 KB
263
+
264
+ • Ram: 2kb
265
+
266
+ • Operating Voltage: 5V
267
+
268
+
269
+
270
+ Input Voltage: 7-12 V
271
+
272
+ • Number of analog inputs: 6
273
+
274
+ • Number of digital I/O: 14 (6 of them pwm)
275
+
276
+ The specs may seem meager compared to your desktop computer, but remember that the Arduino is an embedded
277
+ device. We have a lot less to process than your desktop.
278
+
279
+ Another wonderful feature of the Arduino is the ability to use what are called “Shields”. Although we will not be cov-
280
+ ering shields in this manual, an Arduino shield will give you crazy functionality like you wouldn’t believe. Check out
281
+ this list of some really cool Arduino shields to take your projects to the next level.
282
+
283
+ 4. What You Will Need For This Guide
284
+
285
+ Below you will find a shopping list of the components we will use for this manual. All these components should come
286
+ in under $50.00 USD. This should be enough to give you a good understanding of basic electronics and have enough
287
+ components to build some pretty cool projects.
288
+
289
+
290
+
291
+
292
+
293
+
294
+
295
+
296
+
297
+
298
+
299
+
300
+
301
+
302
+
303
+
304
+
305
+
306
+
307
+
308
+
309
+
310
+
311
+ 1x Arduino Uno Microcontroller
312
+
313
+ 1 x USB A-B Cable (same as your printer takes)
314
+
315
+ 1x Breadboard
316
+
317
+ 2 x LEDs
318
+
319
+ 1 x Photo Resistor
320
+
321
+ 1 x Tactile Switch
322
+
323
+ 1 x Piezo Speaker
324
+
325
+ 1 x 10 k-Ohm Resistors
326
+
327
+ 1 x 2 k-Ohm Resistors
328
+
329
+ 2 x 1 K-Ohm Resistors
330
+
331
+ 1 x Jumper Wire Kit
332
+
333
+ 5. Electrical Component Overview
334
+
335
+ 5.1 What is a Breadboard?
336
+ Breadboards are blocks of plastic with holes into which wires can be inserted. The holes are connected electrically, so
337
+ that wires stuck in the connected holes are also connected electrically.
338
+
339
+ The connected holes are arranged in rows, in groups of five, so that up to five parts can be quickly connected just by
340
+ plugging their leads into connected holes in the breadboard. When you want to rearrange a circuit, just pull the wire or
341
+ part out of the hole, and move it or replace it. The breadboard I recommended also includes power and ground lanes
342
+ on each side for easy power management.
343
+
344
+ 5.2 What is an LED?
345
+ An LED, short for Light Emitting Diode, is a semiconductor light source. LEDs are typically used as visual indicators.
346
+ For instance, your new Arduino microcontroller has an LED on pin 13 that we frequently use to indicate an action or
347
+ event.
348
+
349
+ 5.3 What is a Photo Resistor?
350
+ A photo resistor allows us to measure light by decreasing its resistance when it detects an increase of light intensity.
351
+
352
+ 5.4 What is a Tactile Switch?
353
+ A tactile switch is an electric switch that controls the flow of electricity. When pressed, the switch completes the circuit.
354
+ Basically, it is a button.
355
+
356
+ 5.5 What is a Piezo Speaker?
357
+ A piezo speaker is a single frequency beeper that converts an electrical signal into a tone. This will allow your Arduino
358
+ to sing to you.
359
+
360
+ 5.6 What is a Resistor?
361
+ A resistor is an electrical component that limits or regulates the flow of electricity.
362
+
363
+ 5.7 What are Jumper Wires?
364
+ Jumper wires are short wires that are used for prototyping circuits. These are what you will use to connect the various
365
+ components electrically to your Arduino.
366
+
367
+ 6. Programming Overview
368
+
369
+ If you’re not too familiar with programming, this guide should get you used to some of the fundamentals. If you’d like to
370
+ learn more about Arduino-specific functions, http://www.arduino.cc/en/Reference/HomePage is an excellent resource.
371
+
372
+ 6.1 Variables
373
+ A variable is defined as a quantity that can assume any of a set of values. In the Arduino programming language, vari-
374
+ ables have types associated with them, which provide the set of valid values the variable can hold. Some languages
375
+ are not strict and allow a variable to hold nearly anything, but that is out of the scope of this manual.
376
+
377
+ For example, a variable with type ‘int’ can only hold integer values like 1 or 12, and not 12.5 or “cats”. Unfortunately,
378
+ no variable is capable of holding a cat, something the programming world is quite upset about.
379
+
380
+ Variables are an excellent resource, as they improve code readability and reuse, and are extremely convenient for use
381
+ as temporary storage.
382
+
383
+ Before using a variable, you must declare it. This merely lets the Arduino compiler know what data type your variable
384
+ will hold.
385
+
386
+ An example of a variable declaration is as follows:
387
+
388
+ int itemCount;
389
+ In this case, the variable will be of type int, and therefore will only accept integers.
390
+
391
+ Here are a few example assignments and operations.
392
+
393
+ itemCount = 4; itemCount = itemCount + 8; // itemCount now holds the value 12. itemCount =
394
+ “10”; // This will not compile.
395
+ 6.2 Functions
396
+ A function is essentially a group of instructions that perform a specific task. There are many built-in functions, such as
397
+ digitalWrite() or tone(). In those cases, you don’t necessarily have to see the code, but can still reap the benefits. You
398
+ can also specify your own functions.
399
+
400
+ The general form of a function is:
401
+
402
+ [return type] [function name] ({arguments}) { [ Code to execute ] }
403
+ Note that functions can return data, as illustrated by the function having a return type.
404
+
405
+ In many cases, there is no data to return, and in that case, the keyword ‘void’ would be used.
406
+
407
+ The function name is a user-friendly ‘handle’ to reference later (digitalWrite would be the function name for the digi-
408
+ talWrite function).
409
+
410
+ A function can accept zero or more arguments. Each argument must be of the form [datatype] [identifier]. For exam-
411
+ ple, if we called a function foo as such:
412
+
413
+ foo(10);
414
+ The function header for foo would have to look like:
415
+
416
+ void foo(int number) { }
417
+ In the function, code can reference ‘number’ to retrieve the passed value. Outside of the function, ‘number’ would be
418
+ undefined.
419
+
420
+ Say we want to write a function to multiply two numbers, for whatever reason. This function would look like:
421
+
422
+ int multiply(int num1, int num2) { int result; result = num1 * num2; return result; }
423
+ Note that this could simply look like:
424
+
425
+ int multiply(int num1, int num2) { return num1 * num2; }
426
+ It’s usually a good idea to be liberal with the use of spaces, as it makes for much easier debugging. To each their own,
427
+ however.
428
+
429
+ 6.3 Logic Overview
430
+
431
+ You’ll often find yourself wanting to execute certain code under certain conditions. This will give you a quick overview
432
+ of the logical operators you have to work with.
433
+
434
+ First up, with the exception of the NOT operator, each logical operation takes two operands.
435
+
436
+ == - The Equals operator
437
+ This operator ensures that both operands are equal to one another. To test whether or not the operands are not equal
438
+ to one another, use the != (not-equals) operator.
439
+
440
+ Example:
441
+
442
+ 4 == 4 (true) 4 == 5 (false) 4 != 5 (true)
443
+ && - The AND operator
444
+ The AND operator is quite similar to the equals operator, except it does not evaluate to true when both operands are
445
+ false.
446
+
447
+ For example: (true && true) evaluates to true, while (true && false) and (false && false) both evaluate to false.
448
+
449
+ || - The OR operator
450
+ The OR operator will evaluate to true so long as at least one of the two operands is true.
451
+
452
+ The only time OR will evaluate to false is if both the operands are false.
453
+
454
+ ! - The NOT operator
455
+ This simply flips the truthiness of the operand specified. !false == true.
456
+
457
+ Using Multiple Expressions
458
+ Sometimes you’d like to have more than one test. Fortunately, since (as above), something like (false == true) will
459
+ evaluate to false, nesting statements in brackets works, and the statements in brackets will be evaluated first.
460
+
461
+ For example:
462
+
463
+ if (( a != b) && (b > 12))
464
+ a != b and b > 12 will have to be evaluated first, as their outcome determines whether the entire logical expression is
465
+ true.
466
+
467
+ The past two sections should have given you enough basic knowledge to get started with our projects below. If it all
468
+ seems a little complicated, don’t worry. It will make a lot more sense when we apply it in a practical sense.
469
+
470
+ 7. Setting Up Your Arduino
471
+
472
+ Before we can start on our projects, we first need to get your Arduino talking to your computer. We need to do this so
473
+ you can compile and send code for your Arduino to execute.
474
+
475
+ 7.1 Installing the Arduino IDE on Windows
476
+ Step 1: Download the Arduino software
477
+ Go to http://arduino.cc/en/Main/Software and download the Arduino Software for your Windows.
478
+
479
+ Step 2: Install the software
480
+ Install the Drivers:
481
+
482
+ • Plug in your board and wait for Windows to begin its driver installation process. After a few mo-
483
+
484
+ ments, the process will fail, despite its best efforts.
485
+
486
+ • Click on the Start Menu, and open up the Control Panel.
487
+
488
+ • While in the Control Panel, navigate to System and Security. Next, click on System. Once the
489
+
490
+ System window is up, open the Device Manager.
491
+
492
+
493
+
494
+ Look under Ports (COM & LPT). You should see an open port named “Arduino UNO (COMxx)”.
495
+
496
+ • Right click on the “Arduino UNO (COMxx)” port and choose the “Update Driver Software” option.
497
+
498
+ • Next, choose the “Browse my computer for Driver software” option.
499
+
500
+ • Finally, navigate to and select the Uno’s driver file, named “ArduinoUNO.inf”, located in the “Driv-
501
+
502
+ ers” folder of the Arduino Software download.
503
+
504
+ • Windows will finish up the driver installation from there.
505
+
506
+ 7.2 Installing the Arduino IDE on Mac OS X
507
+ Step 1: Download the Arduino software
508
+ Go to http://arduino.cc/en/Main/Software and download the Arduino Software for your Mac OS X.
509
+
510
+ Step 2: Install the software
511
+ The disk image (.dmg) should mount automatically. If it doesn’t, double-click it. It should look like the following image.
512
+
513
+ Copy the Arduino application into the Applications folder (or elsewhere on your computer). Since you’re using an Ar-
514
+ duino Uno, you don’t have any drivers to install.
515
+
516
+ 7.3 Installing the Arduino IDE on Ubuntu/ Linux
517
+ Install gcc-avr and avr-libc from the Terminal.
518
+
519
+ sudo apt-get install gcc-avr avr-libc
520
+
521
+ If you don’t have openjdk-6-jre already, install and configure that too:
522
+
523
+ sudo apt-get install openjdk-6-jre sudo update-alternatives --config java
524
+
525
+ Select the correct JRE if you have more than one installed.
526
+
527
+ Go to http://arduino.cc/en/Main/Software/ and download the Arduino Software for Linux. You can untar and run it with
528
+ the following command:
529
+
530
+ tar xzvf arduino-x.x.x-linux64.tgz cd arduino-1.0.1 ./arduino
531
+
532
+ 7.4 Running the Arduino Software
533
+ Now that our software is installed and our Arduino is setup, let’s verify everything is working. The easiest way to do
534
+ this is by using the “Blink” sample application.
535
+
536
+ 1. Open the Arduino Software by Double-clicking the Arduino Application (./arduino on Linux).
537
+
538
+ 2. Make sure the board is still connected to your computer.
539
+
540
+ 3. Open the LED blink example sketch: File > Examples > 1.Basics > Blink. You should see the
541
+
542
+ code for the application open and it should look like this:
543
+
544
+
545
+
546
+
547
+ 4. You’ll need to select the entry in the Tools > Board menu that corresponds to your Arduino. Se-
548
+
549
+ lect the Arduino Uno Option.
550
+
551
+ 5. Select the serial device of the Arduino board from the Tools > Serial Port menu. On Windows,
552
+
553
+ This is likely to be COM3 or higher. On the Mac or on Linux, this should be something with ‘/dev/
554
+ tty.usbmodem ‘ in it.
555
+
556
+ 6. Now, simply click the “Upload” button in the environment. Wait a few seconds - you should see
557
+
558
+ the RX and TX LEDs on the Arduino flashing. If the upload is successful, the message “Done up-
559
+ loading.” will appear in the status bar.
560
+
561
+ A few seconds after the upload finishes, you should see the pin 13 (L) LED on the board start to blink. If it does, con-
562
+ gratulations! You’ve got your Arduino up and running.
563
+
564
+ 8. Starter Projects
565
+
566
+ Okay, now is when the real fun begins. Let’s get started.
567
+
568
+ 8.1 Communicating Between Your Arduino and Your PC
569
+ Most of the communication you’ll be doing with the Arduino (for now) will be done via the Serial port (The USB cord).
570
+ This is quite trivial to set up on the Arduino. Merely add the following line to your setup() method:
571
+
572
+ Serial.begin(9600);
573
+ 9600 is the baud rate, something we will not get into here (it essentially means the number of signal changes made
574
+ per second, and merely ensures that the PC and the Arduino are on the same page in regards to this). Whenever you
575
+ would like to write something to the serial port, simply use the Serial.print or Serial.println function, as so:
576
+
577
+ Serial.print(“Hello world!”);
578
+
579
+ Reading from the Serial Port
580
+ Note that you will have to read in a single character at a time via the serial port, which is rather unfortunate. If you take
581
+ a peek at the sample code for our calculator application, specifically the waitForNum() method, you will see an exam-
582
+ ple of how to read in all characters entered, albeit in this case for a number.
583
+
584
+ 8.2 Building a Calculator
585
+ To tie all of your new found programming knowledge together, we submit to you the following program that performs
586
+ basic mathematical operations. We have clearly commented the code, so you should be able to understand each step.
587
+ There is a download available for people who don’t like typing at: http://www.bradkendall.ca/arduino
588
+
589
+ Here we go!
590
+
591
+ /*
592
+ Example Arduino Calculator
593
+ Communication protocol: Send an ‘A’, ‘S’, ‘M’, or ‘D’ via serial, than two numbers. The arduino
594
+ will reply with the result of the operation on the two numbers, (first number first). Note that
595
+ the division will no doubt look strange - it is an integer division and therefore there will
596
+ not be anything after the decimal point.
597
+ */
598
+ void setup() {
599
+ Serial.begin(9600);
600
+ Serial.println(“Calculator initiated.”);
601
+ }
602
+ /* loop()
603
+ This code gets executed over, and over, and over, and over, and over, and over, and over, and
604
+ over, and over, and over, and over, and over, and over, and over, and over, and over again.
605
+ Our loop pretty much starts the ‘waiting for input’ stage, where we wait for the user to input
606
+ a character (the mathematical operation), then two operands.
607
+ After we output the result, we let the loop get hit again, and joy is had by all!
608
+ */
609
+ void loop() {
610
+ char operation;
611
+ int number1;
612
+ int number2; // hehe, Number 2.
613
+ int result; // Hold the result of the operation.
614
+ boolean success;
615
+ // Indicates whether the operation
616
+ // was successful (we knew what to
617
+ // do - nothing bad was inputted)
618
+ success = true;
619
+ // Go ahead and set success to true ;
620
+ // The only time we will be updating
621
+ // this variable now is to set it to
622
+ // false if we’ve encountered a
623
+ // problem.
624
+
625
+ Serial.println(“Pick an operation: ‘A’dd, ‘S’ubtract, ‘M’ultiply, or ‘D’ivide (Simply input the
626
+ first letter in quotes.)”);
627
+ // We have to wait for the user to send something
628
+ // here; the easiest way to do so is to simply loop
629
+ // and waitfor Serial.available() to be true.
630
+ while(Serial.available() == 0) {
631
+ ; // ; indicates an empty statement. Or a sea
632
+ // monster in Nethack. God those suck.
633
+ }
634
+ // This loop will continue executing while Serial.
635
+ // available() == 0. Thus, it will be stuck here until
636
+ // the serial has a character waiting.
637
+ operation = Serial.read();
638
+ // We have to do the same thing to get the two
639
+ // operands (numbers).
640
+ // I have factored this code into a function so that
641
+ // I do not have to rewrite it twice. See if you can
642
+ // determine why I would not be able to use it (at
643
+ // least intuitively) to get the operation.
644
+ Serial.println(“Okay, now please enter the two numbers, one at a time!”);
645
+ number1 = waitForNum();
646
+ Serial.print(“Read: “);
647
+ Serial.println(number1);
648
+ number2 = waitForNum();
649
+ Serial.print(“Read: “);
650
+ Serial.println(number2);
651
+ // Now we have read in all the data we need. It is
652
+ // time to calculate the result. We will have to
653
+ // determine what operation the user specified, and
654
+ // perform the calculation from there.
655
+ Serial.print(“Operation: “);
656
+ if(operation == ‘A’)
657
+ {
658
+ // This checks to see if the user sent along the
659
+ // character ‘A’, specifying an add.
660
+ Serial.println(“ADD (Look, a kitty!)”);
661
+ result = number1 + number2;
662
+ } else if(operation == ‘S’)
663
+ {
664
+ // Note that the above condition will only be
665
+ // tested for if operation is not equal to ‘A’ -
666
+ // hence the else.
667
+ // This code executes if the operation is ‘S’ for
668
+ // subtract.
669
+ Serial.println(“Subtract”);
670
+ result = number1 - number2;
671
+ } else if(operation == ‘M’)
672
+ {
673
+ // In this case, we will be multiplying.
674
+ Serial.println(“Multiply”);
675
+ result = number1 * number2;
676
+ } else if(operation == ‘D’)
677
+ {
678
+ // Here we will be dividing.
679
+ Serial.println(“Divide”);
680
+ result = number1 / number2;
681
+ } else{
682
+ // This code will be used if the character
683
+ // specified doesn’t match anything - in other
684
+ // words, the user did not send A, S, D, or M,
685
+ // and we don’t know what to do.
686
+ // Hence, set ‘success’ to false
687
+ success = false;
688
+
689
+ }
690
+ // Now we should have our result. Time to send the
691
+ // user back something! (Then start over again! Joy!)
692
+ if(success)
693
+ {
694
+ // Note that print will not start a new
695
+ // line, and the next print statement will
696
+ // continue writing right
697
+ // where the previous one left off.
698
+ // Output the result.
699
+ Serial.print(“Result: “);
700
+ Serial.println(result);
701
+ } else
702
+ {
703
+ Serial.print(“Sorry, I don’t understand what you want me to do! (You inputted ‘”);
704
+ Serial.print(operation);
705
+ Serial.println(“’)”);
706
+ }
707
+ }
708
+ int waitForNum()
709
+ {
710
+ int ret;
711
+ while(Serial.available() == 0) { ;
712
+ }
713
+ // Why minus ‘0’? The value we’ll get from Serial.
714
+ // read() will be a character. What this means is
715
+ // that its numeric value will not necessarily
716
+ // reflect the number it represents. (Look at an
717
+ // ASCII table, the character ‘0’ actually has a
718
+ // decimal value of 48!)
719
+ // The take-away from this is that, since fortunately
720
+ // all the numbers are in sequence, you can simply
721
+ // subtract the decimal value of ‘0’ from
722
+ // whatever you read in, and you’ll be left with the
723
+ // number itself. ‘5’ - ‘0’ = 5 .
724
+ ret = Serial.read() - ‘0’;
725
+ // To handle numbers that span more than one
726
+ // character (like 124, which spans three), we must
727
+ // loop until there is no more input, and multiply
728
+ // each number we read by one (as 124 would come in
729
+ // like: 4 2 1
730
+ // And the number we build would be:
731
+ // (((1 * 10) + 2) * 10) + 4,
732
+ // or 124! The joys of the decimal numbering system!
733
+ // Note that the delays are merely to slow things
734
+ // down a bit - removing them would have the
735
+ // code execute too quickly to ‘notice’ more
736
+ // characters waiting to come in from Serial.
737
+ // A little strange, neh? Welcome to the joys of this
738
+ // type of thing. =]
739
+ delay(10);
740
+ while(Serial.available() != 0)
741
+ {
742
+ ret = ret * 10;
743
+ ret += Serial.read() - ‘0’;
744
+ delay(10);
745
+ }
746
+ return ret;
747
+ }
748
+
749
+
750
+ 8.3 Turning on an LED
751
+
752
+ What You Need:
753
+
754
+
755
+
756
+
757
+
758
+
759
+
760
+ 1 – LED
761
+
762
+ 1 – Resistor – 1 KOhm (brown, black, red)
763
+
764
+ 4 – Jumper Wires
765
+
766
+ You will build a circuit by plugging the LED and resistor leads into small holes called sockets on the breadboard.
767
+
768
+ Let’s get started!
769
+
770
+ Hardware Setup:
771
+
772
+ • Step 1 - Unplug the USB cord from your Arduino.
773
+
774
+ • Step 2 - Plug a jumper wire from the 5V port on your Arduino into the positive section of your
775
+
776
+ breadboard’s power lane.
777
+
778
+ • Step 3 - Plug a jumper wire from the GND port on your Arduino into the negative section of your
779
+
780
+ breadboard’s ground lane.
781
+
782
+ • Step 4 - Plug the LED’s cathode (the short lead) into the I-2 socket on your breadboard.
783
+
784
+ • Step 5 - Plug the LED��s anode (the long lead) into the I-4 socket on your breadboard.
785
+
786
+ • Step 6 - Plug one of the resistor’s leads into the H-4 socket on your breadboard.
787
+
788
+ • Step 7 - Plug the resistors other lead into the H-9 socket on your breadboard.
789
+
790
+ • Step 8 - Connect a jumper wire from your breadboard’s power lane to the J-9 socket on your
791
+
792
+ breadboard.
793
+
794
+ • Step 9 - Connect a jumper wire from your breadboard’s ground lane to the J-2 socket on your
795
+
796
+ breadboard.
797
+
798
+ • Step 10 - Reconnect the USB cable to your Arduino.
799
+
800
+ Summary: Once power is applied to the circuit, the LED will turn on. This is about as simple as a circuit gets.
801
+
802
+ 8.4 Making Your LED Blink
803
+ What You Need:
804
+
805
+
806
+
807
+
808
+
809
+
810
+
811
+ 1 – LED
812
+
813
+ 1 – Resistor – 1 K Ohm (brown, black, red)
814
+
815
+ 4 – Jumper Wires
816
+
817
+ Hardware Setup:
818
+
819
+ • Step 1 - Unplug the USB cord from your Arduino.
820
+
821
+ • Step 2 - Plug a jumper wire from the Digital IO pin 8 into the I-12 socket on your breadboard.
822
+
823
+ • Step 3 - Plug one of the resistor’s leads into the H-12 socket on your breadboard.
824
+
825
+ • Step 4 - Plug the resistor’s other lead into the H-4 socket on your breadboard.
826
+
827
+ • Step 5 - Plug the LED’s cathode (the short lead) into the I-2 socket on your breadboard.
828
+
829
+ • Step 6 - Plug the LED’s anode (the long lead) into the I-4 socket on your breadboard.
830
+
831
+ • Step 7 - Connect a jumper wire from your breadboard’s ground lane to the J-2 socket on your
832
+
833
+ breadboard. Ensure that the ground lane is still grounded.
834
+
835
+ • Step 8 - Reconnect the USB cable to your Arduino.
836
+
837
+ Software Setup:
838
+
839
+ Open up your Arduino Development Environment and create a new sketch (File > New).
840
+
841
+ Enter the following code into your sketch:
842
+
843
+ void setup() {
844
+ // initialize the digital pin as an output.
845
+ // Pin 8 is our output pin
846
+ pinMode(8, OUTPUT);
847
+ }
848
+ void loop() {
849
+ digitalWrite(8, HIGH); // set the LED on
850
+ delay(1000); // wait for a second
851
+ digitalWrite(8, LOW); // set the LED off
852
+ delay(1000); // wait for a second
853
+ }
854
+
855
+ After you enter the code, press the upload button and your LED should start blinking.
856
+
857
+ Summary: The digitalWrite(8, HIGH); command sets the output pin 8 on the Arduino to 5V. The digitalWrite(8, LOW);
858
+ command sets the output pin 8 on the Arduino to 0V. The delay(1000); command pauses execution on the Arduino for
859
+ 1000 ms or 1 second. Since this in the loop() function, the code is called over and over again. Pretty cool, huh?
860
+
861
+ 8.5 Making Multiple LEDs Blink
862
+
863
+ What You Need:
864
+
865
+
866
+
867
+
868
+
869
+
870
+
871
+ 2 – LEDs
872
+
873
+ 2 – Resistor – 1 K Ohm (brown, black, red)
874
+
875
+ 4 – Jumper Wires
876
+
877
+ Hardware Setup:
878
+
879
+ • Step 1 - Unplug the USB cord from your Arduino.
880
+
881
+ • Step 2 - Setup the project board the same as in Project 3.
882
+
883
+ • Step 3 - Plug a jumper wire from the Digital IO pin 9 into the I-16 socket on your breadboard.
884
+
885
+ • Step 4 - Plug one of the resistor’s leads into the H-16 socket on your breadboard.
886
+
887
+ • Step 5 - Plug the resistor’s other lead into the H-24 socket on your breadboard.
888
+
889
+ • Step 6 - Plug the LED’s anode (the long lead) into the I-24 socket on your breadboard.
890
+
891
+ • Step 7 - Plug the LED’s cathode (the short lead) into the I-26 socket on your breadboard.
892
+
893
+ • Step 8 - Connect a jumper wire from your breadboard’s ground lane to the J-26 socket on your
894
+
895
+ breadboard. Ensure that the ground lane is still grounded.
896
+
897
+ • Step 9 - Reconnect the USB cable to your Arduino.
898
+
899
+ Software Setup:
900
+
901
+ Open up your Arduino Development Environment and create a new sketch (File > New).
902
+
903
+ Enter the following code into your sketch:
904
+
905
+ void setup() {
906
+ // initialize the digital pins as an output.
907
+ pinMode(8, OUTPUT);
908
+ pinMode(9, OUTPUT);
909
+ }
910
+ void loop() {
911
+ digitalWrite(8, HIGH); // set the LED on
912
+ digitalWrite(9, LOW); // set the LED on
913
+
914
+ delay(1000); // wait for a second
915
+ digitalWrite(8, LOW); // set the LED off
916
+ digitalWrite(9, HIGH); // set the LED on
917
+ delay(1000); // wait for a second
918
+ }
919
+ After you enter the code, press the upload button and both your LEDs should start blinking.
920
+
921
+ Summary: This project is exactly the same as the last project, except we have added an additional LED on output pin
922
+ 9 that turns off when the other LED is on. Can you think of any other ways to expand on this?
923
+
924
+ 8.6 Pushbuttons with a Pull-up Resistor
925
+ What You Need:
926
+
927
+
928
+
929
+
930
+
931
+
932
+
933
+
934
+
935
+ 1 – Resistor 2 K Ohm (red-black-red)
936
+
937
+ 1 – Resistor – 1 K Ohm (brown, black, red)
938
+
939
+ 1 – Tactile Switch
940
+
941
+ 5 – Jumper Wires
942
+
943
+ Hardware Setup:
944
+
945
+ • Step 1 - Unplug the USB cord from your Arduino.
946
+
947
+ • Step 2 - Connect a jumper wire from your breadboard’s power lane to the C-3 socket on your
948
+
949
+ breadboard. Ensure that the power lane is still connected.
950
+
951
+ • Step 3 - Plug one of the 2 K Ω resistor’s leads into the B-3 socket on your breadboard.
952
+
953
+ • Step 4 - Plug the 2 K Ω resistor’s other lead into the B-7 socket on your breadboard.
954
+
955
+ • Step 5 - Plug a tactile switch so the pins are in the F-9, F-7, E-9 and E-7 on your breadboard.
956
+
957
+ • Step 6 - Plug one of the 1K Ω resistor���s leads into the H-7 socket on your breadboard.
958
+
959
+ • Step 7 - Plug the 1K Ω resistors’ other lead into the H-14 socket on your breadboard.
960
+
961
+ • Step 8 - Plug a jumper wire from the Digital IO pin 9 into the I-14 socket on your breadboard.
962
+
963
+ • Step 9 - Connect a jumper wire from your breadboard’s ground lane to the H-9 socket on your
964
+
965
+ breadboard. Ensure that the ground lane is still connected.
966
+
967
+ • Step 10 - Reconnect the USB cable to your Arduino.
968
+
969
+ Software Setup:
970
+
971
+ Open up your Arduino Development Environment and create a new sketch (File > New).
972
+
973
+ Enter the following code into your sketch:
974
+
975
+ void setup() {
976
+ // initialize the digital pin 9 as an input.
977
+ pinMode(9, INPUT);
978
+ // initialize the serial port.
979
+ Serial.begin(9600);
980
+ }
981
+ void loop() {
982
+ int buttonStatus = digitalRead(9);
983
+ if (buttonStatus == LOW) //The button is down
984
+ {
985
+ Serial.println(“The button is down”);
986
+ }
987
+ }
988
+
989
+ After you enter the code, press the upload button and open the Serial Monitor (Tools > Serial Monitor). When you
990
+ press the tactile switch, the serial monitor should print “The button is down”.
991
+
992
+ Summary: This project reads the digital input for 5v (HIGH). When the button is pressed, the voltage is set to 0v
993
+ (LOW) and the Arduino executes the code in our if statement.
994
+
995
+ 8.7 Turning on an LED with a Pushbutton
996
+
997
+ What You Need:
998
+
999
+
1000
+
1001
+
1002
+
1003
+
1004
+
1005
+
1006
+
1007
+ 1 - LED
1008
+
1009
+ 1 – Resistor – 1 K Ohm (brown, black, red)
1010
+
1011
+ 1 – Tactile Switch
1012
+
1013
+ 4 – Jumper Wires
1014
+
1015
+ Hardware Setup:
1016
+
1017
+ • Step 1 - Unplug the USB cord from your Arduino.
1018
+
1019
+ • Step 2 - Plug a tactile switch so the pins are in H-9, H-11, J-9 and J-11 on your breadboard.
1020
+
1021
+ • Step 3 - Plug a jumper wire from the GND port on your Arduino into the negative section on your
1022
+
1023
+ breadboard’s ground lane.
1024
+
1025
+ • Step 4 - Plug the LED’s cathode (the short lead) into the I-2 socket on your breadboard.
1026
+
1027
+ • Step 5 - Plug the LED’s anode (the long lead) into the I-4 socket on your breadboard.
1028
+
1029
+ • Step 6 - Plug one of the resistor’s leads into the H-4 socket on your breadboard.
1030
+
1031
+ • Step 7 - Plug the resistor’s other lead into the H-9 socket on your breadboard.
1032
+
1033
+ • Step 8 - Connect a jumper wire from your breadboard’s power lane to the G-11 socket on your
1034
+
1035
+ breadboard.
1036
+
1037
+ • Step 9 - Connect a jumper wire from your breadboard’s ground lane to the J-2 socket on your
1038
+
1039
+ breadboard.
1040
+
1041
+ • Step 10 - Reconnect the USB cable to your Arduino.
1042
+
1043
+ 8.8 Control an LED’s Brightness
1044
+ What You Need:
1045
+
1046
+
1047
+
1048
+
1049
+
1050
+
1051
+
1052
+
1053
+
1054
+ 1 – Photo Resistor
1055
+
1056
+ 1 – Resistor – 2 K Ohm (red-black-red)
1057
+
1058
+ 1 – LED
1059
+
1060
+ 5 – Jumper Wires
1061
+
1062
+ Hardware Setup:
1063
+
1064
+ • Step 1 - Unplug the USB cord from your Arduino.
1065
+
1066
+ • Step 2 - Plug one of the photo resistor’s leads into the I-14 socket on your breadboard.
1067
+
1068
+ • Step 3 - Plug the photo resistor’s other lead into the I-15 socket on your breadboard.
1069
+
1070
+ • Step 4 - Plug the LED’s cathode (the short lead) into the H-17 socket on your breadboard.
1071
+
1072
+ • Step 5 - Plug the LED’s anode (the long lead) into the H-15 socket on your breadboard.
1073
+
1074
+ • Step 6 - Plug one of the resistor’s lead into the I-17 socket on your breadboard.
1075
+
1076
+ • Step 7 - Plug the resistor’s other lead into the I-22 socket on your breadboard.
1077
+
1078
+ • Step 8 - Connect a jumper wire from your breadboard’s power lane to the J-14 socket on your
1079
+
1080
+ breadboard. Ensure that the power lane is still connected.
1081
+
1082
+ • Step 9 - Connect a jumper wire from your breadboard’s ground lane to the J-22 socket on your
1083
+
1084
+ breadboard. Ensure that the ground lane is still connected.
1085
+
1086
+ • Step 10 - Reconnect the USB cable to your Arduino.
1087
+
1088
+ Summary: As you see, the resistance of the photo resistor decreases with more light. The lower the resistance, the
1089
+ brighter the LED. Combine this with the pull up resistor project (Chapter 8.6) and watch the opposite effect.
1090
+
1091
+ 8.9 Observing Light with your Arduino
1092
+ What You Need:
1093
+
1094
+
1095
+
1096
+ 1 – Photo Resistor
1097
+
1098
+
1099
+
1100
+
1101
+
1102
+ 1 – Resistor – 10 K Ohm (brown-black-orange)
1103
+
1104
+ 5 – Jumper Wires
1105
+
1106
+ Hardware Setup:
1107
+
1108
+ • Step 1 - Unplug the USB cord from your Arduino.
1109
+
1110
+ • Step 2 - Plug one of the photo resistor’s leads into the F-16 socket on your breadboard.
1111
+
1112
+ • Step 3 - Plug the photo resistor’s other lead into the F-15 socket on your breadboard.
1113
+
1114
+ • Step 4 - Plug one of the resistor’s leads into the I-15 socket on your breadboard.
1115
+
1116
+ • Step 5 - Plug the resistor’s other lead into the I-10 socket on your breadboard.
1117
+
1118
+ • Step 6 - Connect a jumper wire from your breadboard’s power lane to the G-16 socket on your
1119
+
1120
+ breadboard. Ensure that the power lane is still connected.
1121
+
1122
+ • Step 7 - Connect a jumper wire from your breadboard’s ground lane to the J-10 socket on your
1123
+
1124
+ breadboard. Ensure that the ground lane is still connected.
1125
+
1126
+ • Step 8 - Plug a jumper wire from the Analog IO pin 0 into the G-15 socket on your breadboard
1127
+
1128
+ • Step 9 - Reconnect the USB cable to your Arduino.
1129
+
1130
+ Software Setup:
1131
+
1132
+ Open up your Arduino Development Environment and create a new sketch (File > New).
1133
+
1134
+ Enter the following code into your sketch:
1135
+
1136
+ int lightPin = 0; //define a pin for Photo resistor
1137
+ void setup()
1138
+ {
1139
+ Serial.begin(9600); //Begin serial communication
1140
+ }
1141
+ void loop()
1142
+ {
1143
+ //Write the value of the photo resistor to the serial //monitor.
1144
+ int lightValue = analogRead(lightPin);
1145
+ Serial.println(lightValue);
1146
+ delay(1000); //pause for 1000 ms or 1 second.
1147
+ }
1148
+
1149
+ After you enter the code, press the upload button and open the Serial Monitor (Tools > Serial Monitor). The console
1150
+ should give a light reading in the form of an integer. When you reduce the amount of light, the number will be lower.
1151
+
1152
+ Summary: This project is the same as the previous project, except we are reading the values from your Arduino
1153
+ instead of outputting to an LED. The resistance of the photo resistor decreases with more light. You could use logic to
1154
+ reverse this effect!
1155
+
1156
+ 8.10 Making Music with your Arduino
1157
+ What You Need:
1158
+
1159
+
1160
+
1161
+
1162
+
1163
+ 1 – Piezo Speaker
1164
+
1165
+ 3 – Jumper Wires
1166
+
1167
+ Hardware Setup:
1168
+
1169
+ • Step 1 - Unplug the USB cord from your Arduino.
1170
+
1171
+ • Step 2 - Plug the positive lead of your piezo speaker into the E-15 socket on your breadboard.
1172
+
1173
+ • Step 3 - Plug the negative lead of your piezo speaker into the F-15 socket on your breadboard.
1174
+
1175
+ • Step 4 - Plug a jumper wire from the Digital IO pin 8 into the A-15 socket on your breadboard.
1176
+
1177
+ • Step 5 - Connect a jumper wire from your breadboard’s ground lane to the J-15 socket on your
1178
+
1179
+ breadboard. Ensure that the ground lane is still connected.
1180
+
1181
+ • Step 6 - Reconnect the USB cable to your Arduino.
1182
+
1183
+ Easy, right?
1184
+
1185
+ Software Setup:
1186
+
1187
+ This project is included in the Examples Section. No typing on this one! Open up your Arduino Development Environ-
1188
+ ment .Open the toneMelody Example Sketch (File > Examples > Digital > toneMelody).
1189
+
1190
+ After you enter the code, press the upload button and your piezo speaker will start making noise. You can modify the
1191
+ sound by modifying the melody[] and noteDurations[] arrays.
1192
+
1193
+ Summary: This project produces sound out of the piezo speaker.
1194
+
1195
+ 9. Where to go From Here
1196
+
1197
+ As you can see, the Arduino is an easy way to get into electronics and software. Hopefully you have seen that it is
1198
+ easy to build simple electronic projects with it. I hope you have realized that your projects don’t have to stay simple.
1199
+ You can build way more complex projects on top of these simple ones. Here are some of my favorite projects that
1200
+ would be a great next step:
1201
+
1202
+ • Create Christmas light ornaments
1203
+
1204
+ • Arduino Traffic light controller
1205
+
1206
+ • Arduino Shields to superpower your project
1207
+
1208
+ • Make your own Arduino
1209
+
1210
+ • Build your own pong game with an Arduino
1211
+
1212
+ • Connect your Arduino to the internet
1213
+
1214
+ • Create a home automation system with your Arduino
1215
+
1216
+ Did you like this PDF Guide? Then why not visit MakeUseOf.com for daily posts on
1217
+ cool websites, free software and internet tips?
1218
+
1219
+ If you want more great guides like this, why not subscribe to MakeUseOf and receive
1220
+ instant access to 50+ PDF Guides like this one covering wide range of topics. More-
1221
+ over, you will be able to download free Cheat Sheets, Free Giveaways and other cool
1222
+ things.
1223
+
1224
+ Home:
1225
+
1226
+ http://www.makeuseof.com
1227
+
1228
+ MakeUseOf Answers:
1229
+
1230
+ http://www.makeuseof.com/answers
1231
+
1232
+ PDF Guides:
1233
+
1234
+ Tech Deals:
1235
+
1236
+ http://www.makeuseof.com/pages/
1237
+
1238
+ http://www.makeuseof.com/pages/hot-tech-deals
1239
+
1240
+ Follow MakeUseOf:
1241
+
1242
+ RSS Feed:
1243
+
1244
+ Newsletter:
1245
+
1246
+ Facebook:
1247
+
1248
+ Twitter:
1249
+
1250
+ http://feedproxy.google.com/Makeuseof
1251
+
1252
+ http://www.makeuseof.com/pages/subscribe-to-makeuseof-newsletter
1253
+
1254
+ http://www.facebook.com/makeuseof
1255
+
1256
+ http://www.twitter.com/Makeuseof
1257
+
1258
+ Think you’ve got what it takes to write a manual for MakeUseOf.com? We’re always willing
1259
+ to hear a pitch! Send your ideas to justinpot@makeuseof.com.
1260
+
1261
+
1262
+
1263
+
1264
+
1265
+
1266
+
1267
+
1268
+
1269
+
1270
+
1271
+
1272
+
1273
+
1274
+
1275
+
1276
+
1277
+
1278
+
1279
+ Download Other MakeUseOf PDF Guides!
1280
+
1281
+ http://makeuseof.com/pages
1282
+
1283
+
Arduino/Arduino_Projects_Book.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Arduino/arduino-tips-tricks-and-techniques.pdf.txt ADDED
@@ -0,0 +1,996 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Error: Can't find stylesheet to import.
2
+
3
+ 4 │ @import "gist";
4
+ │ ^^^^^^
5
+
6
+ app/assets/stylesheets/application.pdf.scss 4:9 root stylesheet
7
+
8
+ Arduino Tips, Tricks, and
9
+ Techniques
10
+
11
+ Created by lady ada
12
+
13
+ https://learn.adafruit.com/arduino-tips-tricks-and-techniques
14
+ Last updated on 2024-03-31 03:44:05 PM EDT
15
+
16
+ Table of Contents
17
+
18
+ Arduino UNO FAQ
19
+
20
+
21
+
22
+
23
+
24
+
25
+ Arduino Timeline
26
+ New USB Chip
27
+ More 3.3v power!
28
+ UNO R2 and R3
29
+
30
+ Arduino Libraries
31
+
32
+
33
+
34
+
35
+
36
+
37
+
38
+
39
+ Need Help Installing a Library?
40
+ What is a library?
41
+ Using Libraries
42
+ What's in a library?
43
+ It's important to remember!
44
+ How to install libraries
45
+
46
+ Bootloader
47
+
48
+
49
+
50
+
51
+
52
+
53
+ Bootloader for the Atmega328
54
+ "No-Wait" Bootloader
55
+ No-Hang Bootloader
56
+ Upload Sketches with AVRDUDE
57
+
58
+ Upgrade
59
+
60
+
61
+
62
+
63
+
64
+ Introduction
65
+ Replace the Chip
66
+ Download an Arduino IDE with ATmega328 compatibility
67
+
68
+ 3.3V Conversion
69
+
70
+
71
+
72
+
73
+
74
+ Introduction
75
+ Replace the Regulator
76
+ Replacing the Fuse
77
+
78
+ Arduino Hacks
79
+
80
+
81
+
82
+
83
+ Bumpers
84
+ Free up some RAM
85
+
86
+ ArduinoISP
87
+
88
+
89
+
90
+
91
+
92
+
93
+
94
+ Introduction
95
+ Parts
96
+ Assemble
97
+ Load the Code
98
+ Bonus! Using with AVRdude
99
+
100
+ Support Forums
101
+
102
+ Arduino UNO FAQ
103
+
104
+ There's so many Arduino's out there, it may get a little confusing. We wanted
105
+ to clarify for people some of the changes in the latest version.
106
+
107
+ NB this is just our opinion and interpretation of some of the decisions made
108
+ by Arduino. We aren't associated with Arduino, and don't speak for them! If
109
+ you have to get an Official Response to your Arduino question please contact
110
+ them directly. Thx!
111
+
112
+ NB2 Still in progress, we're collecting common questions to answer. If you
113
+ have more questions, please post them in our forums (https://adafru.it/
114
+ forums).
115
+
116
+ Arduino Timeline
117
+
118
+ But first…some history! First there was the serial Arduino (what's the name
119
+ of it?) with RS232 which was not used outside of the Arduino team &
120
+ friends.
121
+
122
+ The first popularly manufactured Arduino was called the NG (New
123
+ Generation, like Star Trek, yknow?) The NG used the Atmega8 chip running
124
+ at 16 MHz and an FT232 chip for the USB interface. The bootloader takes
125
+
126
+ up 2KB of space and runs at 19200 baud.
127
+
128
+ The next version was the Diecimila. The Diecimila updated the chip from the
129
+ Atmega8 to the Atmega168. The great thing here is double the space and
130
+ memory (16K instead of 8K). It still ran at 16MHz. The Diecimila also added
131
+ two extra header pins for 3.3V (from the FTDI chip) and the reset pin which
132
+ can be handy when a shield is covering up the Reset button. The bootloader
133
+ takes up 2KB of space and runs at 19200 baud. Auto-resetting was also
134
+ added which makes life awesomer for everyone.
135
+
136
+ In 2009, the Duemilanove was released. This one also upgraded the chip
137
+ again, to the Atmega328. Yet another doubling of space and memory!
138
+ Another upgrade is now the power is automagically switched between USB
139
+ and DC-jack which removed the previous jumper. This makes it easier and
140
+ faster to move from programming to standalone and got rid of some
141
+ confusion. The bootloader takes up 2KB of space and runs at 57600 baud.  
142
+
143
+ In 2010, we have the Uno! The Uno still uses the 328P chip and the power
144
+ switcher. It has a smaller bootloader called OptiBoot (more space for users'
145
+ projects) that runs at 115K. So even though the chip is the same, you get
146
+ another 1.5K of extra flash space that was previously used by the bootloader.
147
+ The FTDI chip has also been replaced with a atmega8u2 which allows for
148
+ different kinds of USB interfaces. Finally, there's an extra 3.3V regulator
149
+ (LP2985) for a better 3.3V supply. whew!
150
+
151
+ New USB Chip
152
+
153
+ So! All of the older Arduinos (NG, Diecimila and Duemilanove) have used an
154
+ FTDI chip (the FT232RL) to convert the TTL serial from the Arduino chip
155
+ (Atmel ATmega). This allows for printable debugging, connecting to software
156
+ like PureData/Max, Processing, Python, etc. etc. It also allows updating the
157
+ firmware via the serial bootloader.
158
+
159
+ The good news about the FT232RL has royalty-free drivers and pretty much
160
+ just works. The bad news is that it can -only- act as a USB/Serial port. It
161
+ can't act like a keyboard, mouse, disk drive, MIDI device, etc.
162
+
163
+ The Uno has changed that by exchanging the FT232RL chip with an
164
+ atmega8u2 chip. There are a few things that are possible with this new chip
165
+ but before we discuss that lets make it clear that by default, this chip acts
166
+ identically to the FTDI chip that it replaces. It's just a USB-serial port!
167
+
168
+ One improvement in updating the chip is that, previously, Mac users needed
169
+ to install FTDI drivers. The 8u2 imitates a 'generic' CDC serial device. So
170
+ now, Mac users do not have to install a driver. Windows users still need to
171
+ install the .INF file but luckily there are no drivers. This means there will be
172
+ fewer problems with new versions of windows. There is no way to have a
173
+ serial USB device that doesn't require an INF file in windows, sadly :(
174
+
175
+ The big thing that is nice about the 8u2 is that advanced users can turn it
176
+ into a different kind of USB device. For example it can act like a keyboard or
177
+ mouse. Or a disk driver. Or a MIDI interface, etc. Right now there are no
178
+ examples of how to do this, but we hope to post some shortly.
179
+
180
+ And, finally, going with the 8u2 reduced the price of the board which made
181
+ up for some of the other extras.
182
+
183
+ Why not just go with a atmega32u4?
184
+
185
+ The Arduino team has indicated they thought about this but preferred that
186
+ hackability of a DIP chip.
187
+
188
+ Right now there are a few Arduino's with a 32u4 chip such as the Leonardo,
189
+ Micro and Esplora
190
+
191
+ How can I change the USB firmware?
192
+
193
+ The 8u2 can be programmed by soldering a 6-pin ISP header (the R3 has the
194
+ 6-pin header pre-soldered in) and using a standard AVR programmer. You
195
+ can also use the bootloader (DFU) in the 8u2. On first generation Unos, you
196
+ enable this by soldering the 10K resistor right underneath the board. (R2
197
+ and R3 versions of the Uno use the 16U2 and do not require the resistor!)
198
+ Again, we don't have any examples or tutorials but hope to shortly.
199
+
200
+ The code for the 8u2 is based on LUFA, Dean Cameran's totally awesome
201
+ USB-AVR library that has great examples and documentation. Its also
202
+ completely open source.
203
+
204
+ Does the Uno use a resonator or a crystal for
205
+ the processor clock?
206
+
207
+ The FT232RL had an internal oscillator whereas the 8u2 does not. That
208
+ means there is a 16mhz crystal next to the 8u2 to allow it to keep up with
209
+ precise USB timing.
210
+
211
+ On the other hand, the Atmega328p chip that is the core processor in the
212
+ Arduino now has a 16mhz ceramic resonator. Ceramic resonators are
213
+ slightly less precise than crystals but we have been assured that this one
214
+ was specified and works quite well.
215
+
216
+ So the Arduino is not as precise, timing-wise?
217
+
218
+ The short answer is: yes. The long answer is that most things that people are
219
+ doing with Arduino do not rely on 20ppm precision timing where 100ppm
220
+ would fail. For people who want long term precise timekeeping we suggest
221
+ going with a TCXO (temperature compensation crystal oscillator) - but you
222
+ would know if you needed that.
223
+
224
+ Why not have one 16Mhz crystal shared
225
+ between both?
226
+
227
+ Good question, technically you can. However, in practice the board did not
228
+ make it through FCC certification with one crystal (long traces with fast
229
+ squarewaves = lots of noise).
230
+
231
+ OK well lets say I don't care about that...
232
+
233
+ You can absolutely connect the CLKO out the crystal from the '8u2 to the
234
+ '328p but you're on your own as we don't think there will be any tutorials
235
+ about that.
236
+
237
+ Whats with the FCC logo on the back?
238
+
239
+ Arduino is now FCC certified! That means that the board by itself passes
240
+ FCC certification for electromagnetic emissions. It does not mean that your
241
+ project is FCC certified. The moment you change the Arduino, it's no longer
242
+ FCC certified (although we'd like some back-up documentation on this).
243
+
244
+ It is also, still, CE certified for Europeans.
245
+
246
+ A new Bootloader?
247
+
248
+ There's a new bootloader. It works just like the old one - being an STK500-
249
+ protocol compatible but its a quarter of the size! Down from 2K, the new
250
+ bootloader is a tiny 512b. This gives you more space for your project code!
251
+ Yay! It's also faster - 115K instead of 57.6k so you'll be uploading code in 3
252
+ seconds.
253
+
254
+ The Bad News is that you must make sure to select Uno in the Boards
255
+ menu!!! If you don't things will be confusing because the bootloader speed
256
+ is wrong, and you won't get that extra 1.5K!
257
+
258
+ Overall, its a good direction, and the chips can be used in older Arduinos
259
+ just fine (so you can upgrade your Diecimila or Duemilanove to the Uno by
260
+ simply replacing the chip).
261
+
262
+ For more detailed information about the bootloader, such as source code,
263
+ please visit the Optiboot (https://adafru.it/aUM) project page.
264
+
265
+ Why not just use the '8u2 as a programmer?
266
+
267
+ While it is possible that the 8u2 could act as a full ISP programmer there are
268
+ a few reasons why its good that it isn't.
269
+
270
+ 1.
271
+
272
+ Giving beginners access to a full ISP programmer will result in bricked
273
+ chips. There's no risk of messing up the Arduino chip beyond
274
+ recognition if it's just being bootloaded
275
+
276
+ 2.
277
+
278
+ 3.
279
+
280
+ Having the chip act only as a USB/serial passthrough simplifies the
281
+ firmware so that the chip has only one function instead of having to
282
+ have it do double duty as programmer -and- serial interface (think
283
+ about it, its not easy)
284
+ Backwards compatibility - the Arduino chips can still be programmed
285
+ with FTDI breakout boards or cables, making it easy for people to
286
+ breadboard or make clones.
287
+
288
+ How does the new '8u2 affect Arduino-
289
+ derivatives?
290
+
291
+ Every USB device needs to have a unique product id and vendor id. Vendor
292
+ IDs (VID) are sold to companies and Product IDs (PID) are chosen by that
293
+ company. So for example FTDI owns VID #0403 and they give their chips
294
+ ID's between #0000 and #FFFF (65,536 different PIDs) Older Ardiuno's
295
+ used FTDI's VID/PID as that is part of the deal when you purchase their
296
+ chips. Because the Uno does not use an FTDI chip anymore, the Arduino
297
+ team had to purchase a USB Vendor ID (VID). Every Arduino product will
298
+ now have their own PID starting with the Uno (#0001).
299
+
300
+ If you want to make your own Arduino-compatible board, you have a few
301
+ choices:
302
+
303
+ 1.
304
+ 2.
305
+
306
+ 3.
307
+
308
+ 4.
309
+
310
+ Don't use an 8u2, go with an FTDI chip instead that comes with a VID
311
+ If you're planning to make more than one board for your personal use,
312
+ you will have to purchase a VID from USB IF (https://adafru.it/aUN) for
313
+ a one time $2000 fee
314
+ If you're making a single board for your own experimentation, you can
315
+ pick a VID/PID that doesn't interfere with any devices on your
316
+ computer and substitute those in
317
+ You can purchase licenses for single VID/PID pairs from companies that
318
+ develop USB devices (we dont have any specific links at the moment)
319
+
320
+ However, you can't use the Arduino VID when distributing your own
321
+ Arduino-compatibles! If the cost of a VID is too much for you, simply go with
322
+ an FTDI chip, K?
323
+
324
+ I tried to find a place to buy some '8u2s and
325
+ couldnt locate any!
326
+
327
+ Yep, there is a worldwide shortage of Atmel parts right now. Even the chip
328
+ used in the Arduino core (Atmega328P) is really hard to get. This happens
329
+ after recesssions. We hope that these and other Atmel chips will show up
330
+ again in places like digikey soon. Till then, keep searching on findchips.com!
331
+
332
+ So does this mean there may be an Arduino
333
+ shortage?
334
+
335
+ Probably not. The Arduino team buys chips in the 10's of thousands, directly
336
+ from Atmel. They probably get priority over distributors because of this.
337
+ We're assuming the team bought enough to last for a while.
338
+
339
+ Did the Arduino team move from the FTDI
340
+ chip to the '8u2 to screw over derivative-
341
+ makers?
342
+
343
+ While the appearance of a hard-to-get chip coupled with the VID/PID
344
+ mishegas may seem to be a little annoying, we don't think that means that
345
+ the Arduino team is being malicious or attempting to make life difficult for
346
+ people who make derivatives. The move to an '8u2 makes the Arduino more
347
+ powerful, and easy to use as there are fewer drivers to install. While there is
348
+ a shortage now, there will eventually be plenty of chips on the market.
349
+
350
+ Some people in the Arduino forum have thought of forming a group that
351
+ would purchase a VID for Arduinites to use in personal projects. This is a
352
+ pretty good idea and its probably the best way to avoid VID/PID conflicts.
353
+ Between 65,536 projects, that comes to under a nickel per PID.
354
+
355
+ And of course, because they didn't get rid of the bootloader system, you can
356
+ always just use an FTDI chip.
357
+
358
+ Are Shields still going to work?
359
+
360
+ All previous shields should still work perfectly fine as the header spacing is
361
+ the same, the core chip is the same and the location of parts is the same. In
362
+ fact, some should work better because the 3V supply has been upgraded
363
+ (see next point).
364
+
365
+ Will enclosures, plates, etc still work?
366
+
367
+ Yup! The Uno is physicially the same size and layout as previous Arduinos.
368
+ The mounting holes are in the same location. There is an additional
369
+ mounting hole as well, now.
370
+
371
+ More 3.3v power!
372
+
373
+ One sad thing about older boards is that they had a 3.3v power supply but it
374
+ was really just whatever the FTDI chip's internal 3.3v regulator could give.
375
+ You -could- get 50mA out of it, maybe. But high power stuff like XBees, SD
376
+ cards, some fast ADC or DACs could easily drag down the FTDI chip and
377
+ reset the USB connection. The Uno solves this problem by adding a new
378
+ 3.3V regulator the LP2985 which can easily provide 150mA.
379
+
380
+ The LP2985 is a very high quality regulator, and will work great for
381
+ powering stuff and as a nice solid 1% analog reference.
382
+
383
+ Why is the Arduino chip running at 16MHz
384
+ when it can run at 20MHz?
385
+
386
+ This is a common question. The reason is that the first Arduino used the
387
+ Atmega8 which could not run faster than 16Mhz. As the chip has been
388
+ upgraded they wanted to make the boards speed compatible. Arduino is also
389
+ not really intended for fast-processing (its only 8-bit anyways) so the chips
390
+ are running at 16MHz.
391
+
392
+ Is it still Open source hardware and software?
393
+
394
+ Yes! The Uno is still available under a Creative commons license. You can
395
+ get the latest schematics and layouts over at the Arduino website. (https://
396
+ adafru.it/aP4)
397
+
398
+ UNO R2 and R3
399
+
400
+ During fall of 2011, the Arduino team revealed that there will be a new
401
+ minor revision of the classic Arduino, the "UNO R3" (revision 3). A lot of
402
+ people have asked us about the R3 so here is everything we know so far.
403
+
404
+ 1.
405
+
406
+ 2.
407
+
408
+ The UNO R3 is not available to resellers until December 1st or so.
409
+ Really! Nobody has them until then!
410
+ The UNO R3 is backwards compatible with the UNO - same driver,
411
+ same uploading, same look
412
+
413
+ There are a few changes in the UNO, here is what they are:
414
+
415
+ 1.
416
+
417
+ 2.
418
+
419
+ 3.
420
+
421
+ The USB controller chip has moved from an atmega8u2 (8K flash) to an
422
+ atmega16u2 (16K flash). This does not mean that you have more
423
+ flash or RAM for your sketches this upgrade is for the USB interface
424
+ chip only. In theory this will mean that it will be easier to have low
425
+ level USB interfaces such as MIDI/Joystick/Keyboard available.
426
+ However these are only theoretical at this time, there is no example
427
+ code or firmware which will actually do this.
428
+ There are three more breakout pins on the PCB, next to the AREF pin
429
+ there is are two I2C pins (SDA/SCL) - this is a duplication of the
430
+ Analog 4 and 5 pins. There is not an extra I2C interface or anything, its
431
+ just that they made a copy of those pins there for future shields since
432
+ the I2C pins are in a different place on Mega. There is also an IOREF
433
+ pin which is next to the Reset pin - this is to let shields know what the
434
+ running I/O pin voltage is on the board (for the UNO, its 5V). Again, this
435
+ is a duplication of the power pin, it does not add voltage level shifting
436
+ to the UNO.
437
+ The RESET button has moved to be next to the USB connector, this
438
+ makes it easier to press when a shield is on top.
439
+
440
+ Here is what didn't change in the UNO:
441
+
442
+ 1.
443
+
444
+ 2.
445
+
446
+ 3.
447
+ 4.
448
+
449
+ 5.
450
+ 6.
451
+
452
+ Processor size and speed - its the same ATMega328P running at 16MHz
453
+ that we've had since the Duemilanove. Your code will not run faster or
454
+ better on the R3
455
+ Same number of pins - no extra pins are added EVEN THOUGH
456
+ THERE ARE MORE BREAKOUTS (see above!)
457
+ Board size and shape - same size as before
458
+ Shield compatibility - Every shield that works and plugs into the UNO
459
+ R1/R2 should be able to work fine with the R3
460
+ Driver - the driver is the same
461
+ Upload speed - same upload speed and technique
462
+
463
+ If you want to get up an Arduino R3 now, visit the adafruit store (http://
464
+ adafru.it/50) and pick up a board or pack!
465
+
466
+ Arduino Libraries
467
+
468
+ Need Help Installing a Library?
469
+
470
+ Check out our super-detailed tutorial for all operating systems here:
471
+ http://learn.adafruit.com/adafruit-all-about-arduino-libraries-install-
472
+ use (https://adafru.it/aYM)
473
+
474
+ What is a library?
475
+
476
+ Libraries are great places, and not yet illegal in the United States! If you
477
+ ever need to learn how to do something, like say fix a motorcycle, you can go
478
+ to your local library and take out a book. Sure you could buy the book but
479
+ the library is nice because as a resource you can get the book whenever you
480
+ need it, keeping your house uncluttered.
481
+
482
+ Software Libraries are very similar. We already studied what a procedure is,
483
+ in lesson 3 (https://adafru.it/aV0): a procedure is a list of things to do. A
484
+ library is a big collection of procedures, where all the procedures are
485
+ related! If you, say, want to control a motor, you may want to find a Motor
486
+ Control Library: a collection of procedures that have already been written
487
+ for you that you can use without having to do the dirty work of learning the
488
+ nuances of motors.
489
+
490
+ For example, this is the Serial Library, which allows the Arduino to send
491
+ data back to the computer:
492
+
493
+ Using Libraries
494
+
495
+ One of the best features of the Arduino project is the ability to add on pre-
496
+ crafted libraries that add hardware support. There's tons of them, and you
497
+ can pick and choose which to install. They're only loaded in when the sketch
498
+ you're working on needs them, so for the most part you can download and
499
+
500
+ stash them for future use.
501
+
502
+ Sketches will often depend on libraries, you can see what they are by
503
+ looking at the top of the sketch. If you see something like:
504
+
505
+ #include &lt;FatReader.h&gt;
506
+
507
+ That means that you'll need a library called FatReader or a library that
508
+ contains the file FatReader. If you dont have it installed you'll get an error:
509
+
510
+ What's in a library?
511
+
512
+ A library is a folder with some files in it, the files will end in .cpp (C++ code
513
+ file) and .h (C++ header file).
514
+
515
+ There may also be some .o files. The .o files are C++ compiled Objects. If
516
+ you end up working on the library and modifying it, be sure to delete the .o
517
+ files as that will force the Arduino IDE to recompile the modified .cpp's into
518
+ fresh .o's.
519
+
520
+ Two optional files you may see are keywords.txt (this is a hints file to tell
521
+ the Arduino IDE how to colorize your sketch and examples folder, which
522
+ may have some handy test-sketches. These will show up under the
523
+ File→Examples→Library dropdown.
524
+
525
+ It's important to remember!
526
+
527
+ The structure of the library folder is very important! The .c and .h files must
528
+ be in the 'lowest level' of folders. For example, you cant have Arduino/
529
+ libraries/WaveHC/WaveHC/file.c or Arduino/libraries/MyLibraries/
530
+ WaveHC/file.c - it must be Arduino/libraries/WaveHC/file.c
531
+
532
+ How to install libraries
533
+
534
+ In Arduino v16 and earlier, libraries were stored in the
535
+ ArduinoInstallDirectory/hardware/libraries folder, which also contained
536
+ all the built-in libraries (like Wire and Serial).
537
+
538
+ In v17 and up, the user libraries are now stored in the
539
+ ArduinoSketchDirectory/libraries folder. You may need to make the
540
+ libraries sub-folder the first time. However, the good thing about this is you
541
+ wont have to move & reinstall your libraries every time you upgrade the
542
+ software.
543
+
544
+ For example, here is how it looks when NewSoftSerial is installed in
545
+ Windows (of course your username will be different).
546
+
547
+ On a Mac, your arduino sketch folder is likely going to be called
548
+ Documents/arduino so create a NEW FOLDER inside that called libraries
549
+ and place the uncompressed library folder inside of that.
550
+
551
+ Check that the Documents/arduino/libraries/MyNewLibary folder contains
552
+ the .cpp and .h files.
553
+
554
+ After you're done, restart the Arduino IDE.
555
+
556
+ Bootloader
557
+
558
+ This is some advanced bootloader tweaks - 99% of Arduino users should not
559
+ mess with their bootloader! Only for the wild at heart!
560
+
561
+ Bootloader for the Atmega328
562
+
563
+ Here is the package for a 'fixed up' ATmega328 bootloader (https://adafru.it/
564
+ cnD). To program it you may need to change the Makefile's ISPTOOL, etc
565
+ definitions. The commands are make adaboot328; make
566
+ TARGET=adaboot328 isp328 (I couldn't get the default 'isp' target to
567
+ work so I made a new one).
568
+
569
+ This version has a few fixes: first it integrates the 'no-wait' and 'no-hang'
570
+ fixes below. It also fixes the annoying "missing signature bytes" bug that
571
+ freaks out avrdude when programming without the IDE. I also repaired the
572
+ EEPROM code so that now you can upload and download the EEPROM
573
+ memory as well as flash. Finally, theres a 'upload feedback' using the LED,
574
+ for arduino clones that don't have TX/RX leds.
575
+
576
+ Please note that the fuses are different for this chip because of the extended
577
+ memory!
578
+
579
+ "No-Wait" Bootloader
580
+
581
+ Here's a bootloader hack that will automatically start the sketch after it has
582
+ been uploaded and will also only start the bootloader when the reset button
583
+ is pressed (so when you plug in power it will go straight to the sketch).
584
+
585
+ Copy the following lines:
586
+
587
+ ch = MCUSR;
588
+ MCUSR = 0;
589
+
590
+ WDTCSR |= _BV(WDCE) | _BV(WDE);
591
+ WDTCSR = 0;
592
+
593
+ // Check if the WDT was used to reset, in which case we dont bootload and skip straight to the code. woot.
594
+ if (! (ch &amp; _BV(EXTRF))) // if its a not an external reset...
595
+ app_start(); // skip bootloader
596
+
597
+ And paste them as shown:
598
+
599
+ /* main program starts here */
600
+ int main(void)
601
+ {
602
+ uint8_t ch,ch2;
603
+ uint16_t w;
604
+
605
+ ch = MCUSR;
606
+ MCUSR = 0;
607
+
608
+ WDTCSR |= _BV(WDCE) | _BV(WDE);
609
+ WDTCSR = 0;
610
+
611
+ // Check if the WDT was used to reset, in which case we dont bootload and skip straight to the code. woot.
612
+ if (! (ch &amp; _BV(EXTRF))) // if its a not an external reset...
613
+ app_start(); // skip bootloader
614
+
615
+ /* set pin direction for bootloader pin and enable pullup */
616
+ /* for ATmega128, two pins need to be initialized */
617
+
618
+ Now, in the same way, copy the following code:
619
+
620
+ // autoreset via watchdog (sneaky!)
621
+ WDTCSR = _BV(WDE);
622
+ while (1); // 16 ms
623
+
624
+ And paste it here:
625
+
626
+ /* Leave programming mode */
627
+
628
+ else if(ch=='Q') {
629
+ nothing_response();
630
+
631
+ // autoreset via watchdog (sneaky!)
632
+
633
+ WDTCSR = _BV(WDE);
634
+ while (1); // 16 ms
635
+ }
636
+ /* Erase device, don't care as we will erase one page at a time anyway. */
637
+ else if(ch=='R') {
638
+ nothing_response();
639
+ }
640
+
641
+ You can also just grab the source code (https://adafru.it/cnE) and compiled
642
+ hex file here (https://adafru.it/cnF).
643
+
644
+ It will work in NG or Diecimila Arduinos.
645
+
646
+ No-Hang Bootloader
647
+
648
+ If you are using a Diecimila with auto-reset you may be frustrated when your
649
+ communications program accidentally triggers the bootloader. Here is a
650
+ quick hack to make the bootloader quit if it doesn't receive a '0' character
651
+ first (which would indicate the Arduino software is trying to talk to it.
652
+
653
+ Copy the following line:
654
+
655
+ uint8_t firstchar = 0;
656
+
657
+ And paste:
658
+
659
+ /* main program starts here */
660
+ int main(void)
661
+ {
662
+ uint8_t ch,ch2;
663
+ uint16_t w;
664
+ uint8_t firstchar = 0;
665
+
666
+ Copy:
667
+
668
+ firstchar = 1; // we got an appropriate bootloader instruction
669
+
670
+ Paste:
671
+
672
+ /* Hello is anyone home ? */
673
+ if(ch=='0') {
674
+ firstchar = 1; // we got an appropriate bootloader instruction
675
+ nothing_response();
676
+
677
+ Then paste this below the above code:
678
+
679
+ } else if (firstchar == 0) {
680
+
681
+ // the first character we got is not '0', lets bail!
682
+ // autoreset via watchdog (sneaky!)
683
+ WDTCSR = _BV(WDE);
684
+ while (1); // 16 ms
685
+ }
686
+
687
+ You can also just replace the last two lines with app_start()
688
+
689
+ Upload Sketches with AVRDUDE
690
+
691
+ The bootloader is an 'stk500'-compatible, which means you can use good ol'
692
+ AVRDUDE to program the arduino.
693
+
694
+ Just plug in the USB cable, then press the reset just before you start
695
+ avrdude. If you need an avrdude tutorial, check out this page (https://
696
+ adafru.it/aVy).
697
+
698
+
699
+
700
+
701
+
702
+
703
+
704
+ Use -b 19200 to set the baud rate to 19200
705
+ The device signature reads dont seem to work so you'll want to use -F
706
+ The programmer type is avrisp
707
+ The device type is -p m168
708
+ The port is whatever the FTDI chip shows up as
709
+
710
+ Upgrade
711
+
712
+ Introduction
713
+
714
+ The 'brains' of the Arduino is a microcontroller called an ATmega. It is a
715
+ product line from ATMEL (https://adafru.it/aVz) (a Norweigen chip
716
+ company). Just like Intel & AMD release new & better chips each year, so
717
+ does Atmel. The first versions of the Arduino (up to the NG) used an
718
+ ATmega8 - a chip with 8K of flash memory and 1K of RAM. Then Atmel
719
+ released the ATmega168 (https://adafru.it/aIH), a drop-in replacement with
720
+ 16K of flash and 1K of RAM - a really big improvement! Now there is the
721
+ ATmega328 (https://adafru.it/aIH) with 32K of flash and 2K of RAM.
722
+
723
+ Updating and replacing your Arduino is easy and painless and costs only a
724
+ few dollars. Your sketches will work just as before but with a little more
725
+ breathing room.
726
+
727
+ In order to perform this upgrade you will have to either purchase a
728
+ preprogrammed chip (https://adafru.it/aIH) or program it yourself with a
729
+ AVR programmer (https://adafru.it/aIH) or by 'bitbanging' it.
730
+
731
+ Replace the Chip
732
+
733
+ First, gently pry the Arduino microcontroller from its socket using a small
734
+ flat screwdriver or similar. Try to make sure the pins dont get bent. Put it in
735
+ a safe place. Preferably in an anti-static bag.
736
+
737
+ Next, prepare the new chip. The pins of ICs are a little skewed when they
738
+ come from the factory, so they need to be bent in just a tiny bit, to be
739
+ parallel. Grip the chip from the ends and use a table.
740
+
741
+ Finally, replace the old chip, lining up all the pins and making sure that the
742
+ notch in the chip matches the notch in the socket!
743
+
744
+ Download an Arduino IDE with ATmega328
745
+ compatibility
746
+
747
+ Version 13 and up of the Arduino software supports the 328! (https://
748
+ adafru.it/aVB)
749
+
750
+ If you purchased a chip from Adafruit that shipped before Feb 5, 2009 the
751
+ chip will have the baudrate set at 19200 (same as the older Arduinos). After
752
+ Feb 5 the upgrade chips were changed to 57600 baud rate (3 times faster!)
753
+ in order to be compatible with new Arduinos. If you have a 19200 baud rate
754
+ chip you will have difficulty uploading. Simply quit the Arduino application
755
+ and edit the file in the hardware folder named boards.txt and change the
756
+ line from:
757
+
758
+ atmega328.upload.speed=57600
759
+
760
+ to:
761
+
762
+ atmega328.upload.speed=19200
763
+
764
+ If you're having problems please try BOTH just in case!
765
+
766
+ 3.3V Conversion
767
+
768
+ Introduction
769
+
770
+ Arduino UNO's and many other Arduino boards run on 5 volts, which for a
771
+ long time was the 'standard' voltage for hobbyist electronics and
772
+ microcontrollers. But now the coolest new sensors, displays and chips are
773
+ 3.3V and are not 5V compatible. For example, XBee radios, and SD cards
774
+ and acellerometers all run on 3.3V logic and power. If you tried to connect to
775
+ them with 5V you could damage the internals of the accessory.
776
+
777
+ We use chips like the CD4050 to do level conversion (https://adafru.it/Cc7)
778
+ but if you are using a lot of 3.3V devices, maybe you're just better off
779
+ upgrading the entire Arduino to run from 3.3V!
780
+
781
+ To do that, we will replace the regulator so that the DC barrel jack goes to a
782
+ 3.3v type regulator, not a 5V. And then reconfigure the 5V usb power line so
783
+ it goes through the regulator as well.
784
+
785
+ Replace the Regulator
786
+
787
+ The default regulator is a 5.0V type, but we want 3.3V out, so we'll need to
788
+ replace it. We'll use a 1117-3.3V (there are a few manufacturers of 1117
789
+ regulators, just like the 7805 is made by many factories) regulator in a
790
+ TO-252-3 package. It looks like this:
791
+
792
+ You can get these from any electronics component shop, for example here is
793
+ the digikey link (https://adafru.it/aLu).
794
+
795
+ To start, we'll need to remove the old regulator. The easiest way to do that is
796
+ to first clip the two legs.
797
+
798
+ Then you'll need to heat the tab up to get it liquid so you can lift off the old
799
+ part. Although it may seem counter intuitive, its best to add some solder to
800
+ the tab, melt it on with your iron, this will improve the heat conduction since
801
+ the tab is so large.
802
+
803
+ Clean up the tabs and remove any clipped parts still stuck on.
804
+
805
+ Now line up the new 3.3V regulator, and solder the tab first, use plenty of
806
+ solder and be patient, the tab acts like a heat sink.
807
+
808
+ Then do the two legs.
809
+
810
+ Replacing the Fuse
811
+
812
+ The next part is a little tricky, the USB jack gives us exactly 5V already, and
813
+ normally that is tied to the output of the voltage regulator (essentially, its
814
+ got a little circuitry that connects it when the DC jack is not powered).
815
+
816
+ The easiest way to make the USB 5V also go through the regulator is to
817
+ remove the fuse and solder a diode from the USB output to the regulator
818
+ input.
819
+
820
+ You can use any power diode, a 1N4001 is perfect (https://adafru.it/cuU) and
821
+ only a few pennies.
822
+
823
+ The trade off is now there is no 500 mA fuse for the USB jack. The good
824
+ news is that computers will have their own fuses on the USB connector
825
+ (inside the computer) so its not likely you will destroy your PC. But be aware
826
+
827
+ that you're losing a little safety.
828
+
829
+ Heat the fuse with your soldering iron, again adding solder may help
830
+ thermal conductivity. Since the fuse is very conductive you can probably just
831
+ heat one side for a while and both ends will melt.
832
+
833
+ Clip the diode short and bend the leads over. Solder the side without a stripe
834
+ (anode) to the old fuse pad, nearest the board edge. Solder the striped end
835
+ (cathode) to the right hand leg of the regulator.
836
+
837
+ The Arduino will still automatically select whichever power plug is giving
838
+ you more power.
839
+
840
+ That's it! You are now 3.3V powered. This is a little lower than the power/
841
+ frequency specification for the AVR chips since they ought to have about
842
+ 3.6V to run 16Mhz but its probably not going to be an issue since AVRs can
843
+ be overclocked a little.
844
+
845
+ Arduino Hacks
846
+
847
+ Bumpers
848
+
849
+ Having the conductive traces touch your table is not so great, you can
850
+ protect your Arduino by adding bumpers to the bottom.
851
+
852
+ You can buy these from McMaster Carr part no. 95495K66 (https://adafru.it/
853
+ aVH) (in large quantities) or Adafruit (http://adafru.it/550)
854
+
855
+ Free up some RAM
856
+
857
+ If you're working on a project that needs a lot of memory, you can free up
858
+ 100 more bytes (10% of the RAM on an ATmega168!) by lessening the serial
859
+ receive buffer. By default its 128 bytes, which is quite a bit!
860
+
861
+ Open up hardware/cores/arduino (or cores/arduino) directory, and edit
862
+ the file named wiring_serial.c or HardwareSerial.cpp
863
+
864
+ Near the top is a #define RX_BUFFER_SIZE 128, which means 128 bytes
865
+ are used for the buffer. You can change this to 32 (or even 16!). If you have
866
+ almost no serial input, make it as low as you'd like as long as its > 0.
867
+
868
+ You can also save another 2 bytes by changing rx_buffer_head and
869
+ rx_buffer_tail from int to uint8_t
870
+
871
+ ArduinoISP
872
+
873
+ Introduction
874
+
875
+ A lot of people start learning about microcontrollers with an Arduino but
876
+ then want to build their own projects without having to sacrifice their dev
877
+ board. Or maybe they want to make their own Arduino variant, that is
878
+ compatible with the IDE. Either way, a common problem is how to burn the
879
+ bootloader onto the fresh AVR chip. Since AVRs come blank, they need to be
880
+ set up to be Arduino IDE compatible but to do that you need an AVR
881
+ programmer (like the USBtinyISP).
882
+
883
+ The good news is that you can burn bootloader using your existing Arduino
884
+ with only a little bit of work. There's even a minitutorial on the arduino.cc
885
+ site (https://adafru.it/aVI).
886
+
887
+ This tutorial is an extention of that tutorial. First we'll show how you can
888
+ make a permanent bootloader-burner by soldering a 28-pin ZIF
889
+ socket (http://adafru.it/382) to a proto shield  (http://adafru.it/51)and use the
890
+ PWM output line of the Arduino to generate a clock. This will let you 'rescue'
891
+ many chips that have been set to the wrong type of oscillator, or change
892
+ ones that are set from external oscillator (most Arduino bootloaders) to
893
+ internal (such as the lilypad).
894
+
895
+ Parts
896
+
897
+ You will need…
898
+
899
+
900
+
901
+
902
+
903
+
904
+
905
+
906
+ An Arduino (http://adafru.it/50)
907
+ A proto shield kit (http://adafru.it/51)
908
+ 28-pin ZIF (zero-insertion force) socket (http://adafru.it/382) (you can
909
+ use a plain socket but ZIF is ideal)
910
+ Some wire (http://adafru.it/289)
911
+ Blank ATmega328P (https://adafru.it/Cc8)
912
+
913
+ If you bought the kit from Adafruit, you'll have an extra few items such as a
914
+ Piezo beeper, LEDs, buttons, etc. that you can use for the Standalone
915
+ version of this project (https://adafru.it/clC), just ignore them for now!
916
+
917
+ Assemble
918
+
919
+ First up, place the ZIF socket on the proto shield like so:
920
+
921
+ Solder all 28 pins for a solid connection!
922
+
923
+ Solder the following wires to the ZIF socket
924
+
925
+
926
+
927
+
928
+
929
+
930
+
931
+
932
+
933
+
934
+
935
+
936
+ Pin 1 to digital 10 - Blue Don't forget to bend the wire over
937
+ underneath to connect to the ZIF socket pin when soldering!!!
938
+ Pin 7 to 5V - Red
939
+ Pin 8 to Ground - Black
940
+ Pin 9 to digital 9 - Gray
941
+ Pin 17 to digital 11 - Brown
942
+ Pin 18 to digital 12 - Orange
943
+ Pin 19 to digital 13 - Yellow
944
+ Pin 20 to +5V - Red
945
+ Pin 22 to Ground - Black
946
+
947
+ Follow the protoshield tutorial to solder in the Red LED into LED1 position,
948
+ Green LED into LED2 position. Also solder in the two 1.0K resistors next to
949
+ the LEDs. We'll use the LEDs as indicators. Then solder a wire from the
950
+ LED2 breakout (white) to analog 0 and a wire from LED1 breakout (white)
951
+ to digital 8.
952
+
953
+ Finally, you'll need to solder on the header to allow the shield to be placed
954
+ on, break the 0.1" male header and place it into the Arduino sockets. Then
955
+ place the shield above on top to solder it in place.
956
+
957
+ Load the Code
958
+
959
+ Time to load the sketch! Grab the code from our Github repository and paste
960
+ it into a new sketch (https://adafru.it/ECM). Then upload it to the Arduino.
961
+
962
+ We have a report that this procedure does not work with Arduino 1.5.2. Use
963
+ the latest mainstream Arduino release instead!
964
+ Plug the shield on top, lift the latch, pop in the chip and then lower the
965
+ latch. Make sure the chip orientation is like so (so with the lever on the left
966
+ side you can read the text):
967
+
968
+ With the USB cable still plugged in (and the same Serial port selected as
969
+ before) Select Tools→Burn Bootloader→w/Arduino as ISP
970
+
971
+ On newer versions of the Arduino IDE, select Arduino as ISP from the
972
+ Tools→Programmer menu, then select Burn Bootloader from the Tools
973
+ menu.
974
+
975
+ The Green LED will be on during the programming, when its done you'll see
976
+ this message and the LED will turn off.
977
+
978
+ Thats it! Don't forget, you can burn a few different kinds of bootloaders,
979
+ such as Uno, Duemilanove, Lilypad so depending on your situation you may
980
+ want to use one over the other.
981
+
982
+ Bonus! Using with AVRdude
983
+
984
+ You can use ArduinoISP from the command line very easily, with AVRdude
985
+ which is the standard program used to program AVRs by running:
986
+
987
+ avrdude -c arduino -p atmega328 -P COMPORT -b 19200 -U flash:w:filetoburn.hex
988
+
989
+ Instead of atmega328 you can also program atmega8 atmega88
990
+ atmega48 atmega168, etc.
991
+
992
+ Support Forums
993
+
994
+ Support Forums (https://adafru.it/forums)
995
+
996
+
Arduino/arduino.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Assembly+Language/ARMBook.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Assembly+Language/ProgrammingGroundUp-1-0-booksize.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Assembly+Language/asl.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Assembly+Language/wizardcode4.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Bash/LinuxShellScriptingWithBash-Sams.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Bash/bash.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Bash/bashguide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Basic/gambas-beginner-guide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
BeanShell/bshmanual.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/EssentialC.pdf.txt ADDED
@@ -0,0 +1,2747 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Essential C
2
+
3
+ By Nick Parlante
4
+
5
+ Copyright 1996-2003, Nick Parlante
6
+
7
+ This Stanford CS Education document tries to summarize all the basic features of the C
8
+ language. The coverage is pretty quick, so it is most appropriate as review or for someone
9
+ with some programming background in another language. Topics include variables, int
10
+ types, floating point types, promotion, truncation, operators, control structures (if, while,
11
+ for), functions, value parameters, reference parameters, structs, pointers, arrays, the pre-
12
+ processor, and the standard C library functions.
13
+
14
+ The most recent version is always maintained at its Stanford CS Education Library URL
15
+ http://cslibrary.stanford.edu/101/. Please send your comments to
16
+ nick.parlante@cs.stanford.edu.
17
+
18
+ I hope you can share and enjoy this document in the spirit of goodwill in which it is given
19
+ away -- Nick Parlante, 4/2003, Stanford California.
20
+
21
+ Stanford CS Education Library
22
+ CS Education Library. This and other educational materials are available for free at
23
+ http://cslibrary.stanford.edu/. This article is free to be used, reproduced, excerpted,
24
+ retransmitted, or sold so long as this notice is clearly reproduced at its beginning.
25
+ Table of Contents
26
+
27
+ This is document #101, Essential C, in the Stanford
28
+
29
+ Introduction .........................................................................................pg. 2
30
+
31
+ Where C came from, what is it like, what other resources might you look at.
32
+
33
+ Section 1
34
+
35
+ Basic Types and Operators ..........................................pg. 3
36
+
37
+ Integer types, floating point types, assignment operator, comparison operators,
38
+ arithmetic operators, truncation, promotion.
39
+
40
+ Section 2
41
+
42
+ Control Structures ........................................................pg. 11
43
+
44
+ If statement, conditional operator, switch, while, for, do-while, break, continue.
45
+
46
+ Section 3
47
+
48
+ Complex Data Types .....................................................pg. 15
49
+
50
+ Structs, arrays, pointers, ampersand operator (&), NULL, C strings, typedef.
51
+
52
+ Section 4
53
+
54
+ Functions ........................................................................pg. 24
55
+
56
+ Functions, void, value and reference parameters, const.
57
+
58
+ Section 5
59
+
60
+ Odds and Ends ..............................................................pg. 29
61
+
62
+ Main(), the .h/.c file convention, pre-processor, assert.
63
+
64
+ Section 6
65
+
66
+ Advanced Arrays and Pointers ....................................pg. 33
67
+
68
+ How arrays and pointers interact. The [ ] and + operators with pointers, base
69
+ address/offset arithmetic, heap memory management, heap arrays.
70
+
71
+ Section 7
72
+
73
+ Operators and Standard Library Reference ..............pg. 41
74
+ A summary reference of the most common operators and library functions.
75
+
76
+ The C Language
77
+ C is a professional programmer's language. It was designed to get in one's way as little as
78
+ possible. Kernighan and Ritchie wrote the original language definition in their book, The
79
+ C Programming Language (below), as part of their research at AT&T. Unix and C++
80
+ emerged from the same labs. For several years I used AT&T as my long distance carrier
81
+ in appreciation of all that CS research, but hearing "thank you for using AT&T" for the
82
+ millionth time has used up that good will.
83
+
84
+ 2
85
+
86
+ Some languages are forgiving. The programmer needs only a basic sense of how things
87
+ work. Errors in the code are flagged by the compile-time or run-time system, and the
88
+ programmer can muddle through and eventually fix things up to work correctly. The C
89
+ language is not like that.
90
+
91
+ The C programming model is that the programmer knows exactly what they want to do
92
+ and how to use the language constructs to achieve that goal. The language lets the expert
93
+ programmer express what they want in the minimum time by staying out of their way.
94
+
95
+ C is "simple" in that the number of components in the language is small-- If two language
96
+ features accomplish more-or-less the same thing, C will include only one. C's syntax is
97
+ terse and the language does not restrict what is "allowed" -- the programmer can pretty
98
+ much do whatever they want.
99
+
100
+ C's type system and error checks exist only at compile-time. The compiled code runs in a
101
+ stripped down run-time model with no safety checks for bad type casts, bad array indices,
102
+ or bad pointers. There is no garbage collector to manage memory. Instead the
103
+ programmer mangages heap memory manually. All this makes C fast but fragile.
104
+
105
+ Analysis -- Where C Fits
106
+ Because of the above features, C is hard for beginners. A feature can work fine in one
107
+ context, but crash in another. The programmer needs to understand how the features work
108
+ and use them correctly. On the other hand, the number of features is pretty small.
109
+
110
+ Like most programmers, I have had some moments of real loathing for the C language. It
111
+ can be irritatingly obedient -- you type something incorrectly, and it has a way of
112
+ compiling fine and just doing something you don't expect at run-time. However, as I have
113
+ become a more experienced C programmer, I have grown to appreciate C's straight-to-the
114
+ point style. I have learned not to fall into its little traps, and I appreciate its simplicity.
115
+
116
+ Perhaps the best advice is just to be careful. Don't type things in you don't understand.
117
+ Debugging takes too much time. Have a mental picture (or a real drawing) of how your C
118
+ code is using memory. That's good advice in any language, but in C it's critical.
119
+
120
+ Perl and Java are more "portable" than C (you can run them on different computers
121
+ without a recompile). Java and C++ are more structured than C. Structure is useful for
122
+ large projects. C works best for small projects where performance is important and the
123
+ progammers have the time and skill to make it work in C. In any case, C is a very popular
124
+ and influential language. This is mainly because of C's clean (if minimal) style, it's lack
125
+ of annoying or regrettable constructs, and the relative ease of writing a C compiler.
126
+
127
+ Other Resources
128
+
129
+
130
+
131
+
132
+
133
+
134
+
135
+ The C Programming Language, 2nd ed., by Kernighan and Ritchie. The thin book
136
+ which for years was the bible for all C programmers. Written by the original
137
+ designers of the language. The explanations are pretty short, so this book is better as a
138
+ reference than for beginners.
139
+ http://cslibrary.stanford.edu/102/
140
+ about local memory, pointers, reference parameters, and heap memory than in this
141
+ article, and memory is really the hardest part of C and C++.
142
+ http://cslibrary.stanford.edu//103/
143
+ basics of pointers and C, these problems are a good way to get more practice.
144
+
145
+ Linked List Basics -- Once you understand the
146
+
147
+ Pointers and Memory -- Much more detail
148
+
149
+ 3
150
+
151
+ Section 1
152
+ Basic Types and Operators
153
+ C provides a standard, minimal set of basic data types. Sometimes these are called
154
+ "primitive" types. More complex data structures can be built up from these basic types.
155
+
156
+ Integer Types
157
+ The "integral" types in C form a family of integer types. They all behave like integers and
158
+ can be mixed together and used in similar ways. The differences are due to the different
159
+ number of bits ("widths") used to implement each type -- the wider types can store a
160
+ greater ranges of values.
161
+
162
+ char
163
+
164
+ ASCII character -- at least 8 bits. Pronounced "car". As a practical matter
165
+ char is basically always a byte which is 8 bits which is enough to store a single
166
+ ASCII character. 8 bits provides a signed range of -128..127 or an unsigned range is
167
+ 0..255. char is also required to be the "smallest addressable unit" for the machine --
168
+ each byte in memory has its own address.
169
+
170
+ short
171
+
172
+ Small integer -- at least 16 bits which provides a signed range of
173
+
174
+ -32768..32767. Typical size is 16 bits. Not used so much.
175
+
176
+ int
177
+
178
+ Default integer -- at least 16 bits, with 32 bits being typical. Defined to be
179
+
180
+ the "most comfortable" size for the computer. If you do not really care about the
181
+ range for an integer variable, declare it int since that is likely to be an appropriate
182
+ size (16 or 32 bit) which works well for that machine.
183
+
184
+ long
185
+
186
+ Large integer -- at least 32 bits. Typical size is 32 bits which gives a signed
187
+ range of about -2 billion ..+2 billion. Some compilers support "long long" for 64 bit
188
+ ints.
189
+
190
+ The integer types can be preceded by the qualifier unsigned which disallows
191
+ representing negative numbers, but doubles the largest positive number representable. For
192
+ example, a 16 bit implementation of short can store numbers in the range
193
+ -32768..32767, while unsigned short can store 0..65535. You can think of pointers
194
+ as being a form of unsigned long on a machine with 4 byte pointers. In my opinion,
195
+ it's best to avoid using unsigned unless you really need to. It tends to cause more
196
+ misunderstandings and problems than it is worth.
197
+
198
+ Extra: Portability Problems
199
+ Instead of defining the exact sizes of the integer types, C defines lower bounds. This
200
+ makes it easier to implement C compilers on a wide range of hardware. Unfortunately it
201
+ occasionally leads to bugs where a program runs differently on a 16-bit-int machine than
202
+ it runs on a 32-bit-int machine. In particular, if you are designing a function that will be
203
+ implemented on several different machines, it is a good idea to use typedefs to set up
204
+ types like Int32 for 32 bit int and Int16 for 16 bit int. That way you can prototype a
205
+ function Foo(Int32) and be confident that the typedefs for each machine will be set so
206
+ that the function really takes exactly a 32 bit int. That way the code will behave the same
207
+ on all the different machines.
208
+
209
+ char Constants
210
+ A char constant is written with single quotes (') like 'A' or 'z'. The char constant 'A' is
211
+ really just a synonym for the ordinary integer value 65 which is the ASCII value for
212
+
213
+ 4
214
+
215
+ uppercase 'A'. There are special case char constants, such as '\t' for tab, for characters
216
+ which are not convenient to type on a keyboard.
217
+
218
+ 'A'
219
+
220
+ uppercase 'A' character
221
+
222
+ '\n'
223
+
224
+ newline character
225
+
226
+ '\t'
227
+
228
+ tab character
229
+
230
+ '\0'
231
+
232
+ the "null" character -- integer value 0 (different from the char digit '0')
233
+
234
+ '\012' the character with value 12 in octal, which is decimal 10
235
+
236
+ int Constants
237
+ Numbers in the source code such as 234 default to type int. They may be followed by
238
+ an 'L' (upper or lower case) to designate that the constant should be a long such as 42L.
239
+ An integer constant can be written with a leading 0x to indicate that it is expressed in
240
+ hexadecimal -- 0x10 is way of expressing the number 16. Similarly, a constant may be
241
+ written in octal by preceding it with "0" -- 012 is a way of expressing the number 10.
242
+
243
+ Type Combination and Promotion
244
+ The integral types may be mixed together in arithmetic expressions since they are all
245
+ basically just integers with variation in their width. For example, char and int can be
246
+ combined in arithmetic expressions such as ('b' + 5). How does the compiler deal
247
+ with the different widths present in such an expression? In such a case, the compiler
248
+ "promotes" the smaller type (char) to be the same size as the larger type (int) before
249
+ combining the values. Promotions are determined at compile time based purely on the
250
+ types of the values in the expressions. Promotions do not lose information -- they always
251
+ convert from a type to compatible, larger type to avoid losing information.
252
+
253
+ Pitfall -- int Overflow
254
+ I once had a piece of code which tried to compute the number of bytes in a buffer with
255
+ the expression (k * 1024) where k was an int representing the number of kilobytes
256
+ I wanted. Unfortunately this was on a machine where int happened to be 16 bits. Since
257
+ k and 1024 were both int, there was no promotion. For values of k >= 32, the product
258
+ was too big to fit in the 16 bit int resulting in an overflow. The compiler can do
259
+ whatever it wants in overflow situations -- typically the high order bits just vanish. One
260
+ way to fix the code was to rewrite it as (k * 1024L) -- the long constant forced the
261
+ promotion of the int. This was not a fun bug to track down -- the expression sure looked
262
+ reasonable in the source code. Only stepping past the key line in the debugger showed the
263
+ overflow problem. "Professional Programmer's Language." This example also
264
+ demonstrates the way that C only promotes based on the types in an expression. The
265
+ compiler does not consider the values 32 or 1024 to realize that the operation will
266
+ overflow (in general, the values don't exist until run time anyway). The compiler just
267
+ looks at the compile time types, int and int in this case, and thinks everything is fine.
268
+
269
+ Floating point Types
270
+
271
+ float
272
+ Single precision floating point number
273
+ double Double precision floating point number
274
+ long double Possibly even bigger floating point number (somewhat obscure)
275
+ Constants in the source code such as 3.14 default to type double unless the are suffixed
276
+ with an 'f' (float) or 'l' (long double). Single precision equates to about 6 digits of
277
+
278
+ typical size: 32 bits
279
+ typical size: 64 bits
280
+
281
+ 5
282
+
283
+ precision and double is about 15 digits of precision. Most C programs use double for
284
+ their computations. The main reason to use float is to save memory if many numbers
285
+ need to be stored. The main thing to remember about floating point numbers is that they
286
+ are inexact. For example, what is the value of the following double expression?
287
+
288
+ (1.0/3.0 + 1.0/3.0 + 1.0/3.0)
289
+
290
+ // is this equal to 1.0 exactly?
291
+
292
+ The sum may or may not be 1.0 exactly, and it may vary from one type of machine to
293
+ another. For this reason, you should never compare floating numbers to eachother for
294
+ equality (==) -- use inequality (<) comparisons instead. Realize that a correct C program
295
+ run on different computers may produce slightly different outputs in the rightmost digits
296
+ of its floating point computations.
297
+
298
+ Comments
299
+ Comments in C are enclosed by slash/star pairs: /* .. comments .. */ which
300
+ may cross multiple lines. C++ introduced a form of comment started by two slashes and
301
+ extending to the end of the line: // comment until the line end
302
+ The // comment form is so handy that many C compilers now also support it, although it
303
+ is not technically part of the C language.
304
+
305
+ Along with well-chosen function names, comments are an important part of well written
306
+ code. Comments should not just repeat what the code says. Comments should describe
307
+ what the code accomplishes which is much more interesting than a translation of what
308
+ each statement does. Comments should also narrate what is tricky or non-obvious about a
309
+ section of code.
310
+
311
+ Variables
312
+ As in most languages, a variable declaration reserves and names an area in memory at run
313
+ time to hold a value of particular type. Syntactically, C puts the type first followed by the
314
+ name of the variable. The following declares an int variable named "num" and the 2nd
315
+ line stores the value 42 into num.
316
+
317
+ int num;
318
+ num = 42;
319
+
320
+ num
321
+
322
+ 42
323
+
324
+ A variable corresponds to an area of memory which can store a value of the given type.
325
+ Making a drawing is an excellent way to think about the variables in a program. Draw
326
+ each variable as box with the current value inside the box. This may seem like a
327
+ "beginner" technique, but when I'm buried in some horribly complex programming
328
+ problem, I invariably resort to making a drawing to help think the problem through.
329
+
330
+ Variables, such as num, do not have their memory cleared or set in any way when they
331
+ are allocated at run time. Variables start with random values, and it is up to the program
332
+ to set them to something sensible before depending on their values.
333
+
334
+ Names in C are case sensitive so "x" and "X" refer to different variables. Names can
335
+ contain digits and underscores (_), but may not begin with a digit. Multiple variables can
336
+ be declared after the type by separating them with commas. C is a classical "compile
337
+ time" language -- the names of the variables, their types, and their implementations are all
338
+ flushed out by the compiler at compile time (as opposed to figuring such details out at run
339
+ time like an interpreter).
340
+
341
+ 6
342
+
343
+ float x, y, z, X;
344
+
345
+ Assignment Operator =
346
+ The assignment operator is the single equals sign (=).
347
+
348
+ i = 6;
349
+ i = i + 1;
350
+
351
+ The assignment operator copies the value from its right hand side to the variable on its
352
+ left hand side. The assignment also acts as an expression which returns the newly
353
+ assigned value. Some programmers will use that feature to write things like the following.
354
+
355
+ y = (x = 2 * x);
356
+
357
+ // double x, and also put x's new value in y
358
+
359
+ Truncation
360
+ The opposite of promotion, truncation moves a value from a type to a smaller type. In
361
+ that case, the compiler just drops the extra bits. It may or may not generate a compile
362
+ time warning of the loss of information. Assigning from an integer to a smaller integer
363
+ (e.g.. long to int, or int to char) drops the most significant bits. Assigning from a
364
+ floating point type to an integer drops the fractional part of the number.
365
+
366
+ char ch;
367
+ int i;
368
+
369
+ i = 321;
370
+ ch = i;
371
+ // ch is now 65
372
+
373
+ // truncation of an int value to fit in a char
374
+
375
+ The assignment will drop the upper bits of the int 321. The lower 8 bits of the number
376
+ 321 represents the number 65 (321 - 256). So the value of ch will be (char)65 which
377
+ happens to be 'A'.
378
+
379
+ The assignment of a floating point type to an integer type will drop the fractional part of
380
+ the number. The following code will set i to the value 3. This happens when assigning a
381
+ floating point number to an integer or passing a floating point number to a function which
382
+ takes an integer.
383
+
384
+ double pi;
385
+ int i;
386
+
387
+ pi = 3.14159;
388
+ i = pi;
389
+ // i is now 3
390
+
391
+ // truncation of a double to fit in an int
392
+
393
+ Pitfall -- int vs. float Arithmetic
394
+ Here's an example of the sort of code where int vs. float arithmetic can cause
395
+ problems. Suppose the following code is supposed to scale a homework score in the
396
+ range 0..20 to be in the range 0..100.
397
+
398
+ {
399
+
400
+ int score;
401
+
402
+ ...// suppose score gets set in the range 0..20 somehow
403
+
404
+ 7
405
+
406
+ score = (score / 20) * 100;
407
+
408
+ // NO -- score/20 truncates to 0
409
+
410
+ ...
411
+
412
+ Unfortunately, score will almost always be set to 0 for this code because the integer
413
+ division in the expression (score/20) will be 0 for every value of score less than 20.
414
+ The fix is to force the quotient to be computed as a floating point number...
415
+
416
+ score = ((double)score / 20) * 100;
417
+
418
+ // OK -- floating point division from cast
419
+
420
+ score = (score / 20.0) * 100;
421
+
422
+ // OK -- floating point division from 20.0
423
+
424
+ score = (int)(score / 20.0) * 100;
425
+
426
+ // NO -- the (int) truncates the floating
427
+ // quotient back to 0
428
+
429
+ No Boolean -- Use int
430
+ C does not have a distinct boolean type-- int is used instead. The language treats integer
431
+ 0 as false and all non-zero values as true. So the statement...
432
+
433
+ i = 0;
434
+ while (i - 10) {
435
+
436
+ ...
437
+
438
+ will execute until the variable i takes on the value 10 at which time the expression (i -
439
+ 10) will become false (i.e. 0). (we'll see the while() statement a bit later)
440
+
441
+ Mathematical Operators
442
+ C includes the usual binary and unary arithmetic operators. See the appendix for the table
443
+ of precedence. Personally, I just use parenthesis liberally to avoid any bugs due to a
444
+ misunderstanding of precedence. The operators are sensitive to the type of the operands.
445
+ So division (/) with two integer arguments will do integer division. If either argument is
446
+ a float, it does floating point division. So (6/4) evaluates to 1 while (6/4.0)
447
+ evaluates to 1.5 -- the 6 is promoted to 6.0 before the division.
448
+
449
+ + Addition
450
+
451
+ - Subtraction
452
+
453
+ / Division
454
+
455
+ * Multiplication
456
+
457
+ % Remainder (mod)
458
+
459
+ Unary Increment Operators: ++ --
460
+ The unary ++ and -- operators increment or decrement the value in a variable. There are
461
+ "pre" and "post" variants for both operators which do slightly different things (explained
462
+ below)
463
+
464
+ var++
465
+
466
+ increment
467
+
468
+ "post" variant
469
+
470
+ ++var
471
+
472
+ increment
473
+
474
+ "pre" variant
475
+
476
+ var--
477
+
478
+ decrement
479
+
480
+ "post" variant
481
+
482
+ --var
483
+
484
+ decrement
485
+
486
+ "pre" variant
487
+
488
+ 8
489
+
490
+ int i = 42;
491
+ i++;
492
+ // i is now 43
493
+ i--;
494
+ // i is now 42
495
+
496
+ // increment on i
497
+
498
+ // decrement on i
499
+
500
+ Pre and Post Variations
501
+ The Pre/Post variation has to do with nesting a variable with the increment or decrement
502
+ operator inside an expression -- should the entire expression represent the value of the
503
+ variable before or after the change? I never use the operators in this way (see below), but
504
+ an example looks like...
505
+
506
+ int i = 42;
507
+ int j;
508
+
509
+ j = (i++ + 10);
510
+ // i is now 43
511
+ // j is now 52 (NOT 53)
512
+
513
+ j = (++i + 10)
514
+ // i is now 44
515
+ // j is now 54
516
+
517
+ C Programming Cleverness and Ego Issues
518
+ Relying on the difference between the pre and post variations of these operators is a
519
+ classic area of C programmer ego showmanship. The syntax is a little tricky. It makes the
520
+ code a little shorter. These qualities drive some C programmers to show off how clever
521
+ they are. C invites this sort of thing since the language has many areas (this is just one
522
+ example) where the programmer can get a complex effect using a code which is short and
523
+ dense.
524
+
525
+ If I want j to depend on i's value before the increment, I write...
526
+
527
+ j = (i + 10);
528
+ i++;
529
+
530
+ Or if I want to j to use the value after the increment, I write...
531
+
532
+ i++;
533
+ j = (i + 10);
534
+
535
+ Now then, isn't that nicer? (editorial) Build programs that do something cool rather than
536
+ programs which flex the language's syntax. Syntax -- who cares?
537
+
538
+ Relational Operators
539
+ These operate on integer or floating point values and return a 0 or 1 boolean value.
540
+
541
+ ==
542
+
543
+ Equal
544
+
545
+ 9
546
+
547
+ !=
548
+
549
+ >
550
+
551
+ <
552
+
553
+ >=
554
+
555
+ <=
556
+
557
+ Not Equal
558
+
559
+ Greater Than
560
+
561
+ Less Than
562
+
563
+ Greater or Equal
564
+
565
+ Less or Equal
566
+
567
+ To see if x equals three, write something like:
568
+
569
+ if (x == 3) ...
570
+
571
+ Pitfall = ==
572
+
573
+ An absolutely classic pitfall is to write assignment (=) when you mean comparison (==).
574
+ This would not be such a problem, except the incorrect assignment version compiles fine
575
+ because the compiler assumes you mean to use the value returned by the assignment. This
576
+ is rarely what you want
577
+
578
+ if (x = 3) ...
579
+
580
+ This does not test if x is 3. This sets x to the value 3, and then returns the 3 to the if for
581
+ testing. 3 is not 0, so it counts as "true" every time. This is probably the single most
582
+ common error made by beginning C programmers. The problem is that the compiler is no
583
+ help -- it thinks both forms are fine, so the only defense is extreme vigilance when
584
+ coding. Or write "= „
585
+ mistake is an absolute classic and it's a bear to debug. Watch Out! And need I say:
586
+ "Professional Programmer's Language."
587
+
588
+ ==" in big letters on the back of your hand before coding. This
589
+
590
+ Logical Operators
591
+ The value 0 is false, anything else is true. The operators evaluate left to right and stop as
592
+ soon as the truth or falsity of the expression can be deduced. (Such operators are called
593
+ "short circuiting") In ANSI C, these are furthermore guaranteed to use 1 to represent true,
594
+ and not just some random non-zero bit pattern. However, there are many C programs out
595
+ there which use values other than 1 for true (non-zero pointers for example), so when
596
+ programming, do not assume that a true boolean is necessarily 1 exactly.
597
+
598
+ !
599
+
600
+ &&
601
+
602
+ ||
603
+
604
+ Boolean not (unary)
605
+
606
+ Boolean and
607
+
608
+ Boolean or
609
+
610
+ Bitwise Operators
611
+ C includes operators to manipulate memory at the bit level. This is useful for writing low-
612
+ level hardware or operating system code where the ordinary abstractions of numbers,
613
+ characters, pointers, etc... are insufficient -- an increasingly rare need. Bit manipulation
614
+ code tends to be less "portable". Code is "portable" if with no programmer intervention it
615
+ compiles and runs correctly on different types of computers. The bitwise operations are
616
+
617
+ 10
618
+
619
+ typically used with unsigned types. In particular, the shift operations are guaranteed to
620
+ shift 0 bits into the newly vacated positions when used on unsigned values.
621
+
622
+ ~
623
+
624
+ &
625
+
626
+ |
627
+
628
+ ^
629
+
630
+ >>
631
+
632
+ <<
633
+
634
+ Bitwise Negation (unary) – flip 0 to 1 and 1 to 0 throughout
635
+
636
+ Bitwise And
637
+
638
+ Bitwise Or
639
+
640
+ Bitwise Exclusive Or
641
+
642
+ Right Shift by right hand side (RHS) (divide by power of 2)
643
+
644
+ Left Shift by RHS (multiply by power of 2)
645
+
646
+ Do not confuse the Bitwise operators with the logical operators. The bitwise connectives
647
+ are one character wide (&, |) while the boolean connectives are two characters wide (&&,
648
+ ||). The bitwise operators have higher precedence than the boolean operators. The
649
+ compiler will never help you out with a type error if you use & when you meant &&. As
650
+ far as the type checker is concerned, they are identical-- they both take and produce
651
+ integers since there is no distinct boolean type.
652
+
653
+ Other Assignment Operators
654
+ In addition to the plain = operator, C includes many shorthand operators which represents
655
+ variations on the basic =. For example "+=" adds the right hand side to the left hand side.
656
+ x = x + 10; can be reduced to x += 10;. This is most useful if x is a long
657
+ expression such as the following, and in some cases it may run a little faster.
658
+
659
+ person->relatives.mom.numChildren += 2;
660
+
661
+ // increase children by 2
662
+
663
+ Here's the list of assignment shorthand operators...
664
+
665
+ +=, -= Increment or decrement by RHS
666
+
667
+ *=, /= Multiply or divide by RHS
668
+
669
+ %=
670
+
671
+ >>=
672
+
673
+ <<=
674
+
675
+ Mod by RHS
676
+
677
+ Bitwise right shift by RHS (divide by power of 2)
678
+
679
+ Bitwise left shift RHS (multiply by power of 2)
680
+
681
+ &=, |=, ^=
682
+
683
+ Bitwise and, or, xor by RHS
684
+
685
+ 11
686
+
687
+ Section 2
688
+ Control Structures
689
+ Curly Braces {}
690
+ C uses curly braces ({}) to group multiple statements together. The statements execute in
691
+ order. Some languages let you declare variables on any line (C++). Other languages insist
692
+ that variables are declared only at the beginning of functions (Pascal). C takes the middle
693
+ road -- variables may be declared within the body of a function, but they must follow a
694
+ '{'. More modern languages like Java and C++ allow you to declare variables on any line,
695
+ which is handy.
696
+
697
+ If Statement
698
+ Both an if and an if-else are available in C. The <expression> can be any valid
699
+ expression. The parentheses around the expression are required, even if it is just a single
700
+ variable.
701
+
702
+ if (<expression>) <statement>
703
+
704
+ // simple form with no {}'s or else clause
705
+
706
+ if (<expression>) {
707
+
708
+ // simple form with {}'s to group statements
709
+
710
+ <statement>
711
+ <statement>
712
+
713
+ }
714
+
715
+ if (<expression>) {
716
+
717
+ // full then/else form
718
+
719
+ <statement>
720
+
721
+ }
722
+ else {
723
+
724
+ <statement>
725
+
726
+ }
727
+
728
+ Conditional Expression -or- The Ternary Operator
729
+ The conditional expression can be used as a shorthand for some if-else statements. The
730
+ general syntax of the conditional operator is:
731
+
732
+ <expression1> ? <expression2> : <expression3>
733
+
734
+ This is an expression, not a statement, so it represents a value. The operator works by
735
+ evaluating expression1. If it is true (non-zero), it evaluates and returns expression2 .
736
+ Otherwise, it evaluates and returns expression3.
737
+
738
+ The classic example of the ternary operator is to return the smaller of two variables.
739
+ Every once in a while, the following form is just what you needed. Instead of...
740
+
741
+ if (x < y) {
742
+
743
+ min = x;
744
+
745
+ }
746
+ else {
747
+
748
+ min = y;
749
+
750
+ }
751
+
752
+ 12
753
+
754
+ You just say...
755
+
756
+ min = (x < y) ? x : y;
757
+
758
+ Switch Statement
759
+ The switch statement is a sort of specialized form of if used to efficiently separate
760
+ different blocks of code based on the value of an integer. The switch expression is
761
+ evaluated, and then the flow of control jumps to the matching const-expression case. The
762
+ case expressions are typically int or char constants. The switch statement is probably
763
+ the single most syntactically awkward and error-prone features of the C language.
764
+
765
+ switch (<expression>) {
766
+
767
+ case <const-expression-1>:
768
+
769
+ <statement>
770
+ break;
771
+
772
+ case <const-expression-2>:
773
+
774
+ <statement>
775
+ break;
776
+
777
+ case <const-expression-3>:
778
+ case <const-expression-4>:
779
+
780
+ <statement>
781
+ break;
782
+
783
+ default:
784
+
785
+ // optional
786
+
787
+ <statement>
788
+
789
+ }
790
+
791
+ // here we combine case 3 and 4
792
+
793
+ Each constant needs its own case keyword and a trailing colon (:). Once execution has
794
+ jumped to a particular case, the program will keep running through all the cases from that
795
+ point down -- this so called "fall through" operation is used in the above example so that
796
+ expression-3 and expression-4 run the same statements. The explicit break statements
797
+ are necessary to exit the switch. Omitting the break statements is a common error -- it
798
+ compiles, but leads to inadvertent fall-through behavior.
799
+
800
+ Why does the switch statement fall-through behavior work the way it does? The best
801
+ explanation I can think of is that originally C was developed for an audience of assembly
802
+ language programmers. The assembly language programmers were used to the idea of a
803
+ jump table with fall-through behavior, so that's the way C does it (it's also relatively easy
804
+ to implement it this way.) Unfortunately, the audience for C is now quite different, and
805
+ the fall-through behavior is widely regarded as a terrible part of the language.
806
+
807
+ While Loop
808
+ The while loop evaluates the test expression before every loop, so it can execute zero
809
+ times if the condition is initially false. It requires the parenthesis like the if.
810
+
811
+ while (<expression>) {
812
+
813
+ <statement>
814
+
815
+ }
816
+
817
+ 13
818
+
819
+ Do-While Loop
820
+ Like a while, but with the test condition at the bottom of the loop. The loop body will
821
+ always execute at least once. The do-while is an unpopular area of the language, most
822
+ everyone tries to use the straight while if at all possible.
823
+
824
+ do {
825
+
826
+ <statement>
827
+
828
+ } while (<expression>)
829
+
830
+ For Loop
831
+ The for loop in C is the most general looping construct. The loop header contains three
832
+ parts: an initialization, a continuation condition, and an action.
833
+
834
+ for (<initialization>; <continuation>; <action>) {
835
+
836
+ <statement>
837
+
838
+ }
839
+
840
+ The initialization is executed once before the body of the loop is entered. The loop
841
+ continues to run as long as the continuation condition remains true (like a while). After
842
+ every execution of the loop, the action is executed. The following example executes 10
843
+ times by counting 0..9. Many loops look very much like the following...
844
+
845
+ for (i = 0; i < 10; i++) {
846
+
847
+ <statement>
848
+
849
+ }
850
+
851
+ C programs often have series of the form 0..(some_number-1). It's idiomatic in C for the
852
+ above type loop to start at 0 and use < in the test so the series runs up to but not equal to
853
+ the upper bound. In other languages you might start at 1 and use <= in the test.
854
+
855
+ Each of the three parts of the for loop can be made up of multiple expressions separated
856
+ by commas. Expressions separated by commas are executed in order, left to right, and
857
+ represent the value of the last expression. (See the string-reverse example below for a
858
+ demonstration of a complex for loop.)
859
+
860
+ Break
861
+ The break statement will move control outside a loop or switch statement. Stylistically
862
+ speaking, break has the potential to be a bit vulgar. It's preferable to use a straight
863
+ while with a single test at the top if possible. Sometimes you are forced to use a break
864
+ because the test can occur only somewhere in the midst of the statements in the loop
865
+ body. To keep the code readable, be sure to make the break obvious -- forgetting to
866
+ account for the action of a break is a traditional source of bugs in loop behavior.
867
+
868
+ while (<expression>) {
869
+
870
+ <statement>
871
+ <statement>
872
+
873
+ if (<condition which can only be evaluated here>)
874
+
875
+ break;
876
+
877
+ <statement>
878
+ <statement>
879
+
880
+ }
881
+ // control jumps down here on the break
882
+
883
+ 14
884
+
885
+ The break does not work with if. It only works in loops and switches. Thinking that a
886
+ break refers to an if when it really refers to the enclosing while has created some high
887
+ quality bugs. When using a break, it's nice to write the enclosing loop to iterate in the
888
+ most straightforward, obvious, normal way, and then use the break to explicitly catch
889
+ the exceptional, weird cases.
890
+
891
+ Continue
892
+ The continue statement causes control to jump to the bottom of the loop, effectively
893
+ skipping over any code below the continue. As with break, this has a reputation as
894
+ being vulgar, so use it sparingly. You can almost always get the effect more clearly using
895
+ an if inside your loop.
896
+
897
+ while (<expression>) {
898
+
899
+ ...
900
+ if (<condition>)
901
+ continue;
902
+
903
+ ...
904
+ ...
905
+ // control jumps here on the continue
906
+
907
+ }
908
+
909
+ 15
910
+
911
+ Section 3
912
+ Complex Data Types
913
+ C has the usual facilities for grouping things together to form composite types-- arrays
914
+ and records (which are called "structures"). The following definition declares a type
915
+ called "struct fraction" that has two integer sub fields named "numerator" and
916
+ "denominator". If you forget the semicolon it tends to produce a syntax error in whatever
917
+ thing follows the struct declaration.
918
+
919
+ struct fraction {
920
+ int numerator;
921
+ int denominator;
922
+
923
+ };
924
+
925
+ // Don't forget the semicolon!
926
+
927
+ This declaration introduces the type struct fraction (both words are required) as a
928
+ new type. C uses the period (.) to access the fields in a record. You can copy two records
929
+ of the same type using a single assignment statement, however == does not work on
930
+ structs.
931
+
932
+ struct fraction f1, f2;
933
+
934
+ // declare two fractions
935
+
936
+ f1.numerator = 22;
937
+ f1.denominator = 7;
938
+
939
+ f2 = f1;
940
+
941
+ // this copies over the whole struct
942
+
943
+ Arrays
944
+ The simplest type of array in C is one which is declared and used in one place. There are
945
+ more complex uses of arrays which I will address later along with pointers. The following
946
+ declares an array called scores to hold 100 integers and sets the first and last elements.
947
+ C arrays are always indexed from 0. So the first int in scores array is scores[0]
948
+ and the last is scores[99].
949
+
950
+ int scores[100];
951
+
952
+ scores[0] = 13;
953
+ scores[99] = 42;
954
+
955
+ // set first element
956
+ // set last element
957
+
958
+ 16
959
+
960
+ scores
961
+
962
+ The name of the array refers to the
963
+ whole array. (implementation) it
964
+ works by representing a pointer to the
965
+ start of the array.
966
+
967
+ 13
968
+
969
+ -5673
970
+
971
+ 22541
972
+
973
+ Index
974
+
975
+ 0
976
+
977
+ 1
978
+
979
+ 2
980
+
981
+ 42
982
+
983
+ 99
984
+
985
+ There is space for
986
+ each int element in
987
+ the scores array —
988
+ this element is
989
+ referred to as
990
+ scores[0].
991
+
992
+ These elements
993
+ have random
994
+ values because the
995
+ code has not yet
996
+ initialized them to
997
+ anything.
998
+
999
+ Someone else’s memory
1000
+ off either end of the
1001
+ array — do not read or
1002
+ write this memory.
1003
+
1004
+ It's a very common error to try to refer to non-existent scores[100] element. C does
1005
+ not do any run time or compile time bounds checking in arrays. At run time the code will
1006
+ just access or mangle whatever memory it happens to hit and crash or misbehave in some
1007
+ unpredictable way thereafter. "Professional programmer's language." The convention of
1008
+ numbering things 0..(number of things - 1) pervades the language. To best
1009
+ integrate with C and other C programmers, you should use that sort of numbering in your
1010
+ own data structures as well.
1011
+
1012
+ Multidimensional Arrays
1013
+ The following declares a two-dimensional 10 by 10 array of integers and sets the first and
1014
+ last elements to be 13.
1015
+
1016
+ int board [10][10];
1017
+
1018
+ board[0][0] = 13;
1019
+ board[9][9] = 13;
1020
+
1021
+ The implementation of the array stores all the elements in a single contiguous block of
1022
+ memory. The other possible implementation would be a combination of several distinct
1023
+ one dimensional arrays -- that's not how C does it. In memory, the array is arranged with
1024
+ the elements of the rightmost index next to each other. In other words, board[1][8]
1025
+ comes right before board[1][9] in memory.
1026
+
1027
+ (highly optional efficiency point) It's typically efficient to access memory which is near
1028
+ other recently accessed memory. This means that the most efficient way to read through a
1029
+ chunk of the array is to vary the rightmost index the most frequently since that will access
1030
+ elements that are near each other in memory.
1031
+
1032
+ 17
1033
+
1034
+ Array of Structs
1035
+ The following declares an array named "numbers" which holds 1000 struct
1036
+ fraction's.
1037
+
1038
+ struct fraction numbers[1000];
1039
+
1040
+ numbers[0].numerator = 22;
1041
+ numbers[0].denominator = 7;
1042
+
1043
+ /* set the 0th struct fraction */
1044
+
1045
+ Here's a general trick for unraveling C variable declarations: look at the right hand side
1046
+ and imagine that it is an expression. The type of that expression is the left hand side. For
1047
+ the above declarations, an expression which looks like the right hand side
1048
+ (numbers[1000], or really anything of the form numbers[...]) will be the type
1049
+ on the left hand side (struct fraction).
1050
+
1051
+ Pointers
1052
+ A pointer is a value which represents a reference to another value sometimes known as
1053
+ the pointer's "pointee". Hopefully you have learned about pointers somewhere else, since
1054
+ the preceding sentence is probably inadequate explanation. This discussion will
1055
+ concentrate on the syntax of pointers in C -- for a much more complete discussion of
1056
+ pointers and their use see http://cslibrary.stanford.edu/102/, Pointers and Memory.
1057
+
1058
+ Syntax
1059
+ Syntactically C uses the asterisk or "star" (*) to indicate a pointer. C defines pointer types
1060
+ based on the type pointee. A char* is type of pointer which refers to a single char. a
1061
+ struct fraction* is type of pointer which refers to a struct fraction.
1062
+
1063
+ int* intPtr;
1064
+
1065
+ // declare an integer pointer variable intPtr
1066
+
1067
+ char* charPtr; // declares a character pointer --
1068
+
1069
+ // a very common type of pointer
1070
+
1071
+ // Declare two struct fraction pointers
1072
+ // (when declaring multiple variables on one line, the *
1073
+ // should go on the right with the variable)
1074
+ struct fraction *f1, *f2;
1075
+
1076
+ The Floating "*"
1077
+ In the syntax, the star is allowed to be anywhere between the base type and the variable
1078
+ name. Programmer's have their own conventions-- I generally stick the * on the left with
1079
+ the type. So the above declaration of intPtr could be written equivalently...
1080
+
1081
+ int *intPtr;
1082
+ int * intPtr;
1083
+ int* intPtr;
1084
+
1085
+ // these are all the same
1086
+
1087
+ Pointer Dereferencing
1088
+ We'll see shortly how a pointer is set to point to something -- for now just assume the
1089
+ pointer points to memory of the appropriate type. In an expression, the unary * to the left
1090
+ of a pointer dereferences it to retrieve the value it points to. The following drawing shows
1091
+ the types involved with a single pointer pointing to a struct fraction.
1092
+
1093
+ 18
1094
+
1095
+ struct fraction* f1;
1096
+
1097
+ f1
1098
+
1099
+ struct fraction*
1100
+
1101
+ 7
1102
+
1103
+ 22
1104
+
1105
+ denominator
1106
+
1107
+ numerator
1108
+
1109
+ struct fraction
1110
+ (the whole
1111
+ block of
1112
+ memory)
1113
+
1114
+ int
1115
+ (within
1116
+ block of
1117
+ memory)
1118
+
1119
+ Expression
1120
+ f1
1121
+ *f1
1122
+ (*f1).numerator
1123
+
1124
+ Type
1125
+ struct fraction*
1126
+ struct fraction
1127
+ int
1128
+
1129
+ There's an alternate, more readable syntax available for dereferencing a pointer to a
1130
+ struct. A "->" at the right of the pointer can access any of the fields in the struct. So the
1131
+ reference to the numerator field could be written f1->numerator.
1132
+
1133
+ Here are some more complex declarations...
1134
+
1135
+ struct fraction** fp;
1136
+
1137
+ // a pointer to a pointer to a struct fraction
1138
+
1139
+ struct fraction fract_array[20];
1140
+
1141
+ // an array of 20 struct fractions
1142
+
1143
+ struct fraction* fract_ptr_array[20];
1144
+
1145
+ // an array of 20 pointers to
1146
+ // struct fractions
1147
+
1148
+ One nice thing about the C type syntax is that it avoids the circular definition problems
1149
+ which come up when a pointer structure needs to refer to itself. The following definition
1150
+ defines a node in a linked list. Note that no preparatory declaration of the node pointer
1151
+ type is necessary.
1152
+
1153
+ struct node {
1154
+
1155
+ int data;
1156
+ struct node* next;
1157
+
1158
+ };
1159
+
1160
+ The & Operator
1161
+ The & operator is one of the ways that pointers are set to point to things. The & operator
1162
+ computes a pointer to the argument to its right. The argument can be any variable which
1163
+ takes up space in the stack or heap (known as an "LValue" technically). So &i and
1164
+ &(f1->numerator) are ok, but &6 is not. Use & when you have some memory, and
1165
+ you want a pointer to that memory.
1166
+
1167
+ 19
1168
+
1169
+ void foo() {
1170
+
1171
+ int* p; // p is a pointer to an integer
1172
+ int i; // i is an integer
1173
+
1174
+ p = &i; // Set p to point to i
1175
+ *p = 13; // Change what p points to -- in this case i -- to 13
1176
+
1177
+ // At this point i is 13. So is *p. In fact *p is i.
1178
+
1179
+ }
1180
+
1181
+ p
1182
+
1183
+ i
1184
+
1185
+ 13
1186
+
1187
+ When using a pointer to an object created with &, it is important to only use the pointer so
1188
+ long as the object exists. A local variable exists only as long as the function where it is
1189
+ declared is still executing (we'll see functions shortly). In the above example, i exists
1190
+ only as long as foo() is executing. Therefore any pointers which were initialized with
1191
+ &i are valid only as long as foo() is executing. This "lifetime" constraint of local
1192
+ memory is standard in many languages, and is something you need to take into account
1193
+ when using the & operator.
1194
+
1195
+ NULL
1196
+ A pointer can be assigned the value 0 to explicitly represent that it does not currently
1197
+ have a pointee. Having a standard representation for "no current pointee" turns out to be
1198
+ very handy when using pointers. The constant NULL is defined to be 0 and is typically
1199
+ used when setting a pointer to NULL. Since it is just 0, a NULL pointer will behave like
1200
+ a boolean false when used in a boolean context. Dereferencing a NULL pointer is an error
1201
+ which, if you are lucky, the computer will detect at runtime -- whether the computer
1202
+ detects this depends on the operating system.
1203
+
1204
+ Pitfall -- Uninitialized Pointers
1205
+ When using pointers, there are two entities to keep track of. The pointer and the memory
1206
+ it is pointing to, sometimes called the "pointee". There are three things which must be
1207
+ done for a pointer/pointee relationship to work...
1208
+
1209
+ (1) The pointer must be declared and allocated
1210
+
1211
+ (2) The pointee must be declared and allocated
1212
+
1213
+ (3) The pointer (1) must be initialized so that it points to the pointee (2)
1214
+
1215
+ The most common pointer related error of all time is the following: Declare and allocate
1216
+ the pointer (step 1). Forget step 2 and/or 3. Start using the pointer as if it has been setup
1217
+ to point to something. Code with this error frequently compiles fine, but the runtime
1218
+ results are disastrous. Unfortunately the pointer does not point anywhere good unless (2)
1219
+ and (3) are done, so the run time dereference operations on the pointer with * will misuse
1220
+ and trample memory leading to a random crash at some point.
1221
+
1222
+ int* p;
1223
+
1224
+ *p = 13;
1225
+
1226
+ {
1227
+
1228
+ }
1229
+
1230
+ // NO NO NO p does not point to an int yet
1231
+ // this just overwrites a random area in memory
1232
+
1233
+ 20
1234
+
1235
+ p
1236
+
1237
+ i
1238
+
1239
+ -14346
1240
+
1241
+ Of course your code won't be so trivial, but the bug has the same basic form: declare a
1242
+ pointer, but forget to set it up to point to a particular pointee.
1243
+
1244
+ Using Pointers
1245
+ Declaring a pointer allocates space for the pointer itself, but it does not allocate space
1246
+ for the pointee. The pointer must be set to point to something before you can dereference
1247
+ it.
1248
+
1249
+ Here's some code which doesn't do anything useful, but which does demonstrate (1) (2)
1250
+ (3) for pointer use correctly...
1251
+
1252
+ int* p;
1253
+ int i;
1254
+ struct fraction f1;
1255
+
1256
+ // (1) allocate the pointer
1257
+ // (2) allocate pointee
1258
+
1259
+ // (2) allocate pointee
1260
+
1261
+ p = &i;
1262
+ *p = 42;
1263
+
1264
+ // (3) setup p to point to i
1265
+ // ok to use p since it's setup
1266
+
1267
+ p = &(f1.numerator);
1268
+ *p = 22;
1269
+
1270
+ // (3) setup p to point to a different int
1271
+
1272
+ p = &(f1.denominator);
1273
+ *p = 7;
1274
+
1275
+ // (3)
1276
+
1277
+ So far we have just used the & operator to create pointers to simple variables such as i.
1278
+ Later, we'll see other ways of getting pointers with arrays and other techniques.
1279
+
1280
+ C Strings
1281
+ C has minimal support of character strings. For the most part, strings operate as ordinary
1282
+ arrays of characters. Their maintenance is up to the programmer using the standard
1283
+ facilities available for arrays and pointers. C does include a standard library of functions
1284
+ which perform common string operations, but the programmer is responsible for the
1285
+ managing the string memory and calling the right functions. Unfortunately computations
1286
+ involving strings are very common, so becoming a good C programmer often requires
1287
+ becoming adept at writing code which manages strings which means managing pointers
1288
+ and arrays.
1289
+
1290
+ 21
1291
+
1292
+ A C string is just an array of char with the one additional convention that a "null"
1293
+ character ('\0') is stored after the last real character in the array to mark the end of the
1294
+ string. The compiler represents string constants in the source code such as "binky" as
1295
+ arrays which follow this convention. The string library functions (see the appendix for a
1296
+ partial list) operate on strings stored in this way. The most useful library function is
1297
+ strcpy(char dest[], const char source[]); which copies the bytes of
1298
+ one string over to another. The order of the arguments to strcpy() mimics the arguments
1299
+ in of '=' -- the right is assigned to the left. Another useful string function is
1300
+ strlen(const char string[]); which returns the number of characters in C
1301
+ string not counting the trailing '\0'.
1302
+
1303
+ Note that the regular assignment operator (=) does not do string copying which is why
1304
+ strcpy() is necessary. See Section 6, Advanced Pointers and Arrays, for more detail on
1305
+ how arrays and pointers work.
1306
+
1307
+ The following code allocates a 10 char array and uses strcpy() to copy the bytes of the
1308
+ string constant "binky" into that local array.
1309
+
1310
+ {
1311
+
1312
+ }
1313
+
1314
+ char localString[10];
1315
+
1316
+ strcpy(localString, "binky");
1317
+
1318
+ localString
1319
+
1320
+ b
1321
+
1322
+ 0
1323
+
1324
+ i
1325
+
1326
+ 1
1327
+
1328
+ n
1329
+
1330
+ k
1331
+
1332
+ y
1333
+
1334
+ 0
1335
+
1336
+ x
1337
+
1338
+ x
1339
+
1340
+ x
1341
+
1342
+ x
1343
+
1344
+ 2 ...
1345
+
1346
+ The memory drawing shows the local variable localString with the string "binky"
1347
+ copied into it. The letters take up the first 5 characters and the '\0' char marks the end of
1348
+ the string after the 'y'. The x's represent characters which have not been set to any
1349
+ particular value.
1350
+
1351
+ If the code instead tried to store the string "I enjoy languages which have good string
1352
+ support" into localString, the code would just crash at run time since the 10 character
1353
+ array can contain at most a 9 character string. The large string will be written passed the
1354
+ right hand side of localString, overwriting whatever was stored there.
1355
+
1356
+ String Code Example
1357
+ Here's a moderately complex for loop which reverses a string stored in a local array. It
1358
+ demonstrates calling the standard library functions strcpy() and strlen() and demonstrates
1359
+ that a string really is just an array of characters with a '\0' to mark the effective end of the
1360
+ string. Test your C knowledge of arrays and for loops by making a drawing of the
1361
+ memory for this code and tracing through its execution to see how it works.
1362
+
1363
+ 22
1364
+
1365
+ {
1366
+
1367
+ char string[1000];
1368
+ int len;
1369
+
1370
+ // string is a local 1000 char array
1371
+
1372
+ strcpy(string, "binky");
1373
+ len = strlen(string);
1374
+
1375
+ /*
1376
+ Reverse the chars in the string:
1377
+ i starts at the beginning and goes up
1378
+ j starts at the end and goes down
1379
+ i/j exchange their chars as they go until they meet
1380
+ */
1381
+ int i, j;
1382
+ char temp;
1383
+ for (i = 0, j = len - 1; i < j; i++, j--) {
1384
+
1385
+ temp = string[i];
1386
+ string[i] = string[j];
1387
+ string[j] = temp;
1388
+
1389
+ }
1390
+
1391
+ // at this point the local string should be "yknib"
1392
+
1393
+ }
1394
+
1395
+ "Large Enough" Strings
1396
+ The convention with C strings is that the owner of the string is responsible for allocating
1397
+ array space which is "large enough" to store whatever the string will need to store. Most
1398
+ routines do not check that size of the string memory they operate on, they just assume its
1399
+ big enough and blast away. Many, many programs contain declarations like the
1400
+ following...
1401
+
1402
+ {
1403
+
1404
+ }
1405
+
1406
+ char localString[1000];
1407
+ ...
1408
+
1409
+ The program works fine so long as the strings stored are 999 characters or shorter.
1410
+ Someday when the program needs to store a string which is 1000 characters or longer,
1411
+ then it crashes. Such array-not-quite-big-enough problems are a common source of bugs,
1412
+ and are also the source of so called "buffer overflow" security problems. This scheme has
1413
+ the additional disadvantage that most of the time when the array is storing short strings,
1414
+ 95% of the memory reserved is actually being wasted. A better solution allocates the
1415
+ string dynamically in the heap, so it has just the right size.
1416
+
1417
+ To avoid buffer overflow attacks, production code should check the size of the data first,
1418
+ to make sure it fits in the destination string. See the strlcpy() function in Appendix A.
1419
+
1420
+ char*
1421
+ Because of the way C handles the types of arrays, the type of the variable
1422
+ localString above is essentially char*. C programs very often manipulate strings
1423
+ using variables of type char* which point to arrays of characters. Manipulating the
1424
+ actual chars in a string requires code which manipulates the underlying array, or the use
1425
+
1426
+ 23
1427
+
1428
+ of library functions such as strcpy() which manipulate the array for you. See Section 6 for
1429
+ more detail on pointers and arrays.
1430
+
1431
+ TypeDef
1432
+ A typedef statement introduces a shorthand name for a type. The syntax is...
1433
+
1434
+ typedef <type> <name>;
1435
+
1436
+ The following defines Fraction type to be the type (struct fraction). C is case
1437
+ sensitive, so fraction is different from Fraction. It's convenient to use typedef to
1438
+ create types with upper case names and use the lower-case version of the same word as a
1439
+ variable.
1440
+
1441
+ typedef struct fraction Fraction;
1442
+
1443
+ Fraction fraction;
1444
+
1445
+ // Declare the variable "fraction" of type "Fraction"
1446
+ // which is really just a synonym for "struct fraction".
1447
+
1448
+ The following typedef defines the name Tree as a standard pointer to a binary tree node
1449
+ where each node contains some data and "smaller" and "larger" subtree pointers.
1450
+
1451
+ typedef struct treenode* Tree;
1452
+ struct treenode {
1453
+
1454
+ int data;
1455
+ Tree smaller, larger;
1456
+
1457
+ };
1458
+
1459
+ // equivalently, this line could say
1460
+ // "struct treenode *smaller, *larger"
1461
+
1462
+ 24
1463
+
1464
+ Section 4
1465
+ Functions
1466
+ All languages have a construct to separate and package blocks of code. C uses the
1467
+ "function" to package blocks of code. This article concentrates on the syntax and
1468
+ peculiarities of C functions. The motivation and design for dividing a computation into
1469
+ separate blocks is an entire discipline in its own.
1470
+
1471
+ A function has a name, a list of arguments which it takes when called, and the block of
1472
+ code it executes when called. C functions are defined in a text file and the names of all
1473
+ the functions in a C program are lumped together in a single, flat namespace. The special
1474
+ function called "main" is where program execution begins. Some programmers like to
1475
+ begin their function names with Upper case, using lower case for variables and
1476
+ parameters, Here is a simple C function declaration. This declares a function named
1477
+ Twice which takes a single int argument named num. The body of the function
1478
+ computes the value which is twice the num argument and returns that value to the caller.
1479
+
1480
+ /*
1481
+ Computes double of a number.
1482
+ Works by tripling the number, and then subtracting to get back to double.
1483
+ */
1484
+ static int Twice(int num) {
1485
+ int result = num * 3;
1486
+ result = result - num;
1487
+ return(result);
1488
+
1489
+ }
1490
+
1491
+ Syntax
1492
+ The keyword "static" defines that the function will only be available to callers in the
1493
+ file where it is declared. If a function needs to be called from another file, the function
1494
+ cannot be static and will require a prototype -- see prototypes below. The static form
1495
+ is convenient for utility functions which will only be used in the file where they are
1496
+ declared. Next , the "int" in the function above is the type of its return value. Next
1497
+ comes name of the function and its list of parameters. When referring to a function by
1498
+ name in documentation or other prose, it's a convention to keep the parenthesis () suffix,
1499
+ so in this case I refer to the function as "Twice()". The parameters are listed with their
1500
+ types and names, just like variables.
1501
+
1502
+ Inside the function, the parameter num and the local variable result are "local" to the
1503
+ function -- they get their own memory and exist only so long as the function is executing.
1504
+ This independence of "local" memory is a standard feature of most languages (See
1505
+ CSLibrary/102 for the detailed discussion of local memory).
1506
+
1507
+ The "caller" code which calls Twice() looks like...
1508
+
1509
+ int num = 13;
1510
+ int a = 1;
1511
+ int b = 2;
1512
+ a = Twice(a);
1513
+ b = Twice(b + num);
1514
+ // a == 2
1515
+ // b == 30
1516
+ // num == 13 (this num is totally independent of the "num" local to Twice()
1517
+
1518
+ // call Twice() passing the value of a
1519
+ // call Twice() passing the value b+num
1520
+
1521
+ 25
1522
+
1523
+ Things to notice...
1524
+
1525
+ (vocabulary) The expression passed to a function by its caller is called the "actual
1526
+
1527
+ parameter" -- such as "a" and "b + num" above. The parameter storage local to the
1528
+ function is called the "formal parameter" such as the "num" in "static int Twice(int
1529
+ num)".
1530
+
1531
+ Parameters are passed "by value" that means there is a single copying assignment
1532
+
1533
+ operation (=) from each actual parameter to set each formal parameter. The actual
1534
+ parameter is evaluated in the caller's context, and then the value is copied into the
1535
+ function's formal parameter just before the function begins executing. The alternative
1536
+ parameter mechanism is "by reference" which C does not implement directly, but
1537
+ which the programmer can implement manually when needed (see below). When a
1538
+ parameter is a struct, it is copied.
1539
+
1540
+ The variables local to Twice(), num and result, only exist temporarily while
1541
+ Twice() is executing. This is the standard definition for "local" storage for
1542
+ functions.
1543
+
1544
+ The return at the end of Twice() computes the return value and exits the function.
1545
+ Execution resumes with the caller. There can be multiple return statements within a
1546
+ function, but it's good style to at least have one at the end if a return value needs to be
1547
+ specified. Forgetting to account of a return somewhere in the middle of a function
1548
+ is a traditional source of bugs.
1549
+
1550
+ C-ing and Nothingness -- void
1551
+ void is a type formalized in ANSI C which means "nothing". To indicate that a function
1552
+ does not return anything, use void as the return type. Also, by convention, a pointer
1553
+ which does not point to any particular type is declared as void*. Sometimes void* is
1554
+ used to force two bodies of code to not depend on each other where void* translates
1555
+ roughly to "this points to something, but I'm not telling you (the client) the type of the
1556
+ pointee exactly because you do not really need to know." If a function does not take any
1557
+ parameters, its parameter list is empty, or it can contain the keyword void but that style
1558
+ is now out of favor.
1559
+
1560
+ void TakesAnIntAndReturnsNothing(int anInt);
1561
+
1562
+ int TakesNothingAndReturnsAnInt();
1563
+ int TakesNothingAndReturnsAnInt(void); // equivalent syntax for above
1564
+
1565
+ Call by Value vs. Call by Reference
1566
+ C passes parameters "by value" which means that the actual parameter values are copied
1567
+ into local storage. The caller and callee functions do not share any memory -- they each
1568
+ have their own copy. This scheme is fine for many purposes, but it has two
1569
+ disadvantages.
1570
+
1571
+ 1) Because the callee has its own copy, modifications to that memory are not
1572
+
1573
+ communicated back to the caller. Therefore, value parameters do not allow the callee
1574
+ to communicate back to the caller. The function's return value can communicate some
1575
+ information back to the caller, but not all problems can be solved with the single
1576
+ return value.
1577
+
1578
+ 26
1579
+
1580
+ 2) Sometimes it is undesirable to copy the value from the caller to the callee because the
1581
+ value is large and so copying it is expensive, or because at a conceptual level copying
1582
+ the value is undesirable.
1583
+
1584
+ The alternative is to pass the arguments "by reference". Instead of passing a copy of a
1585
+ value from the caller to the callee, pass a pointer to the value. In this way there is only
1586
+ one copy of the value at any time, and the caller and callee both access that one value
1587
+ through pointers.
1588
+
1589
+ Some languages support reference parameters automatically. C does not do this -- the
1590
+ programmer must implement reference parameters manually using the existing pointer
1591
+ constructs in the language.
1592
+
1593
+ Swap Example
1594
+ The classic example of wanting to modify the caller's memory is a swap() function
1595
+ which exchanges two values. Because C uses call by value, the following version of
1596
+ Swap will not work...
1597
+
1598
+ void Swap(int x, int y) {
1599
+
1600
+ // NO does not work
1601
+
1602
+ int temp;
1603
+
1604
+ temp = x;
1605
+ x = y;
1606
+ y = temp;
1607
+
1608
+ }
1609
+
1610
+ // these operations just change the local x,y,temp
1611
+ // -- nothing connects them back to the caller's a,b
1612
+
1613
+ // Some caller code which calls Swap()...
1614
+ int a = 1;
1615
+ int b = 2;
1616
+ Swap(a, b);
1617
+
1618
+ Swap() does not affect the arguments a and b in the caller. The function above only
1619
+ operates on the copies of a and b local to Swap() itself. This is a good example of how
1620
+ "local" memory such as ( x, y, temp) behaves -- it exists independent of everything else
1621
+ only while its owning function is running. When the owning function exits, its local
1622
+ memory disappears.
1623
+
1624
+ Reference Parameter Technique
1625
+ To pass an object X as a reference parameter, the programmer must pass a pointer to X
1626
+ instead of X itself. The formal parameter will be a pointer to the value of interest. The
1627
+ caller will need to use & or other operators to compute the correct pointer actual
1628
+ parameter. The callee will need to dereference the pointer with * where appropriate to
1629
+ access the value of interest. Here is an example of a correct Swap() function.
1630
+
1631
+ static void Swap(int* x, int* y) {
1632
+
1633
+ // params are int* instead of int
1634
+
1635
+ int temp;
1636
+
1637
+ temp = *x;
1638
+ *x = *y;
1639
+ *y = temp;
1640
+
1641
+ }
1642
+
1643
+ // use * to follow the pointer back to the caller's memory
1644
+
1645
+ 27
1646
+
1647
+ // Some caller code which calls Swap()...
1648
+ int a = 1;
1649
+ int b = 2;
1650
+
1651
+ Swap(&a, &b);
1652
+
1653
+ Things to notice...
1654
+
1655
+ • The formal parameters are int* instead of int.
1656
+
1657
+ • The caller uses & to compute pointers to its local memory (a,b).
1658
+
1659
+ • The callee uses * to dereference the formal parameter pointers back to get the caller's
1660
+
1661
+ memory.
1662
+
1663
+ Since the operator & produces the address of a variable -- &a is a pointer to a. In
1664
+ Swap() itself, the formal parameters are declared to be pointers, and the values of
1665
+ interest (a,b) are accessed through them. There is no special relationship between the
1666
+ names used for the actual and formal parameters. The function call matches up the actual
1667
+ and formal parameters by their order -- the first actual parameter is assigned to the first
1668
+ formal parameter, and so on. I deliberately used different names (a,b vs x,y) to emphasize
1669
+ that the names do not matter.
1670
+
1671
+ const
1672
+ The qualifier const can be added to the left of a variable or parameter type to declare that
1673
+ the code using the variable will not change the variable. As a practical matter, use of
1674
+ const is very sporadic in the C programming community. It does have one very handy
1675
+ use, which is to clarify the role of a parameter in a function prototype...
1676
+
1677
+ void foo(const struct fraction* fract);
1678
+
1679
+ In the foo() prototype, the const declares that foo() does not intend to change the struct
1680
+ fraction pointee which is passed to it. Since the fraction is passed by pointer, we could
1681
+ not know otherwise if foo() intended to change our memory or not. Using the const,
1682
+ foo() makes its intentions clear. Declaring this extra bit of information helps to clarify the
1683
+ role of the function to its implementor and caller.
1684
+
1685
+ 28
1686
+
1687
+ Bigger Pointer Example
1688
+ The following code is a large example of using reference parameters. There are several
1689
+ common features of C programs in this example...Reference parameters are used to allow
1690
+ the functions Swap() and IncrementAndSwap() to affect the memory of their callers.
1691
+ There's a tricky case inside of IncrementAndSwap() where it calls Swap() -- no additional
1692
+ use of & is necessary in this case since the parameters x, y inside InrementAndSwap() are
1693
+ already pointers to the values of interest. The names of the variables through the
1694
+ program(a, b, x, y, alice, bob) do not need to match up in any particular way for the
1695
+ parameters to work. The parameter mechanism only depends on the types of the
1696
+ parameters and their order in the parameter list -- not their names. Finally this is an
1697
+ example of what multiple functions look like in a file and how they are called from the
1698
+ main() function.
1699
+
1700
+ static void Swap(int* a, int* b) {
1701
+
1702
+ int temp;
1703
+ temp = *a;
1704
+ *a = *b;
1705
+ *b = temp;
1706
+
1707
+ }
1708
+
1709
+ static void IncrementAndSwap(int* x, int* y) {
1710
+
1711
+ // don't need & here since a and b are already
1712
+ // int*'s.
1713
+
1714
+ (*x)++;
1715
+ (*y)++;
1716
+ Swap(x, y);
1717
+
1718
+ }
1719
+
1720
+ int main()
1721
+ {
1722
+
1723
+ int alice = 10;
1724
+ int bob = 20;
1725
+
1726
+ Swap(&alice, &bob);
1727
+ // at this point alice==20 and bob==10
1728
+
1729
+ IncrementAndSwap(&alice, &bob);
1730
+ // at this point alice==11 and bob==21
1731
+
1732
+ return 0;
1733
+
1734
+ }
1735
+
1736
+ 29
1737
+
1738
+ Section 5
1739
+ Odds and Ends
1740
+ main()
1741
+ The execution of a C program begins with function named main(). All of the files and
1742
+ libraries for the C program are compiled together to build a single program file. That file
1743
+ must contain exactly one main() function which the operating system uses as the starting
1744
+ point for the program. Main() returns an int which, by convention, is 0 if the program
1745
+ completed successfully and non-zero if the program exited due to some error condition.
1746
+ This is just a convention which makes sense in shell oriented environments such as Unix
1747
+ or DOS.
1748
+
1749
+ Multiple Files
1750
+ For a program of any size, it's convenient to separate the functions into several separate
1751
+ files. To allow the functions in separate files to cooperate, and yet allow the compiler to
1752
+ work on the files independently, C programs typically depend on two features...
1753
+
1754
+ Prototypes
1755
+ A "prototype" for a function gives its name and arguments but not its body. In order for a
1756
+ caller, in any file, to use a function, the caller must have seen the prototype for that
1757
+ function. For example, here's what the prototypes would look like for Twice() and
1758
+ Swap(). The function body is absent and there's a semicolon (;) to terminate the
1759
+ prototype...
1760
+
1761
+ int Twice(int num);
1762
+ void Swap(int* a, int* b);
1763
+
1764
+ In pre-ANSI C, the rules for prototypes where very sloppy -- callers were not required to
1765
+ see prototypes before calling functions, and as a result it was possible to get in situations
1766
+ where the compiler generated code which would crash horribly.
1767
+
1768
+ In ANSI C, I'll oversimplify a little to say that...
1769
+
1770
+ 1) a function may be declared static in which case it can only be used in the same file
1771
+ where it is used below the point of its declaration. Static functions do not require a
1772
+ separate prototype so long as they are defined before or above where they are called
1773
+ which saves some work.
1774
+
1775
+ 2) A non-static function needs a prototype. When the compiler compiles a function
1776
+
1777
+ definition, it must have previously seen a prototype so that it can verify that the two
1778
+ are in agreement ("prototype before definition" rule). The prototype must also be seen
1779
+ by any client code which wants to call the function ("clients must see prototypes"
1780
+ rule).(The require-prototypes behavior is actually somewhat of a compiler option, but
1781
+ it's smart to leave it on.)
1782
+
1783
+ Preprocessor
1784
+ The preprocessing step happens to the C source before it is fed to the compiler. The two
1785
+ most common preprocessor directives are #define and #include...
1786
+
1787
+ 30
1788
+
1789
+ #define
1790
+ The #define directive can be used to set up symbolic replacements in the source. As with
1791
+ all preprocessor operations, #define is extremely unintelligent -- it just does textual
1792
+ replacement without understanding. #define statements are used as a crude way of
1793
+ establishing symbolic constants.
1794
+
1795
+ #define MAX 100
1796
+ #define SEVEN_WORDS that_symbol_expands_to_all_these_words
1797
+
1798
+ Later code can use the symbols MAX or SEVEN_WORDS which will be replaced by the
1799
+ text to the right of each symbol in its #define.
1800
+
1801
+ #include
1802
+ The "#include" directive brings in text from different files during compilation. #include is
1803
+ a very unintelligent and unstructured -- it just pastes in the text from the given file and
1804
+ continues compiling. The #include directive is used in the .h/.c file convention below
1805
+ which is used to satisfy the various constraints necessary to get prototypes correct.
1806
+
1807
+ #include "foo.h"
1808
+
1809
+ // refers to a "user" foo.h file --
1810
+ //
1811
+
1812
+ in the originating directory for the compile
1813
+
1814
+ #include <foo.h>
1815
+
1816
+ // refers to a "system" foo.h file --
1817
+ //
1818
+
1819
+ in the compiler's directory somewhere
1820
+
1821
+ foo.h vs foo.c
1822
+ The universally followed convention for C is that for a file named "foo.c" containing a
1823
+ bunch of functions...
1824
+
1825
+ • A separate file named foo.h will contain the prototypes for the functions in foo.c
1826
+ which clients may want to call. Functions in foo.c which are for "internal use
1827
+ only" and should never be called by clients should be declared static.
1828
+
1829
+ • Near the top of foo.c will be the following line which ensures that the function
1830
+ definitions in foo.c see the prototypes in foo.h which ensures the "prototype
1831
+ before definition" rule above.
1832
+ #include "foo.h"
1833
+
1834
+ // show the contents of "foo.h"
1835
+ // to the compiler at this point
1836
+
1837
+ • Any xxx.c file which wishes to call a function defined in foo.c must include the
1838
+ following line to see the prototypes, ensuring the "clients must see prototypes" rule
1839
+ above.
1840
+ #include "foo.h"
1841
+
1842
+ #if
1843
+ At compile time, there is some space of names defined by the #defines. The #if test can
1844
+ be used at compile-time to look at those symbols and turn on and off which lines the
1845
+ compiler uses. The following example depends on the value of the FOO #define symbol.
1846
+ If it is true, then the "aaa" lines (whatever they are) are compiled, and the "bbb" lines are
1847
+ ignored. If FOO were 0, then the reverse would be true.
1848
+
1849
+ 31
1850
+
1851
+ #define FOO 1
1852
+
1853
+ ...
1854
+
1855
+ #if FOO
1856
+
1857
+ aaa
1858
+ aaa
1859
+
1860
+ #else
1861
+
1862
+ bbb
1863
+ bbb
1864
+ #endif
1865
+
1866
+ You can use #if 0 ...#endif to effectively comment out areas of code you don't
1867
+ want to compile, but which you want to keeep in the source file.
1868
+
1869
+ Multiple #includes -- #pragma once
1870
+ There's a problem sometimes where a .h file is #included into a file more than one time
1871
+ resulting in compile errors. This can be a serious problem. Because of this, you want to
1872
+ avoid #including .h files in other .h files if at all possible. On the other hand, #including
1873
+ .h files in .c files is fine. If you are lucky, your compiler will support the #pragma once
1874
+ feature which automatically prevents a single file from being #included more than once in
1875
+ any one file. This largely solves multiple #include problems.
1876
+
1877
+ // foo.h
1878
+ // The following line prevents problems in files which #include "foo.h"
1879
+ #pragma once
1880
+
1881
+ <rest of foo.h ...>
1882
+
1883
+ Assert
1884
+ Array out of bounds references are an extremely common form of C run-time error. You
1885
+ can use the assert() function to sprinkle your code with your own bounds checks. A few
1886
+ seconds putting in assert statements can save you hours of debugging.
1887
+
1888
+ Getting out all the bugs is the hardest and scariest part of writing a large piece of
1889
+ software. Assert statements are one of the easiest and most effective helpers for that
1890
+ difficult phase.
1891
+
1892
+ #include <assert.h>
1893
+ #define MAX_INTS 100
1894
+ {
1895
+
1896
+ int ints[MAX_INTS];
1897
+ i = foo(<something complicated>);
1898
+
1899
+ // i should be in bounds,
1900
+ // but is it really?
1901
+
1902
+ assert(i>=0);
1903
+ assert(i<MAX_INTS);
1904
+
1905
+ ints[i] = 0;
1906
+
1907
+ // safety assertions
1908
+
1909
+ 32
1910
+
1911
+ Depending on the options specified at compile time, the assert() expressions will be left
1912
+ in the code for testing, or may be ignored. For that reason, it is important to only put
1913
+ expressions in assert() tests which do not need to be evaluated for the proper functioning
1914
+ of the program...
1915
+
1916
+ int errCode = foo();
1917
+ assert(errCode == 0);
1918
+
1919
+ // yes
1920
+
1921
+ assert(foo() == 0);
1922
+
1923
+ // NO, foo() will not be called if
1924
+ // the compiler removes the assert()
1925
+
1926
+ 33
1927
+
1928
+ Section 6
1929
+ Advanced Arrays and Pointers
1930
+ Advanced C Arrays
1931
+ In C, an array is formed by laying out all the elements contiguously in memory. The
1932
+ square bracket syntax can be used to refer to the elements in the array. The array as a
1933
+ whole is referred to by the address of the first element which is also known as the "base
1934
+ address" of the whole array.
1935
+
1936
+ {
1937
+
1938
+ }
1939
+
1940
+ int array[6];
1941
+
1942
+ int sum = 0;
1943
+ sum += array[0] + array[1];
1944
+
1945
+ // refer to elements using []
1946
+
1947
+ array
1948
+
1949
+ The array name acts like a pointer to the
1950
+ first element- in this case an (int*).
1951
+
1952
+ array[0] array[1] array[2] ...
1953
+
1954
+ Index
1955
+
1956
+ 0
1957
+
1958
+ 1
1959
+
1960
+ 2
1961
+
1962
+ 3
1963
+
1964
+ 4
1965
+
1966
+ 5
1967
+
1968
+ The programmer can refer to elements in the array with the simple [ ] syntax such as
1969
+ array[1]. This scheme works by combining the base address of the whole array with
1970
+ the index to compute the base address of the desired element in the array. It just requires
1971
+ a little arithmetic. Each element takes up a fixed number of bytes which is known at
1972
+ compile-time. So the address of element n in the array using 0 based indexing will be at
1973
+ an offset of (n * element_size) bytes from the base address of the whole array.
1974
+
1975
+ address of nth element = address_of_0th_element + (n * element_size_in_bytes)
1976
+
1977
+ The square bracket syntax [ ] deals with this address arithmetic for you, but it's useful to
1978
+ know what it's doing. The [ ] takes the integer index, multiplies by the element size, adds
1979
+ the resulting offset to the array base address, and finally dereferences the resulting pointer
1980
+ to get to the desired element.
1981
+
1982
+ {
1983
+
1984
+ }
1985
+
1986
+ int intArray[6];
1987
+
1988
+ intArray[3] = 13;
1989
+
1990
+ 34
1991
+
1992
+ intArray
1993
+
1994
+ 12 bytes of offset
1995
+
1996
+ (intArray+3)
1997
+
1998
+ 1
1999
+
2000
+ 4
2001
+
2002
+ 2
2003
+
2004
+ 8
2005
+
2006
+ 13
2007
+
2008
+ 3
2009
+
2010
+ 12
2011
+
2012
+ 4
2013
+
2014
+ 16
2015
+
2016
+ 5
2017
+
2018
+ 20
2019
+
2020
+ Index
2021
+
2022
+ 0
2023
+
2024
+ 0
2025
+
2026
+ Offset
2027
+ in bytes =
2028
+ n * elem_size
2029
+
2030
+ Assume sizeof(int) = 4i.e. Each array
2031
+ element takes up 4 bytes.
2032
+
2033
+ '+' Syntax
2034
+ In a closely related piece of syntax, a + between a pointer and an integer does the same
2035
+ offset computation, but leaves the result as a pointer. The square bracket syntax gives the
2036
+ nth element while the + syntax gives a pointer to the nth element.
2037
+
2038
+ So the expression (intArray + 3) is a pointer to the integer intArray[3].
2039
+ (intArray + 3) is of type (int*) while intArray[3] is of type int. The two
2040
+ expressions only differ by whether the pointer is dereferenced or not. So the expression
2041
+ (intArray + 3) is exactly equivalent to the expression (&(intArray[3])). In
2042
+ fact those two probably compile to exactly the same code. They both represent a pointer
2043
+ to the element at index 3.
2044
+
2045
+ Any [] expression can be written with the + syntax instead. We just need to add in the
2046
+ pointer dereference. So intArray[3] is exactly equivalent to *(intArray + 3).
2047
+ For most purposes, it's easiest and most readable to use the [] syntax. Every once in a
2048
+ while the + is convenient if you needed a pointer to the element instead of the element
2049
+ itself.
2050
+
2051
+ Pointer++ Style -- strcpy()
2052
+ If p is a pointer to an element in an array, then (p+1) points to the next element in the
2053
+ array. Code can exploit this using the construct p++ to step a pointer over the elements in
2054
+ an array. It doesn't help readability any, so I can't recommend the technique, but you may
2055
+ see it in code written by others.
2056
+
2057
+ (This example was originally inspired by Mike Cleron) There's a library function called
2058
+ strcpy(char* destination, char* source) which copies the bytes of a C
2059
+ string from one place to another. Below are four different implementations of strcpy()
2060
+ written in order: from most verbose to most cryptic. In the first one, the normally
2061
+ straightforward while loop is actually sortof tricky to ensure that the terminating null
2062
+ character is copied over. The second removes that trickiness by moving assignment into
2063
+ the test. The last two are cute (and they demonstrate using ++ on pointers), but not really
2064
+ the sort of code you want to maintain. Among the four, I think strcpy2() is the best
2065
+ stylistically. With a smart compiler, all four will compile to basically the same code with
2066
+ the same efficiency.
2067
+
2068
+ 35
2069
+
2070
+ // Unfortunately, a straight while or for loop won't work.
2071
+ // The best we can do is use a while (1) with the test
2072
+ // in the middle of the loop.
2073
+ void strcpy1(char dest[], const char source[]) {
2074
+
2075
+ int i = 0;
2076
+
2077
+ while (1) {
2078
+
2079
+ dest[i] = source[i];
2080
+ if (dest[i] == '\0') break;
2081
+ i++;
2082
+
2083
+ // we're done
2084
+
2085
+ }
2086
+
2087
+ }
2088
+
2089
+ // Move the assignment into the test
2090
+ void strcpy2(char dest[], const char source[]) {
2091
+
2092
+ int i = 0;
2093
+
2094
+ while ((dest[i] = source[i]) != '\0') {
2095
+
2096
+ i++;
2097
+
2098
+ }
2099
+
2100
+ }
2101
+
2102
+ // Get rid of i and just move the pointers.
2103
+ // Relies on the precedence of * and ++.
2104
+ void strcpy3(char dest[], const char source[])
2105
+ {
2106
+
2107
+ while ((*dest++ = *source++) != '\0') ;
2108
+
2109
+ }
2110
+
2111
+ // Rely on the fact that '\0' is equivalent to FALSE
2112
+ void strcpy4(char dest[], const char source[])
2113
+ {
2114
+
2115
+ while (*dest++ = *source++) ;
2116
+
2117
+ }
2118
+
2119
+ Pointer Type Effects
2120
+ Both [ ] and + implicitly use the compile time type of the pointer to compute the
2121
+ element_size which affects the offset arithmetic. When looking at code, it's easy to
2122
+ assume that everything is in the units of bytes.
2123
+
2124
+ int *p;
2125
+
2126
+ p = p + 12;
2127
+
2128
+ // at run-time, what does this add to p? 12?
2129
+
2130
+ The above code does not add the number 12 to the address in p-- that would increment p
2131
+ by 12 bytes. The code above increments p by 12 ints. Each int probably takes 4 bytes, so
2132
+ at run time the code will effectively increment the address in p by 48. The compiler
2133
+ figures all this out based on the type of the pointer.
2134
+
2135
+ Using casts, the following code really does just add 12 to the address in the pointer p. It
2136
+ works by telling the compiler that the pointer points to char instead of int. The size of
2137
+ char is defined to be exactly 1 byte (or whatever the smallest addressable unit is on the
2138
+ computer). In other words, sizeof(char) is always 1. We then cast the resulting
2139
+
2140
+ 36
2141
+
2142
+ (char*) back to an (int*). The programmer is allowed to cast any pointer type to
2143
+ any other pointer type like this to change the code the compiler generates.
2144
+
2145
+ p = (int*) ( ((char*)p) + 12);
2146
+
2147
+ Arrays and Pointers
2148
+ One effect of the C array scheme is that the compiler does not distinguish meaningfully
2149
+ between arrays and pointers-- they both just look like pointers. In the following example,
2150
+ the value of intArray is a pointer to the first element in the array so it's an (int*).
2151
+ The value of the variable intPtr is also (int*) and it is set to point to a single integer
2152
+ i. So what's the difference between intArray and intPtr? Not much as far as the
2153
+ compiler is concerned. They are both just (int*) pointers, and the compiler is perfectly
2154
+ happy to apply the [] or + syntax to either. It's the programmer's responsibility to ensure
2155
+ that the elements referred to by a [] or + operation really are there. Really its' just the
2156
+ same old rule that C doesn't do any bounds checking. C thinks of the single integer i as
2157
+ just a sort of degenerate array of size 1.
2158
+
2159
+ {
2160
+
2161
+ }
2162
+
2163
+ int intArray[6];
2164
+ int *intPtr;
2165
+ int i;
2166
+
2167
+ intPtr = &i;
2168
+
2169
+ intArray[3] = 13;
2170
+ intPtr[0] = 12;
2171
+ intPtr[3] = 13;
2172
+
2173
+ // ok
2174
+ // odd, but ok. Changes i.
2175
+ // BAD! There is no integer reserved here!
2176
+
2177
+ intArray
2178
+
2179
+ (intArray+3)
2180
+
2181
+ 37
2182
+
2183
+ Index
2184
+
2185
+ 0
2186
+
2187
+ 1
2188
+
2189
+ 2
2190
+
2191
+ intPtr
2192
+
2193
+ 12
2194
+
2195
+ i
2196
+
2197
+ 4
2198
+
2199
+ 5
2200
+
2201
+ (intPtr+3)
2202
+
2203
+ 13
2204
+
2205
+ 3
2206
+
2207
+ 13
2208
+
2209
+ These bytes exist, but they have not been explicitly reserved.
2210
+ They are the bytes which happen to be adjacent to the
2211
+ memory for i. They are probably being used to store
2212
+ something already, such as a smashed looking smiley face.
2213
+ The 13 just gets blindly written over the smiley face. This
2214
+ error will only be apparent later when the program tries to
2215
+ read the smiley face data.
2216
+
2217
+ Array Names Are Const
2218
+ One subtle distinction between an array and a pointer, is that the pointer which represents
2219
+ the base address of an array cannot be changed in the code. The array base address
2220
+ behaves like a const pointer. The constraint applies to the name of the array where it is
2221
+ declared in the code-- the variable ints in the example below.
2222
+
2223
+ {
2224
+
2225
+ }
2226
+
2227
+ int ints[100]
2228
+ int *p;
2229
+ int i;
2230
+
2231
+ ints = NULL;
2232
+ ints = &i;
2233
+ ints = ints + 1;
2234
+ ints++;
2235
+
2236
+ p = ints;
2237
+
2238
+ p++;
2239
+ p = NULL;
2240
+ p = &i;
2241
+
2242
+ // NO, cannot change the base addr ptr
2243
+ // NO
2244
+ // NO
2245
+ // NO
2246
+
2247
+ // OK, p is a regular pointer which can be changed
2248
+ // here it is getting a copy of the ints pointer
2249
+
2250
+ // OK, p can still be changed (and ints cannot)
2251
+ // OK
2252
+ // OK
2253
+
2254
+ foo(ints);
2255
+
2256
+ // OK (possible foo definitions are below)
2257
+
2258
+ 38
2259
+
2260
+ Array parameters are passed as pointers. The following two definitions of foo look
2261
+ different, but to the compiler they mean exactly the same thing. It's preferable to use
2262
+ whichever syntax is more accurate for readability. If the pointer coming in really is the
2263
+ base address of a whole array, then use [ ].
2264
+
2265
+ void foo(int arrayParam[]) {
2266
+
2267
+ arrayParam = NULL;
2268
+
2269
+ // Silly but valid. Just changes the local pointer
2270
+
2271
+ }
2272
+
2273
+ void foo(int *arrayParam) {
2274
+
2275
+ arrayParam = NULL;
2276
+
2277
+ // ditto
2278
+
2279
+ }
2280
+
2281
+ Heap Memory
2282
+ C gives programmers the standard sort of facilities to allocate and deallocate dynamic
2283
+ heap memory. A word of warning: writing programs which manage their heap memory is
2284
+ notoriously difficult. This partly explains the great popularity of languages such as Java
2285
+ and Perl which handle heap management automatically. These languages take over a task
2286
+ which has proven to be extremely difficult for the programmer. As a result Perl and Java
2287
+ programs run a little more slowly, but they contain far fewer bugs. (For a detailed
2288
+ discussion of heap memory see http://cslibrary.stanford.edu/102/, Pointers and Memory.)
2289
+
2290
+ C provides access to the heap features through library functions which any C code can
2291
+ call. The prototypes for these functions are in the file <stdlib.h>, so any code which
2292
+ wants to call these must #include that header file. The three functions of interest are...
2293
+
2294
+ void* malloc(size_t size)
2295
+
2296
+ Request a contiguous block of memory
2297
+ of the given size in the heap. malloc() returns a pointer to the heap block or NULL if
2298
+ the request could not be satisfied. The type size_t is essentially an unsigned
2299
+ long which indicates how large a block the caller would like measured in bytes.
2300
+ Because the block pointer returned by malloc() is a void* (i.e. it makes no claim
2301
+ about the type of its pointee), a cast will probably be required when storing the void*
2302
+ pointer into a regular typed pointer.
2303
+
2304
+ void free(void* block)
2305
+
2306
+ The mirror image of malloc() -- free takes a
2307
+
2308
+ pointer to a heap block earlier allocated by malloc() and returns that block to the heap
2309
+ for re-use. After the free(), the client should not access any part of the block or
2310
+ assume that the block is valid memory. The block should not be freed a second time.
2311
+
2312
+ void* realloc(void* block, size_t size);
2313
+
2314
+ Take an existing heap
2315
+ block and try to relocate it to a heap block of the given size which may be larger or
2316
+ smaller than the original size of the block. Returns a pointer to the new block, or
2317
+ NULL if the relocation was unsuccessful. Remember to catch and examine the return
2318
+ value of realloc() -- it is a common error to continue to use the old block pointer.
2319
+ Realloc() takes care of moving the bytes from the old block to the new block.
2320
+ Realloc() exists because it can be implemented using low-level features which make
2321
+ it more efficient than C code the client could write.
2322
+
2323
+ Memory Management
2324
+ All of a program's memory is deallocated automatically when the it exits, so a program
2325
+ only needs to use free() during execution if it is important for the program to recycle its
2326
+ memory while it runs -- typically because it uses a lot of memory or because it runs for a
2327
+
2328
+ 39
2329
+
2330
+ long time. The pointer passed to free() must be exactly the pointer which was originally
2331
+ returned by malloc() or realloc(), not just a pointer into somewhere within the heap block.
2332
+
2333
+ Dynamic Arrays
2334
+ Since arrays are just contiguous areas of bytes, you can allocate your own arrays in the
2335
+ heap using malloc(). The following code allocates two arrays of 1000 ints-- one in the
2336
+ stack the usual "local" way, and one in the heap using malloc(). Other than the different
2337
+ allocations, the two are syntactically similar in use.
2338
+
2339
+ {
2340
+
2341
+ }
2342
+
2343
+ int a[1000];
2344
+
2345
+ int *b;
2346
+ b = (int*) malloc( sizeof(int) * 1000);
2347
+ assert(b != NULL);
2348
+
2349
+ // check that the allocation succeeded
2350
+
2351
+ a[123] = 13;
2352
+ b[123] = 13;
2353
+
2354
+ // Just use good ol' [] to access elements
2355
+ // in both arrays.
2356
+
2357
+ free(b);
2358
+
2359
+ Although both arrays can be accessed with [ ], the rules for their maintenance are very
2360
+ different....
2361
+
2362
+ Advantages of being in the heap
2363
+
2364
+ • Size (in this case 1000) can be defined at run time. Not so for an array like "a".
2365
+
2366
+ • The array will exist until it is explicitly deallocated with a call to free().
2367
+
2368
+ • You can change the size of the array at will at run time using realloc(). The following
2369
+ changes the size of the array to 2000. Realloc() takes care of copying over the old
2370
+ elements.
2371
+
2372
+ ...
2373
+ b = realloc(b, sizeof(int) * 2000);
2374
+ assert(b != NULL);
2375
+
2376
+ Disadvantages of being in the heap
2377
+
2378
+ • You have to remember to allocate the array, and you have to get it right.
2379
+
2380
+ • You have to remember to deallocate it exactly once when you are done with it, and you
2381
+
2382
+ have to get that right.
2383
+
2384
+ • The above two disadvantages have the same basic profile: if you get them wrong, your
2385
+ code still looks right. It compiles fine. It even runs for small cases, but for some input
2386
+ cases it just crashes unexpectedly because random memory is getting overwritten
2387
+ somewhere like the smiley face. This sort of "random memory smasher" bug can be a
2388
+ real ordeal to track down.
2389
+
2390
+ 40
2391
+
2392
+ Dynamic Strings
2393
+ The dynamic allocation of arrays works very well for allocating strings in the heap. The
2394
+ advantage of heap allocating a string is that the heap block can be just big enough to store
2395
+ the actual number of characters in the string. The common local variable technique such
2396
+ as char string[1000]; allocates way too much space most of the time, wasting
2397
+ the unused bytes, and yet fails if the string ever gets bigger than the variable's fixed size.
2398
+
2399
+ #include <string.h>
2400
+
2401
+ /*
2402
+ Takes a c string as input, and makes a copy of that string
2403
+ in the heap. The caller takes over ownership of the new string
2404
+ and is responsible for freeing it.
2405
+ */
2406
+ char* MakeStringInHeap(const char* source) {
2407
+
2408
+ char* newString;
2409
+
2410
+ newString = (char*) malloc(strlen(source) + 1); // +1 for the '\0'
2411
+ assert(newString != NULL);
2412
+ strcpy(newString, source);
2413
+ return(newString);
2414
+
2415
+ }
2416
+
2417
+ 41
2418
+
2419
+ Section 7
2420
+ Details and Library Functions
2421
+ Precedence and Associativity
2422
+ function-call() [] -> .
2423
+
2424
+ L to R
2425
+
2426
+ ! ~ ++ -- + - *(ptr deref) sizeof &(addr of)
2427
+ (all unary ops are the same)
2428
+
2429
+ * / %
2430
+ (the top tier arithmetic binary ops)
2431
+
2432
+ + -
2433
+ (second tier arithmetic binary ops)
2434
+
2435
+ < <= > >=
2436
+
2437
+ == !=
2438
+
2439
+ in order: & ^ | && ||
2440
+ (note that bitwise comes before boolean)
2441
+
2442
+ = and all its variants
2443
+
2444
+ , (comma) .
2445
+
2446
+ R to L
2447
+
2448
+ L to R
2449
+
2450
+ L to R
2451
+
2452
+ L to R
2453
+
2454
+ L to R
2455
+
2456
+ L to R
2457
+
2458
+ R to L
2459
+
2460
+ L to R
2461
+
2462
+ A combinations which never works right without parens: *structptr.field
2463
+ You have to write it as (*structptr).field or structptr->field
2464
+
2465
+ Standard Library Functions
2466
+ Many basic housekeeping funcions are available to a C program in form of standard
2467
+ library functions. To call these, a program must #include the appropriate .h file. Most
2468
+ compilers link in the standard library code by default. The functions listed in the next
2469
+ section are the most commonly used ones, but there are many more which are not listed
2470
+ here.
2471
+
2472
+ stdio.h
2473
+
2474
+ file input and output
2475
+
2476
+ ctype.h
2477
+
2478
+ character tests
2479
+
2480
+ string.h
2481
+
2482
+ string operations
2483
+
2484
+ math.h
2485
+
2486
+ mathematical functions such as sin() and cos()
2487
+
2488
+ stdlib.h
2489
+
2490
+ utility functions such as malloc() and rand()
2491
+
2492
+ assert.h
2493
+
2494
+ the assert() debugging macro
2495
+
2496
+ stdarg.h
2497
+
2498
+ support for functions with variable numbers of arguments
2499
+
2500
+ setjmp.h
2501
+
2502
+ support for non-local flow control jumps
2503
+
2504
+ signal.h
2505
+
2506
+ support for exceptional condition signals
2507
+
2508
+ time.h
2509
+
2510
+ date and time
2511
+
2512
+ 42
2513
+
2514
+ limits.h, float.h
2515
+
2516
+ constants which define type range values such as INT_MAX
2517
+
2518
+ stdio.h
2519
+ Stdio.h is a very common file to #include -- it includes functions to print and read strings
2520
+ from files and to open and close files in the file system.
2521
+
2522
+ FILE* fopen(const char* fname, const char* mode);
2523
+
2524
+ Open a file named in the filesystem and return a FILE* for it. Mode = "r" read,"w"
2525
+ write,"a"append, returns NULL on error. The standard files stdout, stdin,
2526
+ stderr are automatically opened and closed for you by the system.
2527
+
2528
+ int fclose(FILE* file);
2529
+
2530
+ Close a previously opened file. Returns EOF on error. The operating system closes all
2531
+ of a program's files when it exits, but it's tidy to do it beforehand. Also, there is
2532
+ typically a limit to the number of files which a program may have open
2533
+ simultaneously.
2534
+
2535
+ int fgetc(FILE* in);
2536
+
2537
+ Read and return the next unsigned char out of a file, or EOF if the file has been
2538
+ exhausted. (detail) This and other file functions return ints instead of a chars because
2539
+ the EOF constant they potentially is not a char, but is an int. getc() is an alternate,
2540
+ faster version implemented as a macro which may evaluate the FILE* expression
2541
+ more than once.
2542
+
2543
+ char* fgets(char* dest, int n, FILE* in)
2544
+
2545
+ Reads the next line of text into a string supplied by the caller. Reads at most n-1
2546
+ characters from the file, stopping at the first '\n' character. In any case, the string is '\0'
2547
+ terminated. The '\n' is included in the string. Returns NULL on EOF or error.
2548
+
2549
+ int fputc(int ch, FILE* out);
2550
+
2551
+ Write the char to the file as an unsigned char. Returns ch, or EOF on err. putc() is an
2552
+ alternate, faster version implemented as a macro which may evaluate the FILE*
2553
+ expression more than once.
2554
+
2555
+ int ungetc(int ch, FILE* in);
2556
+
2557
+ Push the most recent fgetc() char back onto the file. EOF may not be pushed back.
2558
+ Returns ch or EOF on error.
2559
+
2560
+ int printf(const char* format_string, ...);
2561
+
2562
+ Prints a string with values possibly inserted into it to standard output. Takes a variable
2563
+ number of arguments -- first a format string followed by a number of matching
2564
+ arguments. The format string contains text mixed with % directives which mark
2565
+ things to be inserted in the output. %d = int, %Ld=long int, %s=string, %f=double,
2566
+ %c=char. Every % directive must have a matching argument of the correct type after
2567
+ the format string. Returns the number of characters written, or negative on error. If
2568
+ the percent directives do not match the number and type of arguments, printf() tends
2569
+ to crash or otherwise do the wrong thing at run time. fprintf() is a variant which takes
2570
+ an additional FILE* argument which specifies the file to print to. Examples...
2571
+ printf("hello\n");
2572
+ printf("hello %d there %d\n", 13, 1+1);
2573
+ printf("hello %c there %d %s\n", 'A', 42, "ok");
2574
+
2575
+ prints: hello
2576
+ prints: hello 13 there 2
2577
+ prints: hello A there 42 ok
2578
+
2579
+ 43
2580
+
2581
+ int scanf(const char* format, ...)
2582
+
2583
+ Opposite of printf() -- reads characters from standard input trying to match elements
2584
+ in the format string. Each percent directive in the format string must have a matching
2585
+ pointer in the argument list which scanf() uses to store the values it finds. scanf()
2586
+ skips whitespace as it tries to read in each percent directive. Returns the number of
2587
+ percent directives processed successfully, or EOF on error. scanf() is famously
2588
+ sensitive to programmer errors. If scanf() is called with anything but the correct
2589
+ pointers after the format string, it tends to crash or otherwise do the wrong thing at
2590
+ run time. sscanf() is a variant which takes an additional initial string from which it
2591
+ does its reading. fscanf() is a variant which takes an additional initial FILE* from
2592
+ which it does its reading. Example...
2593
+ {
2594
+
2595
+ int num;
2596
+ char s1[1000];
2597
+ char s2[1000];
2598
+
2599
+ scanf("hello %d %s %s", &num, s1, s2);
2600
+
2601
+ }
2602
+ Looks for the word "hello" followed by a number and two words (all separated by
2603
+ whitespace). scanf() uses the pointers &num, s1, and s2 to store what it finds into the
2604
+ local variables.
2605
+
2606
+ ctype.h
2607
+ ctype.h includes macros for doing simple tests and operations on characters
2608
+
2609
+ isalpha(ch)
2610
+
2611
+ // ch is an upper or lower case letter
2612
+
2613
+ islower(ch), isupper(ch)
2614
+
2615
+ // same as above, but upper/lower specific
2616
+
2617
+ isspace(ch)
2618
+
2619
+ // ch is a whitepace character such as tab, space, newline, etc.
2620
+
2621
+ isdigit(ch)
2622
+
2623
+ // digit such as '0'..'9'
2624
+
2625
+ toupper(ch), tolower(ch)
2626
+
2627
+ // Return the lower or upper case version of a
2628
+
2629
+ alphabetic character, otherwise pass it through unchanged.
2630
+
2631
+ 44
2632
+
2633
+ string.h
2634
+ None of these string routines allocate memory or check that the passed in memory is the
2635
+ right size. The caller is responsible for making sure there is "enough" memory for the
2636
+ operation. The type size_t is an unsigned integer wide enough for the computer's
2637
+ address space -- most likely an unsigned long.
2638
+
2639
+ size_t strlen(const char* string);
2640
+
2641
+ Return the number of chars in a C string. EG strlen("abc")==3
2642
+
2643
+ char* strcpy(char* dest, const char* source);
2644
+
2645
+ Copy the characters from the source string to the destination string.
2646
+
2647
+ size_t strlcpy(char* dest, const char* source,
2648
+
2649
+ size_t dest_size);
2650
+
2651
+ Like strcpy(), but knows the size of the dest. Truncates if necessary. Use this to avoid
2652
+ memory errors and buffer-overflow security problems. This function is not as
2653
+ standard as strcpy(), but most sytems have it. Do not use the old strncpy() function --
2654
+ it is difficult to use correctly.
2655
+
2656
+ char *strcat(char* dest, const char* source);
2657
+
2658
+ Append the characters from the source string to the end of destination string. (There is
2659
+ a non-standard strlcat() variant that takes the size of the dest as third argument.)
2660
+
2661
+ int strcmp(const char* a, const char* b);
2662
+
2663
+ Compare two strings and return an int which encodes their ordering. zero:a==b,
2664
+ negative:a<b, positive:a>b. It is a common error to think of the result of strcmp() as
2665
+ being boolean true if the strings are equal which is, unfortunately, exactly backwards.
2666
+
2667
+ char* strchr(const char* searchIn, char ch);
2668
+
2669
+ Search the given string for the first occurence of the given character. Returns a
2670
+ pointer to the character, or NULL if none is found.
2671
+
2672
+ char* strstr(const char* searchIn, const char* searchFor);
2673
+ Similar to strchr(), but searches for an entire string instead of a single character. The
2674
+ search is case sensitive.
2675
+
2676
+ void* memcpy(void* dest, const void* source, size_t n);
2677
+
2678
+ Copy the given number of bytes from the source to the destination. The source and
2679
+ destination must not overlap. This may be implemented in a specialized but highly
2680
+ optimized way for a particular computer.
2681
+
2682
+ void* memmove(void* dest, const void* source, size_t n);
2683
+ Similar to memcpy() but allows the areas to overlap. This probably runs slightly
2684
+ slower than memcpy().
2685
+
2686
+ 45
2687
+
2688
+ stdlib.h
2689
+
2690
+ int rand();
2691
+
2692
+ Returns a pseudo random integer in the range 0..RAND_MAX (limits.h) which is at
2693
+ least 32767.
2694
+
2695
+ void srand(unsigned int seed);
2696
+
2697
+ The sequence of random numbers returned by rand() is initially controlled by a global
2698
+ "seed" variable. srand() sets this seed which, by default, starts with the value 1. Pass
2699
+ the expression time(NULL) (time.h) to set the seed to a value based on the current
2700
+ time to ensure that the random sequence is different from one run to the next.
2701
+
2702
+ void* malloc(size_t size);
2703
+
2704
+ Allocate a heap block of the given size in bytes. Returns a pointer to the block or
2705
+ NULL on failure. A cast may be required to store the void* pointer into a regular
2706
+ typed pointer. [ed: see the Heap Allocation section above for the longer discussion of
2707
+ malloc(), free(), and realloc()]
2708
+ void free(void* block);
2709
+
2710
+ Opposite of malloc(). Returns a previous malloc block to the system for reuse
2711
+
2712
+ void* realloc(void* block, size_t size);
2713
+
2714
+ Resize an existing heap block to the new size. Takes care of copying bytes from the
2715
+ old block to the new. Returns the new base address of the heap block. It is a common
2716
+ error to forget to catch the return value from realloc(). Returns NULL if the resize
2717
+ operation was not possible.
2718
+
2719
+ void exit(int status);
2720
+
2721
+ Halt and exit the program and pass a condition int back to the operating sytem. Pass 0
2722
+ to signal normal program termination, non-zero otherwise.
2723
+
2724
+ void* bsearch(const void* key, const void* base, size_t len,
2725
+
2726
+ size_t elem_size, <compare_function>);
2727
+ Do a binary search in an array of elements. The last argument is a function which
2728
+ takes pointers to the two elements to compare. Its prototype should be:
2729
+ int compare(const void* a, const void* b);, and it should return 0, -1, or 1 as strcmp()
2730
+ does. Returns a pointer to a found element, or NULL otherwise. Note that strcmp()
2731
+ itself cannot be used directly as a compare function for bsearch() on an array of char*
2732
+ strings because strcmp() takes char* arguments and bsearch() will need a comparator
2733
+ that takes pointers to the array elements -- char**.
2734
+
2735
+ void qsort(void* base, size_t len, size_t elem_size,
2736
+
2737
+ <compare_function>);
2738
+ Sort an array of elements. Takes a function pointer just like besearch().
2739
+
2740
+ Revision History
2741
+ 11/1998 -- original major version. Based on my old C handout for CS107. Thanks to Jon
2742
+ Becker for proofreading and Mike Cleron for the original inspiration.
2743
+
2744
+ Revised 4/2003 with many helpful typo and other suggestions from Negar Shamma and
2745
+ A. P. Garcia
2746
+
2747
+
C/arm-baremetal-ebook.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/book.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/c17_updated_proposed_fdis.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/ctut.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/gnu-c-manual.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/gsl_stats.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/learning_gnu_c.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
C/pointers.pdf.txt ADDED
@@ -0,0 +1,2742 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ A TUTORIAL ON POINTERS AND ARRAYS IN C
2
+
3
+ by Ted Jensen
4
+ Version 1.2 (PDF Version)
5
+ Sept. 2003
6
+ This material is hereby placed in the public domain
7
+ Available in various formats via
8
+ http://pweb.netcom.com/~tjensen/ptr/cpoint.htm
9
+
10
+ TABLE OF CONTENTS
11
+
12
+ PREFACE
13
+
14
+ INTRODUCTION
15
+
16
+ CHAPTER 1: What is a pointer?
17
+
18
+ CHAPTER 2: Pointer types and Arrays
19
+
20
+ CHAPTER 3: Pointers and Strings
21
+
22
+ CHAPTER 4: More on Strings
23
+
24
+ CHAPTER 5: Pointers and Structures
25
+
26
+ CHAPTER 6: Some more on Strings, and Arrays of Strings
27
+
28
+ CHAPTER 7: More on Multi-Dimensional Arrays
29
+
30
+ CHAPTER 8: Pointers to Arrays
31
+
32
+ CHAPTER 9: Pointers and Dynamic Allocation of Memory
33
+
34
+ CHAPTER 10: Pointers to Functions
35
+
36
+ EPILOG
37
+
38
+ 2
39
+
40
+ 4
41
+
42
+ 5
43
+
44
+ 9
45
+
46
+ 14
47
+
48
+ 19
49
+
50
+ 22
51
+
52
+ 26
53
+
54
+ 30
55
+
56
+ 32
57
+
58
+ 34
59
+
60
+ 42
61
+
62
+ 53
63
+
64
+ 1
65
+
66
+
67
+
68
+
69
+ PREFACE
70
+
71
+ This document is intended to introduce pointers to beginning programmers in the C
72
+ programming language. Over several years of reading and contributing to various
73
+ conferences on C including those on the FidoNet and UseNet, I have noted a large
74
+ number of newcomers to C appear to have a difficult time in grasping the fundamentals
75
+ of pointers. I therefore undertook the task of trying to explain them in plain language with
76
+ lots of examples.
77
+
78
+ The first version of this document was placed in the public domain, as is this one. It was
79
+ picked up by Bob Stout who included it as a file called PTR-HELP.TXT in his widely
80
+ distributed collection of SNIPPETS. Since that original 1995 release, I have added a
81
+ significant amount of material and made some minor corrections in the original work.
82
+
83
+ I subsequently posted an HTML version around 1998 on my website at:
84
+
85
+ http://pweb.netcom.com/~tjensen/ptr/cpoint.htm
86
+
87
+ After numerous requests, I’ve finally come out with this PDF version which is identical
88
+ to that HTML version cited above, and which can be obtained from that same web site.
89
+
90
+ Acknowledgements:
91
+
92
+ There are so many people who have unknowingly contributed to this work because of the
93
+ questions they have posed in the FidoNet C Echo, or the UseNet Newsgroup
94
+ comp.lang.c, or several other conferences in other networks, that it would be impossible
95
+ to list them all. Special thanks go to Bob Stout who was kind enough to include the first
96
+ version of this material in his SNIPPETS file.
97
+
98
+ About the Author:
99
+
100
+ Ted Jensen is a retired Electronics Engineer who worked as a hardware designer or
101
+ manager of hardware designers in the field of magnetic recording. Programming has been
102
+ a hobby of his off and on since 1968 when he learned how to keypunch cards for
103
+ submission to be run on a mainframe. (The mainframe had 64K of magnetic core
104
+ memory!).
105
+
106
+ Use of this Material:
107
+
108
+ Everything contained herein is hereby released to the Public Domain. Any person may
109
+ copy or distribute this material in any manner they wish. The only thing I ask is that if
110
+ this material is used as a teaching aid in a class, I would appreciate it if it were distributed
111
+ in its entirety, i.e. including all chapters, the preface and the introduction. I would also
112
+ appreciate it if, under such circumstances, the instructor of such a class would drop me a
113
+
114
+ 2
115
+
116
+
117
+ note at one of the addresses below informing me of this. I have written this with the hope
118
+ that it will be useful to others and since I'm not asking any financial remuneration, the
119
+ only way I know that I have at least partially reached that goal is via feedback from those
120
+ who find this material useful.
121
+
122
+ By the way, you needn't be an instructor or teacher to contact me. I would appreciate a
123
+ note from anyone who finds the material useful, or who has constructive criticism to
124
+ offer. I'm also willing to answer questions submitted by email at the addresses shown
125
+ below.
126
+
127
+ Ted Jensen
128
+ Redwood City, California
129
+ tjensen@ix.netcom.com
130
+ July 1998
131
+
132
+ 3
133
+
134
+
135
+ INTRODUCTION
136
+
137
+ If you want to be proficient in the writing of code in the C programming language, you
138
+ must have a thorough working knowledge of how to use pointers. Unfortunately, C
139
+ pointers appear to represent a stumbling block to newcomers, particularly those coming
140
+ from other computer languages such as Fortran, Pascal or Basic.
141
+
142
+ To aid those newcomers in the understanding of pointers I have written the following
143
+ material. To get the maximum benefit from this material, I feel it is important that the
144
+ user be able to run the code in the various listings contained in the article. I have
145
+ attempted, therefore, to keep all code ANSI compliant so that it will work with any ANSI
146
+ compliant compiler. I have also tried to carefully block the code within the text. That
147
+ way, with the help of an ASCII text editor, you can copy a given block of code to a new
148
+ file and compile it on your system. I recommend that readers do this as it will help in
149
+ understanding the material.
150
+
151
+ 4
152
+
153
+
154
+ CHAPTER 1: What is a pointer?
155
+
156
+ One of those things beginners in C find difficult is the concept of pointers. The purpose
157
+ of this tutorial is to provide an introduction to pointers and their use to these beginners.
158
+
159
+ I have found that often the main reason beginners have a problem with pointers is that
160
+ they have a weak or minimal feeling for variables, (as they are used in C). Thus we start
161
+ with a discussion of C variables in general.
162
+
163
+ A variable in a program is something with a name, the value of which can vary. The way
164
+ the compiler and linker handles this is that it assigns a specific block of memory within
165
+ the computer to hold the value of that variable. The size of that block depends on the
166
+ range over which the variable is allowed to vary. For example, on PC's the size of an
167
+ integer variable is 2 bytes, and that of a long integer is 4 bytes. In C the size of a variable
168
+ type such as an integer need not be the same on all types of machines.
169
+
170
+ When we declare a variable we inform the compiler of two things, the name of the
171
+ variable and the type of the variable. For example, we declare a variable of type integer
172
+ with the name k by writing:
173
+
174
+ int k;
175
+
176
+ On seeing the "int" part of this statement the compiler sets aside 2 bytes of memory (on a
177
+ PC) to hold the value of the integer. It also sets up a symbol table. In that table it adds the
178
+ symbol k and the relative address in memory where those 2 bytes were set aside.
179
+
180
+ Thus, later if we write:
181
+
182
+ k = 2;
183
+
184
+ we expect that, at run time when this statement is executed, the value 2 will be placed in
185
+ that memory location reserved for the storage of the value of k. In C we refer to a
186
+ variable such as the integer k as an "object".
187
+
188
+ In a sense there are two "values" associated with the object k. One is the value of the
189
+ integer stored there (2 in the above example) and the other the "value" of the memory
190
+ location, i.e., the address of k. Some texts refer to these two values with the nomenclature
191
+ rvalue (right value, pronounced "are value") and lvalue (left value, pronounced "el
192
+ value") respectively.
193
+
194
+ In some languages, the lvalue is the value permitted on the left side of the assignment
195
+ operator '=' (i.e. the address where the result of evaluation of the right side ends up). The
196
+ rvalue is that which is on the right side of the assignment statement, the 2 above. Rvalues
197
+ cannot be used on the left side of the assignment statement. Thus: 2 = k; is illegal.
198
+
199
+ 5
200
+
201
+
202
+ Actually, the above definition of "lvalue" is somewhat modified for C. According to
203
+ K&R II (page 197): [1]
204
+
205
+ "An object is a named region of storage; an lvalue is an expression
206
+ referring to an object."
207
+
208
+ However, at this point, the definition originally cited above is sufficient. As we become
209
+ more familiar with pointers we will go into more detail on this.
210
+
211
+ Okay, now consider:
212
+
213
+ int j, k;
214
+
215
+ k = 2;
216
+ j = 7; <-- line 1
217
+ k = j; <-- line 2
218
+
219
+ In the above, the compiler interprets the j in line 1 as the address of the variable j (its
220
+ lvalue) and creates code to copy the value 7 to that address. In line 2, however, the j is
221
+ interpreted as its rvalue (since it is on the right hand side of the assignment operator '=').
222
+ That is, here the j refers to the value stored at the memory location set aside for j, in this
223
+ case 7. So, the 7 is copied to the address designated by the lvalue of k.
224
+
225
+ In all of these examples, we are using 2 byte integers so all copying of rvalues from one
226
+ storage location to the other is done by copying 2 bytes. Had we been using long integers,
227
+ we would be copying 4 bytes.
228
+
229
+ Now, let's say that we have a reason for wanting a variable designed to hold an lvalue (an
230
+ address). The size required to hold such a value depends on the system. On older desk top
231
+ computers with 64K of memory total, the address of any point in memory can be
232
+ contained in 2 bytes. Computers with more memory would require more bytes to hold an
233
+ address. Some computers, such as the IBM PC might require special handling to hold a
234
+ segment and offset under certain circumstances. The actual size required is not too
235
+ important so long as we have a way of informing the compiler that what we want to store
236
+ is an address.
237
+
238
+ Such a variable is called a pointer variable (for reasons which hopefully will become
239
+ clearer a little later). In C when we define a pointer variable we do so by preceding its
240
+ name with an asterisk. In C we also give our pointer a type which, in this case, refers to
241
+ the type of data stored at the address we will be storing in our pointer. For example,
242
+ consider the variable declaration:
243
+
244
+ int *ptr;
245
+
246
+ ptr is the name of our variable (just as k was the name of our integer variable). The '*'
247
+ informs the compiler that we want a pointer variable, i.e. to set aside however many bytes
248
+ is required to store an address in memory. The int says that we intend to use our pointer
249
+
250
+ 6
251
+
252
+
253
+
254
+ variable to store the address of an integer. Such a pointer is said to "point to" an integer.
255
+ However, note that when we wrote int k; we did not give k a value. If this definition is
256
+ made outside of any function ANSI compliant compilers will initialize it to zero.
257
+ Similarly, ptr has no value, that is we haven't stored an address in it in the above
258
+ declaration. In this case, again if the declaration is outside of any function, it is initialized
259
+ to a value guaranteed in such a way that it is guaranteed to not point to any C object or
260
+ function. A pointer initialized in this manner is called a "null" pointer.
261
+
262
+ The actual bit pattern used for a null pointer may or may not evaluate to zero since it
263
+ depends on the specific system on which the code is developed. To make the source code
264
+ compatible between various compilers on various systems, a macro is used to represent a
265
+ null pointer. That macro goes under the name NULL. Thus, setting the value of a pointer
266
+ using the NULL macro, as with an assignment statement such as ptr = NULL, guarantees
267
+ that the pointer has become a null pointer. Similarly, just as one can test for an integer
268
+ value of zero, as in if(k == 0), we can test for a null pointer using if (ptr == NULL).
269
+
270
+ But, back to using our new variable ptr. Suppose now that we want to store in ptr the
271
+ address of our integer variable k. To do this we use the unary & operator and write:
272
+
273
+ ptr = &k;
274
+
275
+ What the & operator does is retrieve the lvalue (address) of k, even though k is on the
276
+ right hand side of the assignment operator '=', and copies that to the contents of our
277
+ pointer ptr. Now, ptr is said to "point to" k. Bear with us now, there is only one more
278
+ operator we need to discuss.
279
+
280
+ The "dereferencing operator" is the asterisk and it is used as follows:
281
+
282
+ *ptr = 7;
283
+
284
+ will copy 7 to the address pointed to by ptr. Thus if ptr "points to" (contains the address
285
+ of) k, the above statement will set the value of k to 7. That is, when we use the '*' this
286
+ way we are referring to the value of that which ptr is pointing to, not the value of the
287
+ pointer itself.
288
+
289
+ Similarly, we could write:
290
+
291
+ printf("%d\n",*ptr);
292
+
293
+ to print to the screen the integer value stored at the address pointed to by ptr;.
294
+
295
+ One way to see how all this stuff fits together would be to run the following program and
296
+ then review the code and the output carefully.
297
+
298
+ ------------ Program 1.1 ---------------------------------
299
+
300
+ /* Program 1.1 from PTRTUT10.TXT 6/10/97 */
301
+
302
+ 7
303
+
304
+
305
+
306
+
307
+ #include <stdio.h>
308
+
309
+ int j, k;
310
+ int *ptr;
311
+
312
+ int main(void)
313
+ {
314
+ j = 1;
315
+ k = 2;
316
+ ptr = &k;
317
+ printf("\n");
318
+ printf("j has the value %d and is stored at %p\n", j, (void *)&j);
319
+ printf("k has the value %d and is stored at %p\n", k, (void *)&k);
320
+ printf("ptr has the value %p and is stored at %p\n", ptr, (void
321
+ *)&ptr);
322
+ printf("The value of the integer pointed to by ptr is %d\n", *ptr);
323
+
324
+ return 0;
325
+ }
326
+
327
+ Note: We have yet to discuss those aspects of C which require the use of the (void *)
328
+ expression used here. For now, include it in your test code. We'll explain the reason
329
+ behind this expression later.
330
+
331
+ To review:
332
+
333
+ • A variable is declared by giving it a type and a name (e.g. int k;)
334
+ • A pointer variable is declared by giving it a type and a name (e.g. int *ptr) where
335
+ the asterisk tells the compiler that the variable named ptr is a pointer variable and
336
+ the type tells the compiler what type the pointer is to point to (integer in this
337
+ case).
338
+
339
+ • Once a variable is declared, we can get its address by preceding its name with the
340
+
341
+ unary & operator, as in &k.
342
+
343
+ • We can "dereference" a pointer, i.e. refer to the value of that which it points to, by
344
+
345
+ using the unary '*' operator as in *ptr.
346
+
347
+ • An "lvalue" of a variable is the value of its address, i.e. where it is stored in
348
+
349
+ memory. The "rvalue" of a variable is the value stored in that variable (at that
350
+ address).
351
+
352
+ References for Chapter 1:
353
+
354
+ 1. "The C Programming Language" 2nd Edition
355
+
356
+ B. Kernighan and D. Ritchie
357
+ Prentice Hall
358
+ ISBN 0-13-110362-8
359
+
360
+ 8
361
+
362
+
363
+
364
+
365
+
366
+ CHAPTER 2: Pointer types and Arrays
367
+
368
+ Okay, let's move on. Let us consider why we need to identify the type of variable that a
369
+ pointer points to, as in:
370
+
371
+ int *ptr;
372
+
373
+ One reason for doing this is so that later, once ptr "points to" something, if we write:
374
+
375
+ *ptr = 2;
376
+
377
+ the compiler will know how many bytes to copy into that memory location pointed to by
378
+ ptr. If ptr was declared as pointing to an integer, 2 bytes would be copied, if a long, 4
379
+ bytes would be copied. Similarly for floats and doubles the appropriate number will be
380
+ copied. But, defining the type that the pointer points to permits a number of other
381
+ interesting ways a compiler can interpret code. For example, consider a block in memory
382
+ consisting if ten integers in a row. That is, 20 bytes of memory are set aside to hold 10
383
+ integers.
384
+
385
+ Now, let's say we point our integer pointer ptr at the first of these integers. Furthermore
386
+ lets say that integer is located at memory location 100 (decimal). What happens when we
387
+ write:
388
+
389
+ ptr + 1;
390
+
391
+ Because the compiler "knows" this is a pointer (i.e. its value is an address) and that it
392
+ points to an integer (its current address, 100, is the address of an integer), it adds 2 to ptr
393
+ instead of 1, so the pointer "points to" the next integer, at memory location 102.
394
+ Similarly, were the ptr declared as a pointer to a long, it would add 4 to it instead of 1.
395
+ The same goes for other data types such as floats, doubles, or even user defined data
396
+ types such as structures. This is obviously not the same kind of "addition" that we
397
+ normally think of. In C it is referred to as addition using "pointer arithmetic", a term
398
+ which we will come back to later.
399
+
400
+ Similarly, since ++ptr and ptr++ are both equivalent to ptr + 1 (though the point in the
401
+ program when ptr is incremented may be different), incrementing a pointer using the
402
+ unary ++ operator, either pre- or post-, increments the address it stores by the amount
403
+ sizeof(type) where "type" is the type of the object pointed to. (i.e. 2 for an integer, 4 for a
404
+ long, etc.).
405
+
406
+ Since a block of 10 integers located contiguously in memory is, by definition, an array of
407
+ integers, this brings up an interesting relationship between arrays and pointers.
408
+
409
+ 9
410
+
411
+
412
+ Consider the following:
413
+
414
+ int my_array[] = {1,23,17,4,-5,100};
415
+
416
+ Here we have an array containing 6 integers. We refer to each of these integers by means
417
+ of a subscript to my_array, i.e. using my_array[0] through my_array[5]. But, we could
418
+ alternatively access them via a pointer as follows:
419
+
420
+ int *ptr;
421
+ ptr = &my_array[0]; /* point our pointer at the first
422
+ integer in our array */
423
+
424
+ And then we could print out our array either using the array notation or by dereferencing
425
+ our pointer. The following code illustrates this:
426
+
427
+ ----------- Program 2.1 -----------------------------------
428
+
429
+ /* Program 2.1 from PTRTUT10.HTM 6/13/97 */
430
+
431
+ #include <stdio.h>
432
+
433
+ int my_array[] = {1,23,17,4,-5,100};
434
+ int *ptr;
435
+
436
+ int main(void)
437
+ {
438
+ int i;
439
+ ptr = &my_array[0]; /* point our pointer to the first
440
+ element of the array */
441
+ printf("\n\n");
442
+ for (i = 0; i < 6; i++)
443
+ {
444
+ printf("my_array[%d] = %d ",i,my_array[i]); /*<-- A */
445
+ printf("ptr + %d = %d\n",i, *(ptr + i)); /*<-- B */
446
+ }
447
+ return 0;
448
+ }
449
+
450
+ Compile and run the above program and carefully note lines A and B and that the
451
+ program prints out the same values in either case. Also observe how we dereferenced our
452
+ pointer in line B, i.e. we first added i to it and then dereferenced the new pointer. Change
453
+ line B to read:
454
+
455
+ printf("ptr + %d = %d\n",i, *ptr++);
456
+
457
+ and run it again... then change it to:
458
+
459
+ printf("ptr + %d = %d\n",i, *(++ptr));
460
+
461
+ 10
462
+
463
+
464
+
465
+
466
+
467
+
468
+
469
+ and try once more. Each time try and predict the outcome and carefully look at the actual
470
+ outcome.
471
+
472
+ In C, the standard states that wherever we might use &var_name[0] we can replace that
473
+ with var_name, thus in our code where we wrote:
474
+
475
+ ptr = &my_array[0];
476
+
477
+ we can write:
478
+
479
+ ptr = my_array;
480
+
481
+ to achieve the same result.
482
+
483
+ This leads many texts to state that the name of an array is a pointer. I prefer to mentally
484
+ think "the name of the array is the address of first element in the array". Many beginners
485
+ (including myself when I was learning) have a tendency to become confused by thinking
486
+ of it as a pointer. For example, while we can write
487
+
488
+ ptr = my_array;
489
+
490
+ we cannot write
491
+
492
+ my_array = ptr;
493
+
494
+ The reason is that while ptr is a variable, my_array is a constant. That is, the location at
495
+ which the first element of my_array will be stored cannot be changed once my_array[]
496
+ has been declared.
497
+
498
+ Earlier when discussing the term "lvalue" I cited K&R-2 where it stated:
499
+
500
+ "An object is a named region of storage; an lvalue is an expression
501
+ referring to an object".
502
+
503
+ This raises an interesting problem. Since my_array is a named region of storage, why is
504
+ my_array in the above assignment statement not an lvalue? To resolve this problem,
505
+ some refer to my_array as an "unmodifiable lvalue".
506
+
507
+ Modify the example program above by changing
508
+
509
+ ptr = &my_array[0];
510
+
511
+ to
512
+
513
+ ptr = my_array;
514
+
515
+ and run it again to verify the results are identical.
516
+
517
+ 11
518
+
519
+
520
+ Now, let's delve a little further into the difference between the names ptr and my_array
521
+ as used above. Some writers will refer to an array's name as a constant pointer. What do
522
+ we mean by that? Well, to understand the term "constant" in this sense, let's go back to
523
+ our definition of the term "variable". When we declare a variable we set aside a spot in
524
+ memory to hold the value of the appropriate type. Once that is done the name of the
525
+ variable can be interpreted in one of two ways. When used on the left side of the
526
+ assignment operator, the compiler interprets it as the memory location to which to move
527
+ that value resulting from evaluation of the right side of the assignment operator. But,
528
+ when used on the right side of the assignment operator, the name of a variable is
529
+ interpreted to mean the contents stored at that memory address set aside to hold the value
530
+ of that variable.
531
+
532
+ With that in mind, let's now consider the simplest of constants, as in:
533
+
534
+ int i, k;
535
+ i = 2;
536
+
537
+ Here, while i is a variable and then occupies space in the data portion of memory, 2 is a
538
+ constant and, as such, instead of setting aside memory in the data segment, it is imbedded
539
+ directly in the code segment of memory. That is, while writing something like k = i; tells
540
+ the compiler to create code which at run time will look at memory location &i to
541
+ determine the value to be moved to k, code created by i = 2; simply puts the 2 in the code
542
+ and there is no referencing of the data segment. That is, both k and i are objects, but 2 is
543
+ not an object.
544
+
545
+ Similarly, in the above, since my_array is a constant, once the compiler establishes
546
+ where the array itself is to be stored, it "knows" the address of my_array[0] and on
547
+ seeing:
548
+
549
+ ptr = my_array;
550
+
551
+ it simply uses this address as a constant in the code segment and there is no referencing
552
+ of the data segment beyond that.
553
+
554
+ This might be a good place explain further the use of the (void *) expression used in
555
+ Program 1.1 of Chapter 1. As we have seen we can have pointers of various types. So far
556
+ we have discussed pointers to integers and pointers to characters. In coming chapters we
557
+ will be learning about pointers to structures and even pointer to pointers.
558
+
559
+ Also we have learned that on different systems the size of a pointer can vary. As it turns
560
+ out it is also possible that the size of a pointer can vary depending on the data type of the
561
+ object to which it points. Thus, as with integers where you can run into trouble
562
+ attempting to assign a long integer to a variable of type short integer, you can run into
563
+ trouble attempting to assign the values of pointers of various types to pointer variables of
564
+ other types.
565
+
566
+ 12
567
+
568
+
569
+ To minimize this problem, C provides for a pointer of type void. We can declare such a
570
+ pointer by writing:
571
+
572
+ void *vptr;
573
+
574
+ A void pointer is sort of a generic pointer. For example, while C will not permit the
575
+ comparison of a pointer to type integer with a pointer to type character, for example,
576
+ either of these can be compared to a void pointer. Of course, as with other variables, casts
577
+ can be used to convert from one type of pointer to another under the proper
578
+ circumstances. In Program 1.1. of Chapter 1 I cast the pointers to integers into void
579
+ pointers to make them compatible with the %p conversion specification. In later chapters
580
+ other casts will be made for reasons defined therein.
581
+
582
+ Well, that's a lot of technical stuff to digest and I don't expect a beginner to understand all
583
+ of it on first reading. With time and experimentation you will want to come back and re-
584
+ read the first 2 chapters. But for now, let's move on to the relationship between pointers,
585
+ character arrays, and strings.
586
+
587
+ 13
588
+
589
+
590
+ CHAPTER 3: Pointers and Strings
591
+
592
+ The study of strings is useful to further tie in the relationship between pointers and arrays.
593
+ It also makes it easy to illustrate how some of the standard C string functions can be
594
+ implemented. Finally it illustrates how and when pointers can and should be passed to
595
+ functions.
596
+
597
+ In C, strings are arrays of characters. This is not necessarily true in other languages. In
598
+ BASIC, Pascal, Fortran and various other languages, a string has its own data type. But in
599
+ C it does not. In C a string is an array of characters terminated with a binary zero
600
+ character (written as '\0'). To start off our discussion we will write some code which,
601
+ while preferred for illustrative purposes, you would probably never write in an actual
602
+ program. Consider, for example:
603
+
604
+ char my_string[40];
605
+
606
+ my_string[0] = 'T';
607
+ my_string[1] = 'e';
608
+ my_string[2] = 'd':
609
+ my_string[3] = '\0';
610
+
611
+ While one would never build a string like this, the end result is a string in that it is an
612
+ array of characters terminated with a nul character. By definition, in C, a string is an
613
+ array of characters terminated with the nul character. Be aware that "nul" is not the same
614
+ as "NULL". The nul refers to a zero as defined by the escape sequence '\0'. That is it
615
+ occupies one byte of memory. NULL, on the other hand, is the name of the macro used to
616
+ initialize null pointers. NULL is #defined in a header file in your C compiler, nul may not
617
+ be #defined at all.
618
+
619
+ Since writing the above code would be very time consuming, C permits two alternate
620
+ ways of achieving the same thing. First, one might write:
621
+
622
+ char my_string[40] = {'T', 'e', 'd', '\0',};
623
+
624
+ But this also takes more typing than is convenient. So, C permits:
625
+
626
+ char my_string[40] = "Ted";
627
+
628
+ When the double quotes are used, instead of the single quotes as was done in the previous
629
+ examples, the nul character ( '\0' ) is automatically appended to the end of the string.
630
+
631
+ In all of the above cases, the same thing happens. The compiler sets aside an contiguous
632
+ block of memory 40 bytes long to hold characters and initialized it such that the first 4
633
+ characters are Ted\0.
634
+
635
+ Now, consider the following program:
636
+
637
+ 14
638
+
639
+
640
+
641
+ ------------------program 3.1-------------------------------------
642
+
643
+ /* Program 3.1 from PTRTUT10.HTM 6/13/97 */
644
+
645
+ #include <stdio.h>
646
+
647
+ char strA[80] = "A string to be used for demonstration purposes";
648
+ char strB[80];
649
+
650
+ int main(void)
651
+ {
652
+
653
+ char *pA; /* a pointer to type character */
654
+ char *pB; /* another pointer to type character */
655
+ puts(strA); /* show string A */
656
+ pA = strA; /* point pA at string A */
657
+ puts(pA); /* show what pA is pointing to */
658
+ pB = strB; /* point pB at string B */
659
+ putchar('\n'); /* move down one line on the screen */
660
+ while(*pA != '\0') /* line A (see text) */
661
+ {
662
+ *pB++ = *pA++; /* line B (see text) */
663
+ }
664
+ *pB = '\0'; /* line C (see text) */
665
+ puts(strB); /* show strB on screen */
666
+ return 0;
667
+ }
668
+
669
+ --------- end program 3.1 -------------------------------------
670
+
671
+ In the above we start out by defining two character arrays of 80 characters each. Since
672
+ these are globally defined, they are initialized to all '\0's first. Then, strA has the first 42
673
+ characters initialized to the string in quotes.
674
+
675
+ Now, moving into the code, we declare two character pointers and show the string on the
676
+ screen. We then "point" the pointer pA at strA. That is, by means of the assignment
677
+ statement we copy the address of strA[0] into our variable pA. We now use puts() to
678
+ show that which is pointed to by pA on the screen. Consider here that the function
679
+ prototype for puts() is:
680
+
681
+ int puts(const char *s);
682
+
683
+ For the moment, ignore the const. The parameter passed to puts() is a pointer, that is the
684
+ value of a pointer (since all parameters in C are passed by value), and the value of a
685
+ pointer is the address to which it points, or, simply, an address. Thus when we write
686
+ puts(strA); as we have seen, we are passing the address of strA[0].
687
+
688
+ Similarly, when we write puts(pA); we are passing the same address, since we have set
689
+ pA = strA;
690
+
691
+ 15
692
+
693
+
694
+
695
+
696
+
697
+
698
+
699
+
700
+
701
+
702
+ Given that, follow the code down to the while() statement on line A. Line A states:
703
+
704
+ While the character pointed to by pA (i.e. *pA) is not a nul character (i.e. the terminating
705
+ '\0'), do the following:
706
+
707
+ Line B states: copy the character pointed to by pA to the space pointed to by pB, then
708
+ increment pA so it points to the next character and pB so it points to the next space.
709
+
710
+ When we have copied the last character, pA now points to the terminating nul character
711
+ and the loop ends. However, we have not copied the nul character. And, by definition a
712
+ string in C must be nul terminated. So, we add the nul character with line C.
713
+
714
+ It is very educational to run this program with your debugger while watching strA, strB,
715
+ pA and pB and single stepping through the program. It is even more educational if
716
+ instead of simply defining strB[] as has been done above, initialize it also with something
717
+ like:
718
+
719
+ strB[80] = "12345678901234567890123456789012345678901234567890"
720
+
721
+ where the number of digits used is greater than the length of strA and then repeat the
722
+ single stepping procedure while watching the above variables. Give these things a try!
723
+
724
+ Getting back to the prototype for puts() for a moment, the "const" used as a parameter
725
+ modifier informs the user that the function will not modify the string pointed to by s, i.e.
726
+ it will treat that string as a constant.
727
+
728
+ Of course, what the above program illustrates is a simple way of copying a string. After
729
+ playing with the above until you have a good understanding of what is happening, we can
730
+ proceed to creating our own replacement for the standard strcpy() that comes with C. It
731
+ might look like:
732
+
733
+ char *my_strcpy(char *destination, char *source)
734
+ {
735
+ char *p = destination;
736
+ while (*source != '\0')
737
+ {
738
+ *p++ = *source++;
739
+ }
740
+ *p = '\0';
741
+ return destination;
742
+ }
743
+
744
+ In this case, I have followed the practice used in the standard routine of returning a
745
+ pointer to the destination.
746
+
747
+ Again, the function is designed to accept the values of two character pointers, i.e.
748
+ addresses, and thus in the previous program we could write:
749
+
750
+ 16
751
+
752
+
753
+ int main(void)
754
+ {
755
+ my_strcpy(strB, strA);
756
+ puts(strB);
757
+ }
758
+
759
+ I have deviated slightly from the form used in standard C which would have the
760
+ prototype:
761
+
762
+ char *my_strcpy(char *destination, const char *source);
763
+
764
+ Here the "const" modifier is used to assure the user that the function will not modify the
765
+ contents pointed to by the source pointer. You can prove this by modifying the function
766
+ above, and its prototype, to include the "const" modifier as shown. Then, within the
767
+ function you can add a statement which attempts to change the contents of that which is
768
+ pointed to by source, such as:
769
+
770
+ *source = 'X';
771
+
772
+ which would normally change the first character of the string to an X. The const modifier
773
+ should cause your compiler to catch this as an error. Try it and see.
774
+
775
+ Now, let's consider some of the things the above examples have shown us. First off,
776
+ consider the fact that *ptr++ is to be interpreted as returning the value pointed to by ptr
777
+ and then incrementing the pointer value. This has to do with the precedence of the
778
+ operators. Were we to write (*ptr)++ we would increment, not the pointer, but that which
779
+ the pointer points to! i.e. if used on the first character of the above example string the 'T'
780
+ would be incremented to a 'U'. You can write some simple example code to illustrate this.
781
+
782
+ Recall again that a string is nothing more than an array of characters, with the last
783
+ character being a '\0'. What we have done above is deal with copying an array. It happens
784
+ to be an array of characters but the technique could be applied to an array of integers,
785
+ doubles, etc. In those cases, however, we would not be dealing with strings and hence the
786
+ end of the array would not be marked with a special value like the nul character. We
787
+ could implement a version that relied on a special value to identify the end. For example,
788
+ we could copy an array of positive integers by marking the end with a negative integer.
789
+ On the other hand, it is more usual that when we write a function to copy an array of
790
+ items other than strings we pass the function the number of items to be copied as well as
791
+ the address of the array, e.g. something like the following prototype might indicate:
792
+
793
+ void int_copy(int *ptrA, int *ptrB, int nbr);
794
+
795
+ where nbr is the number of integers to be copied. You might want to play with this idea
796
+ and create an array of integers and see if you can write the function int_copy() and make
797
+ it work.
798
+
799
+ 17
800
+
801
+
802
+
803
+ This permits using functions to manipulate large arrays. For example, if we have an array
804
+ of 5000 integers that we want to manipulate with a function, we need only pass to that
805
+ function the address of the array (and any auxiliary information such as nbr above,
806
+ depending on what we are doing). The array itself does not get passed, i.e. the whole
807
+ array is not copied and put on the stack before calling the function, only its address is
808
+ sent.
809
+
810
+ This is different from passing, say an integer, to a function. When we pass an integer we
811
+ make a copy of the integer, i.e. get its value and put it on the stack. Within the function
812
+ any manipulation of the value passed can in no way effect the original integer. But, with
813
+ arrays and pointers we can pass the address of the variable and hence manipulate the
814
+ values of the original variables.
815
+
816
+ 18
817
+
818
+
819
+ CHAPTER 4: More on Strings
820
+
821
+ Well, we have progressed quite a way in a short time! Let's back up a little and look at
822
+ what was done in Chapter 3 on copying of strings but in a different light. Consider the
823
+ following function:
824
+
825
+ char *my_strcpy(char dest[], char source[])
826
+ {
827
+ int i = 0;
828
+ while (source[i] != '\0')
829
+ {
830
+ dest[i] = source[i];
831
+ i++;
832
+ }
833
+ dest[i] = '\0';
834
+ return dest;
835
+ }
836
+ Recall that strings are arrays of characters. Here we have chosen to use array notation
837
+ instead of pointer notation to do the actual copying. The results are the same, i.e. the
838
+ string gets copied using this notation just as accurately as it did before. This raises some
839
+ interesting points which we will discuss.
840
+
841
+ Since parameters are passed by value, in both the passing of a character pointer or the
842
+ name of the array as above, what actually gets passed is the address of the first element of
843
+ each array. Thus, the numerical value of the parameter passed is the same whether we use
844
+ a character pointer or an array name as a parameter. This would tend to imply that
845
+ somehow source[i] is the same as *(p+i).
846
+
847
+ In fact, this is true, i.e wherever one writes a[i] it can be replaced with *(a + i) without
848
+ any problems. In fact, the compiler will create the same code in either case. Thus we see
849
+ that pointer arithmetic is the same thing as array indexing. Either syntax produces the
850
+ same result.
851
+
852
+ This is NOT saying that pointers and arrays are the same thing, they are not. We are only
853
+ saying that to identify a given element of an array we have the choice of two syntaxes,
854
+ one using array indexing and the other using pointer arithmetic, which yield identical
855
+ results.
856
+
857
+ Now, looking at this last expression, part of it.. (a + i), is a simple addition using the +
858
+ operator and the rules of C state that such an expression is commutative. That is (a + i) is
859
+ identical to (i + a). Thus we could write *(i + a) just as easily as *(a + i).
860
+
861
+ 19
862
+
863
+
864
+
865
+ But *(i + a) could have come from i[a] ! From all of this comes the curious truth that if:
866
+
867
+ char a[20];
868
+ int i;
869
+
870
+ writing
871
+
872
+ a[3] = 'x';
873
+
874
+ is the same as writing
875
+
876
+ 3[a] = 'x';
877
+
878
+ Try it! Set up an array of characters, integers or longs, etc. and assigned the 3rd or 4th
879
+ element a value using the conventional approach and then print out that value to be sure
880
+ you have that working. Then reverse the array notation as I have done above. A good
881
+ compiler will not balk and the results will be identical. A curiosity... nothing more!
882
+
883
+ Now, looking at our function above, when we write:
884
+
885
+ dest[i] = source[i];
886
+
887
+ due to the fact that array indexing and pointer arithmetic yield identical results, we can
888
+ write this as:
889
+
890
+ *(dest + i) = *(source + i);
891
+
892
+ But, this takes 2 additions for each value taken on by i. Additions, generally speaking,
893
+ take more time than incrementations (such as those done using the ++ operator as in i++).
894
+ This may not be true in modern optimizing compilers, but one can never be sure. Thus,
895
+ the pointer version may be a bit faster than the array version.
896
+
897
+ Another way to speed up the pointer version would be to change:
898
+
899
+ while (*source != '\0')
900
+
901
+ to simply
902
+
903
+ while (*source)
904
+
905
+ since the value within the parenthesis will go to zero (FALSE) at the same time in either
906
+ case.
907
+
908
+ 20
909
+
910
+
911
+
912
+
913
+
914
+
915
+
916
+
917
+
918
+
919
+
920
+
921
+
922
+ At this point you might want to experiment a bit with writing some of your own programs
923
+ using pointers. Manipulating strings is a good place to experiment. You might want to
924
+ write your own versions of such standard functions as:
925
+
926
+ strlen();
927
+ strcat();
928
+ strchr();
929
+ and any others you might have on your system.
930
+
931
+ We will come back to strings and their manipulation through pointers in a future chapter.
932
+ For now, let's move on and discuss structures for a bit.
933
+
934
+ 21
935
+
936
+
937
+
938
+
939
+ CHAPTER 5: Pointers and Structures
940
+
941
+ As you may know, we can declare the form of a block of data containing different data
942
+ types by means of a structure declaration. For example, a personnel file might contain
943
+ structures which look something like:
944
+
945
+ struct tag {
946
+ char lname[20]; /* last name */
947
+ char fname[20]; /* first name */
948
+ int age; /* age */
949
+ float rate; /* e.g. 12.75 per hour */
950
+ };
951
+
952
+ Let's say we have a bunch of these structures in a disk file and we want to read each one
953
+ out and print out the first and last name of each one so that we can have a list of the
954
+ people in our files. The remaining information will not be printed out. We will want to do
955
+ this printing with a function call and pass to that function a pointer to the structure at
956
+ hand. For demonstration purposes I will use only one structure for now. But realize the
957
+ goal is the writing of the function, not the reading of the file which, presumably, we
958
+ know how to do.
959
+
960
+ For review, recall that we can access structure members with the dot operator as in:
961
+
962
+ --------------- program 5.1 ------------------
963
+
964
+ /* Program 5.1 from PTRTUT10.HTM 6/13/97 */
965
+
966
+ #include <stdio.h>
967
+ #include <string.h>
968
+
969
+ struct tag {
970
+ char lname[20]; /* last name */
971
+ char fname[20]; /* first name */
972
+ int age; /* age */
973
+ float rate; /* e.g. 12.75 per hour */
974
+ };
975
+
976
+ struct tag my_struct; /* declare the structure my_struct */
977
+
978
+ int main(void)
979
+ {
980
+ strcpy(my_struct.lname,"Jensen");
981
+ strcpy(my_struct.fname,"Ted");
982
+ printf("\n%s ",my_struct.fname);
983
+ printf("%s\n",my_struct.lname);
984
+ return 0;
985
+ }
986
+
987
+ -------------- end of program 5.1 --------------
988
+
989
+ 22
990
+
991
+
992
+
993
+
994
+
995
+
996
+
997
+
998
+
999
+
1000
+ Now, this particular structure is rather small compared to many used in C programs. To
1001
+ the above we might want to add:
1002
+
1003
+ date_of_hire; (data types not shown)
1004
+ date_of_last_raise;
1005
+ last_percent_increase;
1006
+ emergency_phone;
1007
+ medical_plan;
1008
+ Social_S_Nbr;
1009
+ etc.....
1010
+
1011
+ If we have a large number of employees, what we want to do is manipulate the data in
1012
+ these structures by means of functions. For example we might want a function print out
1013
+ the name of the employee listed in any structure passed to it. However, in the original C
1014
+ (Kernighan & Ritchie, 1st Edition) it was not possible to pass a structure, only a pointer
1015
+ to a structure could be passed. In ANSI C, it is now permissible to pass the complete
1016
+ structure. But, since our goal here is to learn more about pointers, we won't pursue that.
1017
+
1018
+ Anyway, if we pass the whole structure it means that we must copy the contents of the
1019
+ structure from the calling function to the called function. In systems using stacks, this is
1020
+ done by pushing the contents of the structure on the stack. With large structures this
1021
+ could prove to be a problem. However, passing a pointer uses a minimum amount of
1022
+ stack space.
1023
+
1024
+ In any case, since this is a discussion of pointers, we will discuss how we go about
1025
+ passing a pointer to a structure and then using it within the function.
1026
+
1027
+ Consider the case described, i.e. we want a function that will accept as a parameter a
1028
+ pointer to a structure and from within that function we want to access members of the
1029
+ structure. For example we want to print out the name of the employee in our example
1030
+ structure.
1031
+
1032
+ Okay, so we know that our pointer is going to point to a structure declared using struct
1033
+ tag. We declare such a pointer with the declaration:
1034
+
1035
+ struct tag *st_ptr;
1036
+
1037
+ and we point it to our example structure with:
1038
+
1039
+ st_ptr = &my_struct;
1040
+
1041
+ Now, we can access a given member by de-referencing the pointer. But, how do we de-
1042
+ reference the pointer to a structure? Well, consider the fact that we might want to use the
1043
+ pointer to set the age of the employee. We would write:
1044
+
1045
+ (*st_ptr).age = 63;
1046
+
1047
+ 23
1048
+
1049
+
1050
+
1051
+ Look at this carefully. It says, replace that within the parenthesis with that which st_ptr
1052
+ points to, which is the structure my_struct. Thus, this breaks down to the same as
1053
+ my_struct.age.
1054
+
1055
+ However, this is a fairly often used expression and the designers of C have created an
1056
+ alternate syntax with the same meaning which is:
1057
+
1058
+ st_ptr->age = 63;
1059
+
1060
+ With that in mind, look at the following program:
1061
+
1062
+ ------------ program 5.2 ---------------------
1063
+
1064
+ /* Program 5.2 from PTRTUT10.HTM 6/13/97 */
1065
+
1066
+ #include <stdio.h>
1067
+ #include <string.h>
1068
+
1069
+ struct tag{ /* the structure type */
1070
+ char lname[20]; /* last name */
1071
+ char fname[20]; /* first name */
1072
+ int age; /* age */
1073
+ float rate; /* e.g. 12.75 per hour */
1074
+ };
1075
+
1076
+ struct tag my_struct; /* define the structure */
1077
+ void show_name(struct tag *p); /* function prototype */
1078
+
1079
+ int main(void)
1080
+ {
1081
+ struct tag *st_ptr; /* a pointer to a structure */
1082
+ st_ptr = &my_struct; /* point the pointer to my_struct */
1083
+ strcpy(my_struct.lname,"Jensen");
1084
+ strcpy(my_struct.fname,"Ted");
1085
+ printf("\n%s ",my_struct.fname);
1086
+ printf("%s\n",my_struct.lname);
1087
+ my_struct.age = 63;
1088
+ show_name(st_ptr); /* pass the pointer */
1089
+ return 0;
1090
+ }
1091
+
1092
+ void show_name(struct tag *p)
1093
+ {
1094
+ printf("\n%s ", p->fname); /* p points to a structure */
1095
+ printf("%s ", p->lname);
1096
+ printf("%d\n", p->age);
1097
+ }
1098
+
1099
+ -------------------- end of program 5.2 ----------------
1100
+
1101
+ Again, this is a lot of information to absorb at one time. The reader should compile and
1102
+ run the various code snippets and using a debugger monitor things like my_struct and p
1103
+
1104
+ 24
1105
+
1106
+
1107
+
1108
+
1109
+
1110
+
1111
+
1112
+
1113
+
1114
+
1115
+
1116
+ while single stepping through the main and following the code down into the function to
1117
+ see what is happening.
1118
+
1119
+ 25
1120
+
1121
+
1122
+ CHAPTER 6: Some more on Strings, and Arrays of
1123
+ Strings
1124
+
1125
+ Well, let's go back to strings for a bit. In the following all assignments are to be
1126
+ understood as being global, i.e. made outside of any function, including main().
1127
+
1128
+ We pointed out in an earlier chapter that we could write:
1129
+
1130
+ char my_string[40] = "Ted";
1131
+
1132
+ which would allocate space for a 40 byte array and put the string in the first 4 bytes (three
1133
+ for the characters in the quotes and a 4th to handle the terminating '\0').
1134
+
1135
+ Actually, if all we wanted to do was store the name "Ted" we could write:
1136
+
1137
+ char my_name[] = "Ted";
1138
+
1139
+ and the compiler would count the characters, leave room for the nul character and store
1140
+ the total of the four characters in memory the location of which would be returned by the
1141
+ array name, in this case my_name.
1142
+
1143
+ In some code, instead of the above, you might see:
1144
+
1145
+ char *my_name = "Ted";
1146
+
1147
+ which is an alternate approach. Is there a difference between these? The answer is.. yes.
1148
+ Using the array notation 4 bytes of storage in the static memory block are taken up, one
1149
+ for each character and one for the terminating nul character. But, in the pointer notation
1150
+ the same 4 bytes required, plus N bytes to store the pointer variable my_name (where N
1151
+ depends on the system but is usually a minimum of 2 bytes and can be 4 or more).
1152
+
1153
+ In the array notation, my_name is short for &myname[0] which is the address of the
1154
+ first element of the array. Since the location of the array is fixed during run time, this is a
1155
+ constant (not a variable). In the pointer notation my_name is a variable. As to which is
1156
+ the better method, that depends on what you are going to do within the rest of the
1157
+ program.
1158
+
1159
+ Let's now go one step further and consider what happens if each of these declarations are
1160
+ done within a function as opposed to globally outside the bounds of any function.
1161
+
1162
+ void my_function_A(char *ptr)
1163
+ {
1164
+ char a[] = "ABCDE"
1165
+ .
1166
+ .
1167
+ }
1168
+
1169
+ 26
1170
+
1171
+
1172
+
1173
+ void my_function_B(char *ptr)
1174
+ {
1175
+ char *cp = "FGHIJ"
1176
+ .
1177
+ .
1178
+ }
1179
+
1180
+ In the case of my_function_A, the content, or value(s), of the array a[] is considered to
1181
+ be the data. The array is said to be initialized to the values ABCDE. In the case of
1182
+ my_function_B, the value of the pointer cp is considered to be the data. The pointer has
1183
+ been initialized to point to the string FGHIJ. In both my_function_A and
1184
+ my_function_B the definitions are local variables and thus the string ABCDE is stored
1185
+ on the stack, as is the value of the pointer cp. The string FGHIJ can be stored anywhere.
1186
+ On my system it gets stored in the data segment.
1187
+
1188
+ By the way, array initialization of automatic variables as I have done in my_function_A
1189
+ was illegal in the older K&R C and only "came of age" in the newer ANSI C. A fact that
1190
+ may be important when one is considering portability and backwards compatibility.
1191
+
1192
+ As long as we are discussing the relationship/differences between pointers and arrays,
1193
+ let's move on to multi-dimensional arrays. Consider, for example the array:
1194
+
1195
+ char multi[5][10];
1196
+
1197
+ Just what does this mean? Well, let's consider it in the following light.
1198
+
1199
+ char multi[5][10];
1200
+
1201
+ Let's take the underlined part to be the "name" of an array. Then prepending the char and
1202
+ appending the [10] we have an array of 10 characters. But, the name multi[5] is itself an
1203
+ array indicating that there are 5 elements each being an array of 10 characters. Hence we
1204
+ have an array of 5 arrays of 10 characters each..
1205
+
1206
+ Assume we have filled this two dimensional array with data of some kind. In memory, it
1207
+ might look as if it had been formed by initializing 5 separate arrays using something like:
1208
+
1209
+ multi[0] = {'0','1','2','3','4','5','6','7','8','9'}
1210
+ multi[1] = {'a','b','c','d','e','f','g','h','i','j'}
1211
+ multi[2] = {'A','B','C','D','E','F','G','H','I','J'}
1212
+ multi[3] = {'9','8','7','6','5','4','3','2','1','0'}
1213
+ multi[4] = {'J','I','H','G','F','E','D','C','B','A'}
1214
+
1215
+ At the same time, individual elements might be addressable using syntax such as:
1216
+
1217
+ multi[0][3] = '3'
1218
+ multi[1][7] = 'h'
1219
+ multi[4][0] = 'J'
1220
+
1221
+ 27
1222
+
1223
+
1224
+
1225
+ Since arrays are contiguous in memory, our actual memory block for the above should
1226
+ look like:
1227
+
1228
+ 0123456789abcdefghijABCDEFGHIJ9876543210JIHGFEDCBA
1229
+ ^
1230
+ |_____ starting at the address &multi[0][0]
1231
+
1232
+ Note that I did not write multi[0] = "0123456789". Had I done so a terminating '\0'
1233
+ would have been implied since whenever double quotes are used a '\0' character is
1234
+ appended to the characters contained within those quotes. Had that been the case I would
1235
+ have had to set aside room for 11 characters per row instead of 10.
1236
+
1237
+ My goal in the above is to illustrate how memory is laid out for 2 dimensional arrays.
1238
+ That is, this is a 2 dimensional array of characters, NOT an array of "strings".
1239
+
1240
+ Now, the compiler knows how many columns are present in the array so it can interpret
1241
+ multi + 1 as the address of the 'a' in the 2nd row above. That is, it adds 10, the number of
1242
+ columns, to get this location. If we were dealing with integers and an array with the same
1243
+ dimension the compiler would add 10*sizeof(int) which, on my machine, would be 20.
1244
+ Thus, the address of the 9 in the 4th row above would be &multi[3][0] or *(multi + 3) in
1245
+ pointer notation. To get to the content of the 2nd element in the 4th row we add 1 to this
1246
+ address and dereference the result as in
1247
+
1248
+ *(*(multi + 3) + 1)
1249
+
1250
+ With a little thought we can see that:
1251
+
1252
+ *(*(multi + row) + col) and
1253
+ multi[row][col] yield the same results.
1254
+
1255
+ The following program illustrates this using integer arrays instead of character arrays.
1256
+
1257
+ ------------------- program 6.1 ----------------------
1258
+
1259
+ /* Program 6.1 from PTRTUT10.HTM 6/13/97*/
1260
+
1261
+ #include <stdio.h>
1262
+ #define ROWS 5
1263
+ #define COLS 10
1264
+
1265
+ int multi[ROWS][COLS];
1266
+
1267
+ int main(void)
1268
+ {
1269
+ int row, col;
1270
+ for (row = 0; row < ROWS; row++)
1271
+ {
1272
+ for (col = 0; col < COLS; col++)
1273
+ {
1274
+ multi[row][col] = row*col;
1275
+ }
1276
+
1277
+ 28
1278
+
1279
+
1280
+
1281
+
1282
+
1283
+
1284
+ }
1285
+
1286
+ for (row = 0; row < ROWS; row++)
1287
+ {
1288
+ for (col = 0; col < COLS; col++)
1289
+ {
1290
+ printf("\n%d ",multi[row][col]);
1291
+ printf("%d ",*(*(multi + row) + col));
1292
+ }
1293
+ }
1294
+
1295
+ return 0;
1296
+ }
1297
+ ----------------- end of program 6.1 ---------------------
1298
+
1299
+ Because of the double de-referencing required in the pointer version, the name of a 2
1300
+ dimensional array is often said to be equivalent to a pointer to a pointer. With a three
1301
+ dimensional array we would be dealing with an array of arrays of arrays and some might
1302
+ say its name would be equivalent to a pointer to a pointer to a pointer. However, here we
1303
+ have initially set aside the block of memory for the array by defining it using array
1304
+ notation. Hence, we are dealing with a constant, not a variable. That is we are talking
1305
+ about a fixed address not a variable pointer. The dereferencing function used above
1306
+ permits us to access any element in the array of arrays without the need of changing the
1307
+ value of that address (the address of multi[0][0] as given by the symbol multi).
1308
+
1309
+ 29
1310
+
1311
+
1312
+
1313
+
1314
+ CHAPTER 7: More on Multi-Dimensional Arrays
1315
+
1316
+ In the previous chapter we noted that given
1317
+
1318
+ #define ROWS 5
1319
+ #define COLS 10
1320
+
1321
+ int multi[ROWS][COLS];
1322
+ we can access individual elements of the array multi using either:
1323
+
1324
+ multi[row][col]
1325
+ or
1326
+
1327
+ *(*(multi + row) + col)
1328
+
1329
+ To understand more fully what is going on, let us replace
1330
+
1331
+ *(multi + row)
1332
+
1333
+ with X as in:
1334
+
1335
+ *(X + col)
1336
+
1337
+ Now, from this we see that X is like a pointer since the expression is de-referenced and
1338
+ we know that col is an integer. Here the arithmetic being used is of a special kind called
1339
+ "pointer arithmetic" is being used. That means that, since we are talking about an integer
1340
+ array, the address pointed to by (i.e. value of) X + col + 1 must be greater than the
1341
+ address X + col by and amount equal to sizeof(int).
1342
+
1343
+ Since we know the memory layout for 2 dimensional arrays, we can determine that in the
1344
+ expression multi + row as used above, multi + row + 1 must increase by value an
1345
+ amount equal to that needed to "point to" the next row, which in this case would be an
1346
+ amount equal to COLS * sizeof(int).
1347
+
1348
+ That says that if the expression *(*(multi + row) + col) is to be evaluated correctly at run
1349
+ time, the compiler must generate code which takes into consideration the value of COLS,
1350
+ i.e. the 2nd dimension. Because of the equivalence of the two forms of expression, this is
1351
+ true whether we are using the pointer expression as here or the array expression
1352
+ multi[row][col].
1353
+
1354
+ Thus, to evaluate either expression, a total of 5 values must be known:
1355
+
1356
+ 1. The address of the first element of the array, which is returned by the expression
1357
+
1358
+ multi, i.e., the name of the array.
1359
+
1360
+ 2. The size of the type of the elements of the array, in this case sizeof(int).
1361
+ 3. The 2nd dimension of the array
1362
+ 4. The specific index value for the first dimension, row in this case.
1363
+ 5. The specific index value for the second dimension, col in this case.
1364
+
1365
+ 30
1366
+
1367
+
1368
+
1369
+
1370
+
1371
+
1372
+
1373
+
1374
+
1375
+
1376
+
1377
+ Given all of that, consider the problem of designing a function to manipulate the element
1378
+ values of a previously declared array. For example, one which would set all the elements
1379
+ of the array multi to the value 1.
1380
+
1381
+ void set_value(int m_array[][COLS])
1382
+ {
1383
+ int row, col;
1384
+ for (row = 0; row < ROWS; row++)
1385
+ {
1386
+ for (col = 0; col < COLS; col++)
1387
+ {
1388
+ m_array[row][col] = 1;
1389
+ }
1390
+ }
1391
+ }
1392
+
1393
+ And to call this function we would then use:
1394
+
1395
+ set_value(multi);
1396
+
1397
+ Now, within the function we have used the values #defined by ROWS and COLS that set
1398
+ the limits on the for loops. But, these #defines are just constants as far as the compiler is
1399
+ concerned, i.e. there is nothing to connect them to the array size within the function. row
1400
+ and col are local variables, of course. The formal parameter definition permits the
1401
+ compiler to determine the characteristics associated with the pointer value that will be
1402
+ passed at run time. We really don’t need the first dimension and, as will be seen later,
1403
+ there are occasions where we would prefer not to define it within the parameter
1404
+ definition, out of habit or consistency, I have not used it here. But, the second dimension
1405
+ must be used as has been shown in the expression for the parameter. The reason is that
1406
+ we need this in the evaluation of m_array[row][col] as has been described. While the
1407
+ parameter defines the data type (int in this case) and the automatic variables for row and
1408
+ column are defined in the for loops, only one value can be passed using a single
1409
+ parameter. In this case, that is the value of multi as noted in the call statement, i.e. the
1410
+ address of the first element, often referred to as a pointer to the array. Thus, the only way
1411
+ we have of informing the compiler of the 2nd dimension is by explicitly including it in
1412
+ the parameter definition.
1413
+
1414
+ In fact, in general all dimensions of higher order than one are needed when dealing with
1415
+ multi-dimensional arrays. That is if we are talking about 3 dimensional arrays, the 2nd
1416
+ and 3rd dimension must be specified in the parameter definition.
1417
+
1418
+ 31
1419
+
1420
+
1421
+
1422
+
1423
+
1424
+
1425
+
1426
+ CHAPTER 8: Pointers to Arrays
1427
+
1428
+ Pointers, of course, can be "pointed at" any type of data object, including arrays. While
1429
+ that was evident when we discussed program 3.1, it is important to expand on how we do
1430
+ this when it comes to multi-dimensional arrays.
1431
+
1432
+ To review, in Chapter 2 we stated that given an array of integers we could point an
1433
+ integer pointer at that array using:
1434
+
1435
+ int *ptr;
1436
+ ptr = &my_array[0]; /* point our pointer at the first
1437
+ integer in our array */
1438
+ As we stated there, the type of the pointer variable must match the type of the first
1439
+ element of the array.
1440
+
1441
+ In addition, we can use a pointer as a formal parameter of a function which is designed to
1442
+ manipulate an array. e.g.
1443
+
1444
+ Given:
1445
+
1446
+ int array[3] = {'1', '5', '7'};
1447
+ void a_func(int *p);
1448
+
1449
+ Some programmers might prefer to write the function prototype as:
1450
+
1451
+ void a_func(int p[]);
1452
+
1453
+ which would tend to inform others who might use this function that the function is
1454
+ designed to manipulate the elements of an array. Of course, in either case, what actually
1455
+ gets passed is the value of a pointer to the first element of the array, independent of which
1456
+ notation is used in the function prototype or definition. Note that if the array notation is
1457
+ used, there is no need to pass the actual dimension of the array since we are not passing
1458
+ the whole array, only the address to the first element.
1459
+
1460
+ We now turn to the problem of the 2 dimensional array. As stated in the last chapter, C
1461
+ interprets a 2 dimensional array as an array of one dimensional arrays. That being the
1462
+ case, the first element of a 2 dimensional array of integers is a one dimensional array of
1463
+ integers. And a pointer to a two dimensional array of integers must be a pointer to that
1464
+ data type. One way of accomplishing this is through the use of the keyword "typedef".
1465
+ typedef assigns a new name to a specified data type. For example:
1466
+
1467
+ typedef unsigned char byte;
1468
+
1469
+ causes the name byte to mean type unsigned char. Hence
1470
+
1471
+ byte b[10]; would be an array of unsigned characters.
1472
+
1473
+ 32
1474
+
1475
+
1476
+
1477
+
1478
+
1479
+
1480
+
1481
+ Note that in the typedef declaration, the word byte has replaced that which would
1482
+ normally be the name of our unsigned char. That is, the rule for using typedef is that the
1483
+ new name for the data type is the name used in the definition of the data type. Thus in:
1484
+
1485
+ typedef int Array[10];
1486
+
1487
+ Array becomes a data type for an array of 10 integers. i.e. Array my_arr; declares
1488
+ my_arr as an array of 10 integers and Array arr2d[5]; makes arr2d an array of 5 arrays
1489
+ of 10 integers each.
1490
+
1491
+ Also note that Array *p1d; makes p1d a pointer to an array of 10 integers. Because
1492
+ *p1d points to the same type as arr2d, assigning the address of the two dimensional
1493
+ array arr2d to p1d, the pointer to a one dimensional array of 10 integers is acceptable.
1494
+ i.e. p1d = &arr2d[0]; or p1d = arr2d; are both correct.
1495
+
1496
+ Since the data type we use for our pointer is an array of 10 integers we would expect that
1497
+ incrementing p1d by 1 would change its value by 10*sizeof(int), which it does. That is,
1498
+ sizeof(*p1d) is 20. You can prove this to yourself by writing and running a simple short
1499
+ program.
1500
+
1501
+ Now, while using typedef makes things clearer for the reader and easier on the
1502
+ programmer, it is not really necessary. What we need is a way of declaring a pointer like
1503
+ p1d without the need of the typedef keyword. It turns out that this can be done and that
1504
+
1505
+ int (*p1d)[10];
1506
+
1507
+ is the proper declaration, i.e. p1d here is a pointer to an array of 10 integers just as it was
1508
+ under the declaration using the Array type. Note that this is different from
1509
+
1510
+ int *p1d[10];
1511
+
1512
+ which would make p1d the name of an array of 10 pointers to type int.
1513
+
1514
+ 33
1515
+
1516
+
1517
+
1518
+
1519
+
1520
+
1521
+
1522
+
1523
+ CHAPTER 9: Pointers and Dynamic Allocation of
1524
+ Memory
1525
+
1526
+ There are times when it is convenient to allocate memory at run time using malloc(),
1527
+ calloc(), or other allocation functions. Using this approach permits postponing the
1528
+ decision on the size of the memory block need to store an array, for example, until run
1529
+ time. Or it permits using a section of memory for the storage of an array of integers at
1530
+ one point in time, and then when that memory is no longer needed it can be freed up for
1531
+ other uses, such as the storage of an array of structures.
1532
+
1533
+ When memory is allocated, the allocating function (such as malloc(), calloc(), etc.)
1534
+ returns a pointer. The type of this pointer depends on whether you are using an older
1535
+ K&R compiler or the newer ANSI type compiler. With the older compiler the type of the
1536
+ returned pointer is char, with the ANSI compiler it is void.
1537
+
1538
+ If you are using an older compiler, and you want to allocate memory for an array of
1539
+ integers you will have to cast the char pointer returned to an integer pointer. For example,
1540
+ to allocate space for 10 integers we might write:
1541
+
1542
+ int *iptr;
1543
+ iptr = (int *)malloc(10 * sizeof(int));
1544
+ if (iptr == NULL)
1545
+
1546
+ { .. ERROR ROUTINE GOES HERE .. }
1547
+
1548
+ If you are using an ANSI compliant compiler, malloc() returns a void pointer and since a
1549
+ void pointer can be assigned to a pointer variable of any object type, the (int *) cast
1550
+ shown above is not needed. The array dimension can be determined at run time and is not
1551
+ needed at compile time. That is, the 10 above could be a variable read in from a data file
1552
+ or keyboard, or calculated based on some need, at run time.
1553
+
1554
+ Because of the equivalence between array and pointer notation, once iptr has been
1555
+ assigned as above, one can use the array notation. For example, one could write:
1556
+
1557
+ int k;
1558
+ for (k = 0; k < 10; k++)
1559
+ iptr[k] = 2;
1560
+
1561
+ to set the values of all elements to 2.
1562
+
1563
+ Even with a reasonably good understanding of pointers and arrays, one place the
1564
+ newcomer to C is likely to stumble at first is in the dynamic allocation of multi-
1565
+ dimensional arrays. In general, we would like to be able to access elements of such arrays
1566
+ using array notation, not pointer notation, wherever possible. Depending on the
1567
+ application we may or may not know both dimensions at compile time. This leads to a
1568
+ variety of ways to go about our task.
1569
+
1570
+ 34
1571
+
1572
+
1573
+
1574
+
1575
+
1576
+ As we have seen, when dynamically allocating a one dimensional array its dimension can
1577
+ be determined at run time. Now, when using dynamic allocation of higher order arrays,
1578
+ we never need to know the first dimension at compile time. Whether we need to know the
1579
+ higher dimensions depends on how we go about writing the code. Here I will discuss
1580
+ various methods of dynamically allocating room for 2 dimensional arrays of integers.
1581
+
1582
+ First we will consider cases where the 2nd dimension is known at compile time.
1583
+
1584
+ METHOD 1:
1585
+
1586
+ One way of dealing with the problem is through the use of the typedef keyword. To
1587
+ allocate a 2 dimensional array of integers recall that the following two notations result in
1588
+ the same object code being generated:
1589
+
1590
+ multi[row][col] = 1; *(*(multi + row) + col) = 1;
1591
+
1592
+ It is also true that the following two notations generate the same code:
1593
+
1594
+ multi[row] *(multi + row)
1595
+
1596
+ Since the one on the right must evaluate to a pointer, the array notation on the left must
1597
+ also evaluate to a pointer. In fact multi[0] will return a pointer to the first integer in the
1598
+ first row, multi[1] a pointer to the first integer of the second row, etc. Actually, multi[n]
1599
+ evaluates to a pointer to that array of integers that make up the n-th row of our 2
1600
+ dimensional array. That is, multi can be thought of as an array of arrays and multi[n] as
1601
+ a pointer to the n-th array of this array of arrays. Here the word pointer is being used to
1602
+ represent an address value. While such usage is common in the literature, when reading
1603
+ such statements one must be careful to distinguish between the constant address of an
1604
+ array and a variable pointer which is a data object in itself.
1605
+
1606
+ Consider now:
1607
+
1608
+ --------------- Program 9.1 --------------------------------
1609
+
1610
+ /* Program 9.1 from PTRTUT10.HTM 6/13/97 */
1611
+
1612
+ #include <stdio.h>
1613
+ #include <stdlib.h>
1614
+
1615
+ #define COLS 5
1616
+
1617
+ typedef int RowArray[COLS];
1618
+ RowArray *rptr;
1619
+
1620
+ int main(void)
1621
+ {
1622
+ int nrows = 10;
1623
+ int row, col;
1624
+ rptr = malloc(nrows * COLS * sizeof(int));
1625
+ for (row = 0; row < nrows; row++)
1626
+
1627
+ 35
1628
+
1629
+
1630
+
1631
+
1632
+
1633
+
1634
+
1635
+
1636
+
1637
+
1638
+
1639
+
1640
+ {
1641
+ for (col = 0; col < COLS; col++)
1642
+ {
1643
+ rptr[row][col] = 17;
1644
+ }
1645
+ }
1646
+
1647
+ return 0;
1648
+ }
1649
+ ------------- End of Prog. 9.1 --------------------------------
1650
+
1651
+ Here I have assumed an ANSI compiler so a cast on the void pointer returned by malloc()
1652
+ is not required. If you are using an older K&R compiler you will have to cast using:
1653
+
1654
+ rptr = (RowArray *)malloc(.... etc.
1655
+
1656
+ Using this approach, rptr has all the characteristics of an array name name, (except that
1657
+ rptr is modifiable), and array notation may be used throughout the rest of the program.
1658
+ That also means that if you intend to write a function to modify the array contents, you
1659
+ must use COLS as a part of the formal parameter in that function, just as we did when
1660
+ discussing the passing of two dimensional arrays to a function.
1661
+
1662
+ METHOD 2:
1663
+
1664
+ In the METHOD 1 above, rptr turned out to be a pointer to type "one dimensional array
1665
+ of COLS integers". It turns out that there is syntax which can be used for this type
1666
+ without the need of typedef. If we write:
1667
+
1668
+ int (*xptr)[COLS];
1669
+
1670
+ the variable xptr will have all the same characteristics as the variable rptr in METHOD
1671
+ 1 above, and we need not use the typedef keyword. Here xptr is a pointer to an array of
1672
+ integers and the size of that array is given by the #defined COLS. The parenthesis
1673
+ placement makes the pointer notation predominate, even though the array notation has
1674
+ higher precedence. i.e. had we written
1675
+
1676
+ int *xptr[COLS];
1677
+
1678
+ we would have defined xptr as an array of pointers holding the number of pointers equal
1679
+ to that #defined by COLS. That is not the same thing at all. However, arrays of pointers
1680
+ have their use in the dynamic allocation of two dimensional arrays, as will be seen in the
1681
+ next 2 methods.
1682
+
1683
+ METHOD 3:
1684
+
1685
+ Consider the case where we do not know the number of elements in each row at compile
1686
+ time, i.e. both the number of rows and number of columns must be determined at run
1687
+ time. One way of doing this would be to create an array of pointers to type int and then
1688
+ allocate space for each row and point these pointers at each row. Consider:
1689
+
1690
+ 36
1691
+
1692
+
1693
+
1694
+
1695
+
1696
+
1697
+
1698
+
1699
+
1700
+
1701
+
1702
+ -------------- Program 9.2 ------------------------------------
1703
+
1704
+ /* Program 9.2 from PTRTUT10.HTM 6/13/97 */
1705
+
1706
+ #include <stdio.h>
1707
+ #include <stdlib.h>
1708
+
1709
+ int main(void)
1710
+ {
1711
+ int nrows = 5; /* Both nrows and ncols could be evaluated */
1712
+ int ncols = 10; /* or read in at run time */
1713
+ int row;
1714
+ int **rowptr;
1715
+ rowptr = malloc(nrows * sizeof(int *));
1716
+ if (rowptr == NULL)
1717
+ {
1718
+ puts("\nFailure to allocate room for row pointers.\n");
1719
+ exit(0);
1720
+ }
1721
+
1722
+ printf("\n\n\nIndex Pointer(hex) Pointer(dec) Diff.(dec)");
1723
+
1724
+ for (row = 0; row < nrows; row++)
1725
+ {
1726
+ rowptr[row] = malloc(ncols * sizeof(int));
1727
+ if (rowptr[row] == NULL)
1728
+ {
1729
+ printf("\nFailure to allocate for row[%d]\n",row);
1730
+ exit(0);
1731
+ }
1732
+ printf("\n%d %p %d", row, rowptr[row],
1733
+ rowptr[row]);
1734
+ if (row > 0)
1735
+ printf(" %d",(int)(rowptr[row] - rowptr[row-1]));
1736
+ }
1737
+
1738
+ return 0;
1739
+ }
1740
+
1741
+ --------------- End 9.2 ------------------------------------
1742
+
1743
+ In the above code rowptr is a pointer to pointer to type int. In this case it points to the
1744
+ first element of an array of pointers to type int. Consider the number of calls to malloc():
1745
+
1746
+ To get the array of pointers 1 call
1747
+ To get space for the rows 5 calls
1748
+ -----
1749
+ Total 6 calls
1750
+
1751
+ If you choose to use this approach note that while you can use the array notation to access
1752
+ individual elements of the array, e.g. rowptr[row][col] = 17;, it does not mean that the
1753
+ data in the "two dimensional array" is contiguous in memory.
1754
+
1755
+ 37
1756
+
1757
+
1758
+
1759
+
1760
+
1761
+
1762
+
1763
+
1764
+
1765
+
1766
+
1767
+
1768
+
1769
+ You can, however, use the array notation just as if it were a continuous block of memory.
1770
+ For example, you can write:
1771
+
1772
+ rowptr[row][col] = 176;
1773
+
1774
+ just as if rowptr were the name of a two dimensional array created at compile time. Of
1775
+ course row and col must be within the bounds of the array you have created, just as with
1776
+ an array created at compile time.
1777
+
1778
+ If you want to have a contiguous block of memory dedicated to the storage of the
1779
+ elements in the array you can do it as follows:
1780
+
1781
+ METHOD 4:
1782
+
1783
+ In this method we allocate a block of memory to hold the whole array first. We then
1784
+ create an array of pointers to point to each row. Thus even though the array of pointers is
1785
+ being used, the actual array in memory is contiguous. The code looks like this:
1786
+
1787
+ ----------------- Program 9.3 -----------------------------------
1788
+
1789
+ /* Program 9.3 from PTRTUT10.HTM 6/13/97 */
1790
+
1791
+ #include <stdio.h>
1792
+ #include <stdlib.h>
1793
+
1794
+ int main(void)
1795
+ {
1796
+ int **rptr;
1797
+ int *aptr;
1798
+ int *testptr;
1799
+ int k;
1800
+ int nrows = 5; /* Both nrows and ncols could be evaluated */
1801
+ int ncols = 8; /* or read in at run time */
1802
+ int row, col;
1803
+
1804
+ /* we now allocate the memory for the array */
1805
+
1806
+ aptr = malloc(nrows * ncols * sizeof(int));
1807
+ if (aptr == NULL)
1808
+ {
1809
+ puts("\nFailure to allocate room for the array");
1810
+ exit(0);
1811
+ }
1812
+
1813
+ /* next we allocate room for the pointers to the rows */
1814
+
1815
+ rptr = malloc(nrows * sizeof(int *));
1816
+ if (rptr == NULL)
1817
+ {
1818
+ puts("\nFailure to allocate room for pointers");
1819
+ exit(0);
1820
+ }
1821
+
1822
+ 38
1823
+
1824
+
1825
+
1826
+
1827
+
1828
+
1829
+
1830
+
1831
+
1832
+
1833
+
1834
+
1835
+ /* and now we 'point' the pointers */
1836
+
1837
+ for (k = 0; k < nrows; k++)
1838
+ {
1839
+ rptr[k] = aptr + (k * ncols);
1840
+ }
1841
+
1842
+ /* Now we illustrate how the row pointers are incremented */
1843
+ printf("\n\nIllustrating how row pointers are incremented");
1844
+ printf("\n\nIndex Pointer(hex) Diff.(dec)");
1845
+
1846
+ for (row = 0; row < nrows; row++)
1847
+ {
1848
+ printf("\n%d %p", row, rptr[row]);
1849
+ if (row > 0)
1850
+ printf(" %d",(rptr[row] - rptr[row-1]));
1851
+ }
1852
+ printf("\n\nAnd now we print out the array\n");
1853
+ for (row = 0; row < nrows; row++)
1854
+ {
1855
+ for (col = 0; col < ncols; col++)
1856
+ {
1857
+ rptr[row][col] = row + col;
1858
+ printf("%d ", rptr[row][col]);
1859
+ }
1860
+ putchar('\n');
1861
+ }
1862
+
1863
+ puts("\n");
1864
+
1865
+ /* and here we illustrate that we are, in fact, dealing with
1866
+ a 2 dimensional array in a contiguous block of memory. */
1867
+ printf("And now we demonstrate that they are contiguous in
1868
+ memory\n");
1869
+
1870
+ testptr = aptr;
1871
+ for (row = 0; row < nrows; row++)
1872
+ {
1873
+ for (col = 0; col < ncols; col++)
1874
+ {
1875
+ printf("%d ", *(testptr++));
1876
+ }
1877
+ putchar('\n');
1878
+ }
1879
+
1880
+ return 0;
1881
+ }
1882
+
1883
+ ------------- End Program 9.3 -----------------
1884
+
1885
+ Consider again, the number of calls to malloc()
1886
+
1887
+ To get room for the array itself 1 call
1888
+ To get room for the array of ptrs 1 call
1889
+ ----
1890
+ Total 2 calls
1891
+
1892
+ 39
1893
+
1894
+
1895
+
1896
+
1897
+
1898
+
1899
+
1900
+
1901
+
1902
+
1903
+
1904
+
1905
+ Now, each call to malloc() creates additional space overhead since malloc() is generally
1906
+ implemented by the operating system forming a linked list which contains data
1907
+ concerning the size of the block. But, more importantly, with large arrays (several
1908
+ hundred rows) keeping track of what needs to be freed when the time comes can be more
1909
+ cumbersome. This, combined with the contiguousness of the data block that permits
1910
+ initialization to all zeroes using memset() would seem to make the second alternative the
1911
+ preferred one.
1912
+
1913
+ As a final example on multidimensional arrays we will illustrate the dynamic allocation
1914
+ of a three dimensional array. This example will illustrate one more thing to watch when
1915
+ doing this kind of allocation. For reasons cited above we will use the approach outlined in
1916
+ alternative two. Consider the following code:
1917
+
1918
+ ------------------- Program 9.4 -------------------------------------
1919
+
1920
+ /* Program 9.4 from PTRTUT10.HTM 6/13/97 */
1921
+
1922
+ #include <stdio.h>
1923
+ #include <stdlib.h>
1924
+ #include <stddef.h>
1925
+
1926
+ int X_DIM=16;
1927
+ int Y_DIM=5;
1928
+ int Z_DIM=3;
1929
+
1930
+ int main(void)
1931
+ {
1932
+ char *space;
1933
+ char ***Arr3D;
1934
+ int y, z;
1935
+ ptrdiff_t diff;
1936
+
1937
+ /* first we set aside space for the array itself */
1938
+
1939
+ space = malloc(X_DIM * Y_DIM * Z_DIM * sizeof(char));
1940
+
1941
+ /* next we allocate space of an array of pointers, each
1942
+ to eventually point to the first element of a
1943
+ 2 dimensional array of pointers to pointers */
1944
+
1945
+ Arr3D = malloc(Z_DIM * sizeof(char **));
1946
+
1947
+ /* and for each of these we assign a pointer to a newly
1948
+ allocated array of pointers to a row */
1949
+
1950
+ for (z = 0; z < Z_DIM; z++)
1951
+ {
1952
+ Arr3D[z] = malloc(Y_DIM * sizeof(char *));
1953
+
1954
+ /* and for each space in this array we put a pointer to
1955
+ the first element of each row in the array space
1956
+ originally allocated */
1957
+
1958
+ 40
1959
+
1960
+
1961
+
1962
+
1963
+
1964
+
1965
+
1966
+
1967
+
1968
+
1969
+
1970
+
1971
+
1972
+
1973
+
1974
+ for (y = 0; y < Y_DIM; y++)
1975
+ {
1976
+ Arr3D[z][y] = space + (z*(X_DIM * Y_DIM) + y*X_DIM);
1977
+ }
1978
+ }
1979
+
1980
+ /* And, now we check each address in our 3D array to see if
1981
+ the indexing of the Arr3d pointer leads through in a
1982
+ continuous manner */
1983
+
1984
+ for (z = 0; z < Z_DIM; z++)
1985
+ {
1986
+ printf("Location of array %d is %p\n", z, *Arr3D[z]);
1987
+ for ( y = 0; y < Y_DIM; y++)
1988
+ {
1989
+ printf(" Array %d and Row %d starts at %p", z, y,
1990
+ Arr3D[z][y]);
1991
+ diff = Arr3D[z][y] - space;
1992
+ printf(" diff = %d ",diff);
1993
+ printf(" z = %d y = %d\n", z, y);
1994
+ }
1995
+ }
1996
+ return 0;
1997
+ }
1998
+
1999
+ ------------------- End of Prog. 9.4 ----------------------------
2000
+
2001
+ If you have followed this tutorial up to this point you should have no problem
2002
+ deciphering the above on the basis of the comments alone. There are a couple of points
2003
+ that should be made however. Let's start with the line which reads:
2004
+
2005
+ Arr3D[z][y] = space + (z*(X_DIM * Y_DIM) + y*X_DIM);
2006
+ Note that here space is a character pointer, which is the same type as Arr3D[z][y]. It is
2007
+ important that when adding an integer, such as that obtained by evaluation of the
2008
+ expression (z*(X_DIM * Y_DIM) + y*X_DIM), to a pointer, the result is a new pointer
2009
+ value. And when assigning pointer values to pointer variables the data types of the value
2010
+ and variable must match.
2011
+
2012
+ 41
2013
+
2014
+
2015
+
2016
+
2017
+
2018
+
2019
+
2020
+
2021
+
2022
+ CHAPTER 10: Pointers to Functions
2023
+
2024
+ Up to this point we have been discussing pointers to data objects. C also permits the
2025
+ declaration of pointers to functions. Pointers to functions have a variety of uses and some
2026
+ of them will be discussed here.
2027
+
2028
+ Consider the following real problem. You want to write a function that is capable of
2029
+ sorting virtually any collection of data that can be stored in an array. This might be an
2030
+ array of strings, or integers, or floats, or even structures. The sorting algorithm can be the
2031
+ same for all. For example, it could be a simple bubble sort algorithm, or the more
2032
+ complex shell or quick sort algorithm. We'll use a simple bubble sort for demonstration
2033
+ purposes.
2034
+
2035
+ Sedgewick [1] has described the bubble sort using C code by setting up a function which
2036
+ when passed a pointer to the array would sort it. If we call that function bubble(), a sort
2037
+ program is described by bubble_1.c, which follows:
2038
+
2039
+ /*-------------------- bubble_1.c --------------------*/
2040
+
2041
+ /* Program bubble_1.c from PTRTUT10.HTM 6/13/97 */
2042
+
2043
+ #include <stdio.h>
2044
+
2045
+ int arr[10] = { 3,6,1,2,3,8,4,1,7,2};
2046
+
2047
+ void bubble(int a[], int N);
2048
+
2049
+ int main(void)
2050
+ {
2051
+ int i;
2052
+ putchar('\n');
2053
+ for (i = 0; i < 10; i++)
2054
+ {
2055
+ printf("%d ", arr[i]);
2056
+ }
2057
+ bubble(arr,10);
2058
+ putchar('\n');
2059
+
2060
+ for (i = 0; i < 10; i++)
2061
+ {
2062
+ printf("%d ", arr[i]);
2063
+ }
2064
+ return 0;
2065
+ }
2066
+
2067
+ void bubble(int a[], int N)
2068
+ {
2069
+ int i, j, t;
2070
+ for (i = N-1; i >= 0; i--)
2071
+ {
2072
+ for (j = 1; j <= i; j++)
2073
+
2074
+ 42
2075
+
2076
+
2077
+
2078
+
2079
+
2080
+
2081
+
2082
+
2083
+
2084
+ {
2085
+ if (a[j-1] > a[j])
2086
+ {
2087
+ t = a[j-1];
2088
+ a[j-1] = a[j];
2089
+ a[j] = t;
2090
+ }
2091
+ }
2092
+ }
2093
+ }
2094
+
2095
+ /*---------------------- end bubble_1.c -----------------------*/
2096
+
2097
+ The bubble sort is one of the simpler sorts. The algorithm scans the array from the second
2098
+ to the last element comparing each element with the one which precedes it. If the one that
2099
+ precedes it is larger than the current element, the two are swapped so the larger one is
2100
+ closer to the end of the array. On the first pass, this results in the largest element ending
2101
+ up at the end of the array. The array is now limited to all elements except the last and the
2102
+ process repeated. This puts the next largest element at a point preceding the largest
2103
+ element. The process is repeated for a number of times equal to the number of elements
2104
+ minus 1. The end result is a sorted array.
2105
+
2106
+ Here our function is designed to sort an array of integers. Thus in line 1 we are
2107
+ comparing integers and in lines 2 through 4 we are using temporary integer storage to
2108
+ store integers. What we want to do now is see if we can convert this code so we can use
2109
+ any data type, i.e. not be restricted to integers.
2110
+
2111
+ At the same time we don't want to have to analyze our algorithm and the code associated
2112
+ with it each time we use it. We start by removing the comparison from within the
2113
+ function bubble() so as to make it relatively easy to modify the comparison function
2114
+ without having to re-write portions related to the actual algorithm. This results in
2115
+ bubble_2.c:
2116
+
2117
+ /*---------------------- bubble_2.c -------------------------*/
2118
+
2119
+ /* Program bubble_2.c from PTRTUT10.HTM 6/13/97 */
2120
+
2121
+ /* Separating the comparison function */
2122
+
2123
+ #include <stdio.h>
2124
+
2125
+ int arr[10] = { 3,6,1,2,3,8,4,1,7,2};
2126
+
2127
+ void bubble(int a[], int N);
2128
+ int compare(int m, int n);
2129
+
2130
+ int main(void)
2131
+ {
2132
+ int i;
2133
+ putchar('\n');
2134
+
2135
+ 43
2136
+
2137
+
2138
+
2139
+
2140
+
2141
+
2142
+
2143
+
2144
+
2145
+
2146
+
2147
+
2148
+ for (i = 0; i < 10; i++)
2149
+ {
2150
+ printf("%d ", arr[i]);
2151
+ }
2152
+ bubble(arr,10);
2153
+ putchar('\n');
2154
+
2155
+ for (i = 0; i < 10; i++)
2156
+ {
2157
+ printf("%d ", arr[i]);
2158
+ }
2159
+ return 0;
2160
+ }
2161
+
2162
+ void bubble(int a[], int N)
2163
+
2164
+ {
2165
+ int i, j, t;
2166
+ for (i = N-1; i >= 0; i--)
2167
+ {
2168
+ for (j = 1; j <= i; j++)
2169
+ {
2170
+ if (compare(a[j-1], a[j]))
2171
+ {
2172
+ t = a[j-1];
2173
+ a[j-1] = a[j];
2174
+ a[j] = t;
2175
+ }
2176
+ }
2177
+ }
2178
+ }
2179
+
2180
+ int compare(int m, int n)
2181
+ {
2182
+ return (m > n);
2183
+ }
2184
+ /*--------------------- end of bubble_2.c -----------------------*/
2185
+ If our goal is to make our sort routine data type independent, one way of doing this is to
2186
+ use pointers to type void to point to the data instead of using the integer data type. As a
2187
+ start in that direction let's modify a few things in the above so that pointers can be used.
2188
+ To begin with, we'll stick with pointers to type integer.
2189
+
2190
+ /*----------------------- bubble_3.c -------------------------*/
2191
+
2192
+ /* Program bubble_3.c from PTRTUT10.HTM 6/13/97 */
2193
+
2194
+ #include <stdio.h>
2195
+
2196
+ int arr[10] = { 3,6,1,2,3,8,4,1,7,2};
2197
+
2198
+ void bubble(int *p, int N);
2199
+ int compare(int *m, int *n);
2200
+
2201
+ int main(void)
2202
+ {
2203
+
2204
+ 44
2205
+
2206
+
2207
+
2208
+
2209
+
2210
+
2211
+
2212
+
2213
+
2214
+
2215
+
2216
+
2217
+
2218
+ int i;
2219
+ putchar('\n');
2220
+
2221
+ for (i = 0; i < 10; i++)
2222
+ {
2223
+ printf("%d ", arr[i]);
2224
+ }
2225
+ bubble(arr,10);
2226
+ putchar('\n');
2227
+
2228
+ for (i = 0; i < 10; i++)
2229
+ {
2230
+ printf("%d ", arr[i]);
2231
+ }
2232
+ return 0;
2233
+ }
2234
+
2235
+ void bubble(int *p, int N)
2236
+ {
2237
+ int i, j, t;
2238
+ for (i = N-1; i >= 0; i--)
2239
+ {
2240
+ for (j = 1; j <= i; j++)
2241
+ {
2242
+ if (compare(&p[j-1], &p[j]))
2243
+ {
2244
+ t = p[j-1];
2245
+ p[j-1] = p[j];
2246
+ p[j] = t;
2247
+ }
2248
+ }
2249
+ }
2250
+ }
2251
+
2252
+ int compare(int *m, int *n)
2253
+ {
2254
+ return (*m > *n);
2255
+ }
2256
+
2257
+ /*------------------ end of bubble3.c -------------------------*/
2258
+
2259
+ Note the changes. We are now passing a pointer to an integer (or array of integers) to
2260
+ bubble(). And from within bubble we are passing pointers to the elements of the array
2261
+ that we want to compare to our comparison function. And, of course we are dereferencing
2262
+ these pointer in our compare() function in order to make the actual comparison. Our next
2263
+ step will be to convert the pointers in bubble() to pointers to type void so that that
2264
+ function will become more type insensitive. This is shown in bubble_4.
2265
+
2266
+ /*------------------ bubble_4.c ----------------------------*/
2267
+
2268
+ /* Program bubble_4.c from PTRTUT10,HTM 6/13/97 */
2269
+
2270
+ #include <stdio.h>
2271
+
2272
+ 45
2273
+
2274
+
2275
+
2276
+
2277
+
2278
+
2279
+
2280
+
2281
+
2282
+
2283
+
2284
+
2285
+
2286
+ int arr[10] = { 3,6,1,2,3,8,4,1,7,2};
2287
+
2288
+ void bubble(int *p, int N);
2289
+ int compare(void *m, void *n);
2290
+
2291
+ int main(void)
2292
+ {
2293
+ int i;
2294
+ putchar('\n');
2295
+
2296
+ for (i = 0; i < 10; i++)
2297
+ {
2298
+ printf("%d ", arr[i]);
2299
+ }
2300
+ bubble(arr,10);
2301
+ putchar('\n');
2302
+
2303
+ for (i = 0; i < 10; i++)
2304
+ {
2305
+ printf("%d ", arr[i]);
2306
+ }
2307
+ return 0;
2308
+ }
2309
+
2310
+ void bubble(int *p, int N)
2311
+ {
2312
+ int i, j, t;
2313
+ for (i = N-1; i >= 0; i--)
2314
+ {
2315
+ for (j = 1; j <= i; j++)
2316
+ {
2317
+ if (compare((void *)&p[j-1], (void *)&p[j]))
2318
+ {
2319
+ t = p[j-1];
2320
+ p[j-1] = p[j];
2321
+ p[j] = t;
2322
+ }
2323
+ }
2324
+ }
2325
+ }
2326
+
2327
+ int compare(void *m, void *n)
2328
+ {
2329
+ int *m1, *n1;
2330
+ m1 = (int *)m;
2331
+ n1 = (int *)n;
2332
+ return (*m1 > *n1);
2333
+ }
2334
+
2335
+ /*------------------ end of bubble_4.c ---------------------*/
2336
+
2337
+ Note that, in doing this, in compare() we had to introduce the casting of the void pointer
2338
+ types passed to the actual type being sorted. But, as we'll see later that's okay. And since
2339
+ what is being passed to bubble() is still a pointer to an array of integers, we had to cast
2340
+ these pointers to void pointers when we passed them as parameters in our call to
2341
+ compare().
2342
+
2343
+ 46
2344
+
2345
+
2346
+
2347
+
2348
+
2349
+
2350
+
2351
+
2352
+
2353
+
2354
+ We now address the problem of what we pass to bubble(). We want to make the first
2355
+ parameter of that function a void pointer also. But, that means that within bubble() we
2356
+ need to do something about the variable t, which is currently an integer. Also, where we
2357
+ use t = p[j-1]; the type of p[j-1] needs to be known in order to know how many bytes to
2358
+ copy to the variable t (or whatever we replace t with).
2359
+
2360
+ Currently, in bubble_4.c, knowledge within bubble() as to the type of the data being
2361
+ sorted (and hence the size of each individual element) is obtained from the fact that the
2362
+ first parameter is a pointer to type integer. If we are going to be able to use bubble() to
2363
+ sort any type of data, we need to make that pointer a pointer to type void. But, in doing so
2364
+ we are going to lose information concerning the size of individual elements within the
2365
+ array. So, in bubble_5.c we will add a separate parameter to handle this size information.
2366
+
2367
+ These changes, from bubble4.c to bubble5.c are, perhaps, a bit more extensive than those
2368
+ we have made in the past. So, compare the two modules carefully for differences.
2369
+
2370
+ /*---------------------- bubble5.c ---------------------------*/
2371
+
2372
+ /* Program bubble_5.c from PTRTUT10.HTM 6/13/97 */
2373
+
2374
+ #include <stdio.h>
2375
+ #include <string.h>
2376
+
2377
+ long arr[10] = { 3,6,1,2,3,8,4,1,7,2};
2378
+
2379
+ void bubble(void *p, size_t width, int N);
2380
+ int compare(void *m, void *n);
2381
+
2382
+ int main(void)
2383
+ {
2384
+ int i;
2385
+ putchar('\n');
2386
+
2387
+ for (i = 0; i < 10; i++)
2388
+ {
2389
+ printf("%d ", arr[i]);
2390
+ }
2391
+ bubble(arr, sizeof(long), 10);
2392
+ putchar('\n');
2393
+
2394
+ for (i = 0; i < 10; i++)
2395
+ {
2396
+ printf("%ld ", arr[i]);
2397
+ }
2398
+
2399
+ return 0;
2400
+ }
2401
+
2402
+ void bubble(void *p, size_t width, int N)
2403
+ {
2404
+ int i, j;
2405
+ unsigned char buf[4];
2406
+ unsigned char *bp = p;
2407
+
2408
+ 47
2409
+
2410
+
2411
+
2412
+
2413
+
2414
+
2415
+
2416
+
2417
+
2418
+
2419
+
2420
+ for (i = N-1; i >= 0; i--)
2421
+ {
2422
+ for (j = 1; j <= i; j++)
2423
+ {
2424
+ if (compare((void *)(bp + width*(j-1)),
2425
+ (void *)(bp + j*width))) /* 1 */
2426
+ {
2427
+ /* t = p[j-1]; */
2428
+ memcpy(buf, bp + width*(j-1), width);
2429
+ /* p[j-1] = p[j]; */
2430
+ memcpy(bp + width*(j-1), bp + j*width , width);
2431
+ /* p[j] = t; */
2432
+ memcpy(bp + j*width, buf, width);
2433
+ }
2434
+ }
2435
+ }
2436
+ }
2437
+
2438
+ int compare(void *m, void *n)
2439
+ {
2440
+ long *m1, *n1;
2441
+ m1 = (long *)m;
2442
+ n1 = (long *)n;
2443
+ return (*m1 > *n1);
2444
+ }
2445
+
2446
+ /*--------------------- end of bubble5.c ---------------------*/
2447
+
2448
+ Note that I have changed the data type of the array from int to long to illustrate the
2449
+ changes needed in the compare() function. Within bubble() I've done away with the
2450
+ variable t (which we would have had to change from type int to type long). I have added
2451
+ a buffer of size 4 unsigned characters, which is the size needed to hold a long (this will
2452
+ change again in future modifications to this code). The unsigned character pointer *bp is
2453
+ used to point to the base of the array to be sorted, i.e. to the first element of that array.
2454
+
2455
+ We also had to modify what we passed to compare(), and how we do the swapping of
2456
+ elements that the comparison indicates need swapping. Use of memcpy() and pointer
2457
+ notation instead of array notation work towards this reduction in type sensitivity.
2458
+
2459
+ Again, making a careful comparison of bubble5.c with bubble4.c can result in improved
2460
+ understanding of what is happening and why.
2461
+
2462
+ We move now to bubble6.c where we use the same function bubble() that we used in
2463
+ bubble5.c to sort strings instead of long integers. Of course we have to change the
2464
+ comparison function since the means by which strings are compared is different from that
2465
+ by which long integers are compared. And,in bubble6.c we have deleted the lines within
2466
+ bubble() that were commented out in bubble5.c.
2467
+
2468
+ /*--------------------- bubble6.c ---------------------*/
2469
+ /* Program bubble_6.c from PTRTUT10.HTM 6/13/97 */
2470
+
2471
+ 48
2472
+
2473
+
2474
+
2475
+
2476
+
2477
+
2478
+
2479
+ #include <stdio.h>
2480
+ #include <string.h>
2481
+
2482
+ #define MAX_BUF 256
2483
+
2484
+ char arr2[5][20] = { "Mickey Mouse",
2485
+ "Donald Duck",
2486
+ "Minnie Mouse",
2487
+ "Goofy",
2488
+ "Ted Jensen" };
2489
+
2490
+ void bubble(void *p, int width, int N);
2491
+ int compare(void *m, void *n);
2492
+
2493
+ int main(void)
2494
+ {
2495
+ int i;
2496
+ putchar('\n');
2497
+
2498
+ for (i = 0; i < 5; i++)
2499
+ {
2500
+ printf("%s\n", arr2[i]);
2501
+ }
2502
+ bubble(arr2, 20, 5);
2503
+ putchar('\n\n');
2504
+
2505
+ for (i = 0; i < 5; i++)
2506
+ {
2507
+ printf("%s\n", arr2[i]);
2508
+ }
2509
+ return 0;
2510
+ }
2511
+
2512
+ void bubble(void *p, int width, int N)
2513
+ {
2514
+ int i, j, k;
2515
+ unsigned char buf[MAX_BUF];
2516
+ unsigned char *bp = p;
2517
+
2518
+ for (i = N-1; i >= 0; i--)
2519
+ {
2520
+ for (j = 1; j <= i; j++)
2521
+ {
2522
+ k = compare((void *)(bp + width*(j-1)), (void *)(bp +
2523
+ j*width));
2524
+ if (k > 0)
2525
+ {
2526
+ memcpy(buf, bp + width*(j-1), width);
2527
+ memcpy(bp + width*(j-1), bp + j*width , width);
2528
+ memcpy(bp + j*width, buf, width);
2529
+ }
2530
+ }
2531
+ }
2532
+ }
2533
+
2534
+ int compare(void *m, void *n)
2535
+
2536
+ 49
2537
+
2538
+
2539
+
2540
+
2541
+
2542
+
2543
+
2544
+
2545
+
2546
+
2547
+
2548
+
2549
+ {
2550
+ char *m1 = m;
2551
+ char *n1 = n;
2552
+ return (strcmp(m1,n1));
2553
+ }
2554
+
2555
+ /*------------------- end of bubble6.c ---------------------*/
2556
+
2557
+ But, the fact that bubble() was unchanged from that used in bubble5.c indicates that that
2558
+ function is capable of sorting a wide variety of data types. What is left to do is to pass to
2559
+ bubble() the name of the comparison function we want to use so that it can be truly
2560
+ universal. Just as the name of an array is the address of the first element of the array in
2561
+ the data segment, the name of a function decays into the address of that function in the
2562
+ code segment. Thus we need to use a pointer to a function. In this case the comparison
2563
+ function.
2564
+
2565
+ Pointers to functions must match the functions pointed to in the number and types of the
2566
+ parameters and the type of the return value. In our case, we declare our function pointer
2567
+ as:
2568
+
2569
+ int (*fptr)(const void *p1, const void *p2);
2570
+
2571
+ Note that were we to write:
2572
+
2573
+ int *fptr(const void *p1, const void *p2);
2574
+
2575
+ we would have a function prototype for a function which returned a pointer to type int.
2576
+ That is because in C the parenthesis () operator have a higher precedence than the pointer
2577
+ * operator. By putting the parenthesis around the string (*fptr) we indicate that we are
2578
+ declaring a function pointer.
2579
+
2580
+ We now modify our declaration of bubble() by adding, as its 4th parameter, a function
2581
+ pointer of the proper type. It's function prototype becomes:
2582
+
2583
+ void bubble(void *p, int width, int N,
2584
+ int(*fptr)(const void *, const void *));
2585
+
2586
+ When we call the bubble(), we insert the name of the comparison function that we want
2587
+ to use. bubble7.c illustrate how this approach permits the use of the same bubble()
2588
+ function for sorting different types of data.
2589
+
2590
+ /*------------------- bubble7.c ------------------*/
2591
+
2592
+ /* Program bubble_7.c from PTRTUT10.HTM 6/10/97 */
2593
+
2594
+ #include <stdio.h>
2595
+ #include <string.h>
2596
+
2597
+ #define MAX_BUF 256
2598
+
2599
+ 50
2600
+
2601
+
2602
+
2603
+
2604
+
2605
+
2606
+
2607
+
2608
+
2609
+
2610
+
2611
+
2612
+
2613
+
2614
+ long arr[10] = { 3,6,1,2,3,8,4,1,7,2};
2615
+ char arr2[5][20] = { "Mickey Mouse",
2616
+ "Donald Duck",
2617
+ "Minnie Mouse",
2618
+ "Goofy",
2619
+ "Ted Jensen" };
2620
+
2621
+ void bubble(void *p, int width, int N,
2622
+ int(*fptr)(const void *, const void *));
2623
+ int compare_string(const void *m, const void *n);
2624
+ int compare_long(const void *m, const void *n);
2625
+
2626
+ int main(void)
2627
+ {
2628
+ int i;
2629
+ puts("\nBefore Sorting:\n");
2630
+
2631
+ for (i = 0; i < 10; i++) /* show the long ints */
2632
+ {
2633
+ printf("%ld ",arr[i]);
2634
+ }
2635
+ puts("\n");
2636
+
2637
+ for (i = 0; i < 5; i++) /* show the strings */
2638
+ {
2639
+ printf("%s\n", arr2[i]);
2640
+ }
2641
+ bubble(arr, 4, 10, compare_long); /* sort the longs */
2642
+ bubble(arr2, 20, 5, compare_string); /* sort the strings */
2643
+ puts("\n\nAfter Sorting:\n");
2644
+
2645
+ for (i = 0; i < 10; i++) /* show the sorted longs */
2646
+ {
2647
+ printf("%d ",arr[i]);
2648
+ }
2649
+ puts("\n");
2650
+
2651
+ for (i = 0; i < 5; i++) /* show the sorted strings */
2652
+ {
2653
+ printf("%s\n", arr2[i]);
2654
+ }
2655
+ return 0;
2656
+ }
2657
+
2658
+ void bubble(void *p, int width, int N,
2659
+ int(*fptr)(const void *, const void *))
2660
+ {
2661
+ int i, j, k;
2662
+ unsigned char buf[MAX_BUF];
2663
+ unsigned char *bp = p;
2664
+
2665
+ for (i = N-1; i >= 0; i--)
2666
+ {
2667
+ for (j = 1; j <= i; j++)
2668
+ {
2669
+ k = fptr((void *)(bp + width*(j-1)), (void *)(bp +
2670
+ j*width));
2671
+
2672
+ 51
2673
+
2674
+
2675
+
2676
+
2677
+
2678
+
2679
+
2680
+
2681
+
2682
+
2683
+ if (k > 0)
2684
+ {
2685
+ memcpy(buf, bp + width*(j-1), width);
2686
+ memcpy(bp + width*(j-1), bp + j*width , width);
2687
+ memcpy(bp + j*width, buf, width);
2688
+ }
2689
+ }
2690
+ }
2691
+ }
2692
+
2693
+ int compare_string(const void *m, const void *n)
2694
+ {
2695
+ char *m1 = (char *)m;
2696
+ char *n1 = (char *)n;
2697
+ return (strcmp(m1,n1));
2698
+ }
2699
+
2700
+ int compare_long(const void *m, const void *n)
2701
+ {
2702
+ long *m1, *n1;
2703
+ m1 = (long *)m;
2704
+ n1 = (long *)n;
2705
+ return (*m1 > *n1);
2706
+ }
2707
+
2708
+ /*----------------- end of bubble7.c -----------------*/
2709
+
2710
+ References for Chapter 10:
2711
+
2712
+ 1. "Algorithms in C"
2713
+ Robert Sedgewick
2714
+ Addison-Wesley
2715
+ ISBN 0-201-51425-7
2716
+
2717
+ 52
2718
+
2719
+
2720
+
2721
+
2722
+
2723
+
2724
+ EPILOG
2725
+
2726
+ I have written the preceding material to provide an introduction to pointers for
2727
+ newcomers to C. In C, the more one understands about pointers the greater flexibility one
2728
+ has in the writing of code. The above expands on my first effort at this which was entitled
2729
+ ptr_help.txt and found in an early version of Bob Stout's collection of C code SNIPPETS.
2730
+ The content in this version has been updated from that in PTRTUTOT.ZIP included in
2731
+ SNIP9510.ZIP.
2732
+
2733
+ I am always ready to accept constructive criticism on this material, or review requests for
2734
+ the addition of other relevant material. Therefore, if you have questions, comments,
2735
+ criticisms, etc. concerning that which has been presented, I would greatly appreciate your
2736
+ contacting me via email me at tjensen@ix.netcom.com.
2737
+
2738
+ 53
2739
+
2740
+
2741
+
2742
+
COBOL/GNU_Cobol_Programmers_Guide_2.1.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
COBOL/OpenCOBOL%2520Programmers%2520Guide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
COBOL/sc092539.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
CUDA/CUDA_C_Best_Practices_Guide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
CUDA/CUDA_C_Programming_Guide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
CUDA/NVIDIA_OpenCL_ProgrammingGuide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
CakePHP/CakePHPCookbook.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Clojure/clojure.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
Codename+One/developer-guide.pdf.txt ADDED
The diff for this file is too large to render. See raw diff
 
ColdFusion/coldfusion.pdf.txt ADDED
@@ -0,0 +1,3002 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ coldfusion
2
+
3
+ #coldfusion
4
+
5
+ Table of Contents
6
+
7
+ About
8
+
9
+ Chapter 1: Getting started with coldfusion
10
+
11
+ Remarks
12
+
13
+ Versions
14
+
15
+ Examples
16
+
17
+ Installation or Setup
18
+
19
+ Linux (Ubuntu) Installation
20
+
21
+ Lucee (Open Source)
22
+
23
+ ColdFusion / CFML Interpretor
24
+
25
+ Nginx
26
+
27
+ Adobe (Closed Source)
28
+
29
+ ColdFusion / CFML Interpretor
30
+
31
+ Nginx
32
+
33
+ Hello World
34
+
35
+ Chapter 2: CFLOOP How-To
36
+
37
+ Remarks
38
+
39
+ Examples
40
+
41
+ Looping through a collection using CFML tags.
42
+
43
+ Looping through a collection using CFSCRIPT.
44
+
45
+ Index
46
+
47
+ Parameters
48
+
49
+ Basic index loop
50
+
51
+ Increase step to 2
52
+
53
+ Decrement step by 1
54
+
55
+ CFLoop in a Function
56
+
57
+ ColdFusion 11 through current
58
+
59
+ Condition
60
+
61
+ Tag syntax
62
+
63
+ Parameters
64
+
65
+ Generated HTML
66
+
67
+ 1
68
+
69
+ 2
70
+
71
+ 2
72
+
73
+ 2
74
+
75
+ 3
76
+
77
+ 3
78
+
79
+ 3
80
+
81
+ 3
82
+
83
+ 3
84
+
85
+ 3
86
+
87
+ 4
88
+
89
+ 4
90
+
91
+ 4
92
+
93
+ 5
94
+
95
+ 7
96
+
97
+ 7
98
+
99
+ 7
100
+
101
+ 7
102
+
103
+ 7
104
+
105
+ 7
106
+
107
+ 7
108
+
109
+ 8
110
+
111
+ 8
112
+
113
+ 9
114
+
115
+ 9
116
+
117
+ 10
118
+
119
+ 10
120
+
121
+ 10
122
+
123
+ 10
124
+
125
+ 10
126
+
127
+ CFScript
128
+
129
+ Previous to ColdFusion 8
130
+
131
+ ColdFusion 8 through current
132
+
133
+ ColdFusion 11 through current
134
+
135
+ Generated HTML
136
+
137
+ Date or time range
138
+
139
+ Query
140
+
141
+ Parameters
142
+
143
+ Example query
144
+
145
+ Tag syntax
146
+
147
+ Generated HTML
148
+
149
+ Limiting output to specific rows
150
+
151
+ Grouping Output
152
+
153
+ CFScript
154
+
155
+ ColdFusion 6 (MX) though current
156
+
157
+ ColdFusion 8 though current
158
+
159
+ ColdFusion 10 though current
160
+
161
+ ColdFusion 11 though current
162
+
163
+ List
164
+
165
+ Tag syntax
166
+
167
+ Parameters
168
+
169
+ Generated HTML
170
+
171
+ CFScript
172
+
173
+ Previous to ColdFusion 8
174
+
175
+ ColdFusion 8 through current
176
+
177
+ ColdFusion 9 through current
178
+
179
+ ColdFusion 11 through current
180
+
181
+ Generated HTML
182
+
183
+ Array
184
+
185
+ Tag syntax
186
+
187
+ ColdFusion 8 through current
188
+
189
+ 10
190
+
191
+ 11
192
+
193
+ 11
194
+
195
+ 11
196
+
197
+ 11
198
+
199
+ 11
200
+
201
+ 11
202
+
203
+ 11
204
+
205
+ 12
206
+
207
+ 12
208
+
209
+ 12
210
+
211
+ 13
212
+
213
+ 13
214
+
215
+ 14
216
+
217
+ 15
218
+
219
+ 15
220
+
221
+ 15
222
+
223
+ 15
224
+
225
+ 16
226
+
227
+ 16
228
+
229
+ 16
230
+
231
+ 16
232
+
233
+ 16
234
+
235
+ 16
236
+
237
+ 17
238
+
239
+ 17
240
+
241
+ 17
242
+
243
+ 17
244
+
245
+ 17
246
+
247
+ 17
248
+
249
+ 17
250
+
251
+ Parameters
252
+
253
+ Generated HTML
254
+
255
+ ColdFusion 2016 through current
256
+
257
+ Parameters
258
+
259
+ Generated HTML
260
+
261
+ CFScript
262
+
263
+ Previous to ColdFusion 8
264
+
265
+ ColdFusion 8 through current
266
+
267
+ ColdFusion 9 through current
268
+
269
+ ColdFusion 11 through current
270
+
271
+ Generated HTML
272
+
273
+ File
274
+
275
+ Structure
276
+
277
+ Tag syntax
278
+
279
+ Parameters
280
+
281
+ Using Structure Functions
282
+
283
+ Implicit Structure Syntax
284
+
285
+ Generated HTML
286
+
287
+ CFScript
288
+
289
+ Output the structure's keys
290
+
291
+ Generated HTML
292
+
293
+ Output the value of the structure's keys
294
+
295
+ Using Structure Functions
296
+
297
+ Implicit Structure Syntax
298
+
299
+ ColdFusion 11 through current
300
+
301
+ Generated HTML
302
+
303
+ Index Loop
304
+
305
+ Conditional Loop
306
+
307
+ Query Loop
308
+
309
+ List Loop
310
+
311
+ File Loop
312
+
313
+ COM Collection/Structure Loops
314
+
315
+ 18
316
+
317
+ 18
318
+
319
+ 18
320
+
321
+ 18
322
+
323
+ 19
324
+
325
+ 19
326
+
327
+ 19
328
+
329
+ 19
330
+
331
+ 19
332
+
333
+ 19
334
+
335
+ 19
336
+
337
+ 20
338
+
339
+ 20
340
+
341
+ 20
342
+
343
+ 20
344
+
345
+ 20
346
+
347
+ 20
348
+
349
+ 21
350
+
351
+ 21
352
+
353
+ 21
354
+
355
+ 21
356
+
357
+ 21
358
+
359
+ 21
360
+
361
+ 21
362
+
363
+ 22
364
+
365
+ 22
366
+
367
+ 22
368
+
369
+ 22
370
+
371
+ 22
372
+
373
+ 23
374
+
375
+ 23
376
+
377
+ 23
378
+
379
+ Chapter 3: cfquery
380
+
381
+ Parameters
382
+
383
+ Examples
384
+
385
+ Using cfquery within a Function
386
+
387
+ Query of Query
388
+
389
+ Function Calls
390
+
391
+ User.cfc
392
+
393
+ Chapter 4: ColdFusion Arrays
394
+
395
+ Syntax
396
+
397
+ Parameters
398
+
399
+ Remarks
400
+
401
+ Examples
402
+
403
+ Creating Arrays
404
+
405
+ Creating arrays explicitly using ArrayNew()
406
+
407
+ History
408
+
409
+ Declaration
410
+
411
+ Using ArrayAppend()
412
+
413
+ Creating 1-D Array Implicitly
414
+
415
+ Create 2-D Array Implicitly
416
+
417
+ Array in CFScript
418
+
419
+ Similarly, for 2 Dimension Array:
420
+
421
+ General information
422
+
423
+ Chapter 5: Creating REST APIs in coldfusion
424
+
425
+ Introduction
426
+
427
+ Examples
428
+
429
+ Creating backend
430
+
431
+ The interface
432
+
433
+ Chapter 6: Database Queries
434
+
435
+ Examples
436
+
437
+ Working with databases
438
+
439
+ Basic Example
440
+
441
+ 24
442
+
443
+ 24
444
+
445
+ 24
446
+
447
+ 24
448
+
449
+ 24
450
+
451
+ 24
452
+
453
+ 24
454
+
455
+ 26
456
+
457
+ 26
458
+
459
+ 26
460
+
461
+ 26
462
+
463
+ 26
464
+
465
+ 26
466
+
467
+ 26
468
+
469
+ 26
470
+
471
+ 26
472
+
473
+ 27
474
+
475
+ 28
476
+
477
+ 29
478
+
479
+ 30
480
+
481
+ 31
482
+
483
+ 31
484
+
485
+ 32
486
+
487
+ 32
488
+
489
+ 32
490
+
491
+ 32
492
+
493
+ 32
494
+
495
+ 33
496
+
497
+ 33
498
+
499
+ 33
500
+
501
+ 33
502
+
503
+ Authentication
504
+
505
+ Cached Queries
506
+
507
+ Limiting the Number of Records Returned
508
+
509
+ Timeouts
510
+
511
+ Chapter 7: How to invoke a private method dynamically
512
+
513
+ Remarks
514
+
515
+ Examples
516
+
517
+ CFML
518
+
519
+ CFSCRIPT (CF10+)
520
+
521
+ Chapter 8: Scopes in Coldfusion
522
+
523
+ Introduction
524
+
525
+ Examples
526
+
527
+ Request Scopes
528
+
529
+ Global Scopes
530
+
531
+ Components and functions
532
+
533
+ Custom tags
534
+
535
+ Common scopes
536
+
537
+ Overview
538
+
539
+ Chapter 9: Variables
540
+
541
+ Parameters
542
+
543
+ Examples
544
+
545
+ Using cfset
546
+
547
+ Using cfparam
548
+
549
+ Checking if a Variable Exists
550
+
551
+ Setting a variable scope
552
+
553
+ Chapter 10: Working with RegExp Replace callbacks
554
+
555
+ Introduction
556
+
557
+ Parameters
558
+
559
+ Remarks
560
+
561
+ Examples
562
+
563
+ User defined REReplaceCallback function
564
+
565
+ Using REReplaceCallback function
566
+
567
+ 34
568
+
569
+ 34
570
+
571
+ 35
572
+
573
+ 35
574
+
575
+ 36
576
+
577
+ 36
578
+
579
+ 36
580
+
581
+ 36
582
+
583
+ 36
584
+
585
+ 37
586
+
587
+ 37
588
+
589
+ 37
590
+
591
+ 37
592
+
593
+ 37
594
+
595
+ 37
596
+
597
+ 37
598
+
599
+ 38
600
+
601
+ 38
602
+
603
+ 39
604
+
605
+ 39
606
+
607
+ 39
608
+
609
+ 39
610
+
611
+ 39
612
+
613
+ 40
614
+
615
+ 40
616
+
617
+ 42
618
+
619
+ 42
620
+
621
+ 42
622
+
623
+ 42
624
+
625
+ 42
626
+
627
+ 43
628
+
629
+ 43
630
+
631
+ Credits
632
+
633
+ 44
634
+
635
+ About
636
+
637
+ You can share this PDF with anyone you feel could benefit from it, downloaded the latest version
638
+ from: coldfusion
639
+
640
+ It is an unofficial and free coldfusion ebook created for educational purposes. All the content is
641
+ extracted from Stack Overflow Documentation, which is written by many hardworking individuals at
642
+ Stack Overflow. It is neither affiliated with Stack Overflow nor official coldfusion.
643
+
644
+ The content is released under Creative Commons BY-SA, and the list of contributors to each
645
+ chapter are provided in the credits section at the end of this book. Images may be copyright of
646
+ their respective owners unless otherwise specified. All trademarks and registered trademarks are
647
+ the property of their respective company owners.
648
+
649
+ Use the content presented in this book at your own risk; it is not guaranteed to be correct nor
650
+ accurate, please send your feedback and corrections to info@zzzprojects.com
651
+
652
+ https://riptutorial.com/
653
+
654
+ 1
655
+
656
+ Chapter 1: Getting started with coldfusion
657
+
658
+ Remarks
659
+
660
+ This section provides an overview of what coldfusion is, and why a developer might want to use it.
661
+
662
+ It should also mention any large subjects within coldfusion, and link out to the related topics. Since
663
+ the Documentation for coldfusion is new, you may need to create initial versions of those related
664
+ topics.
665
+
666
+ Versions
667
+
668
+ Version
669
+
670
+ Release Date
671
+
672
+ Cold Fusion version 1.0
673
+
674
+ 1995-07-02
675
+
676
+ Cold Fusion version 1.5
677
+
678
+ 1996-01-01
679
+
680
+ Cold Fusion version 2.0
681
+
682
+ 1996-10-01
683
+
684
+ Cold Fusion version 3.0
685
+
686
+ 1997-06-01
687
+
688
+ Cold Fusion version 3.1
689
+
690
+ 1998-01-01
691
+
692
+ ColdFusion version 4.0
693
+
694
+ 1998-11-01
695
+
696
+ ColdFusion version 4.5.1
697
+
698
+ 1999-11-01
699
+
700
+ ColdFusion version 5.0
701
+
702
+ 2001-06-01
703
+
704
+ ColdFusion MX version 6.0 2002-05-01
705
+
706
+ ColdFusion MX version 6.1 2003-07-01
707
+
708
+ ColdFusion MX 7
709
+
710
+ 2005-02-07
711
+
712
+ ColdFusion 8
713
+
714
+ ColdFusion 9
715
+
716
+ 2007-07-30
717
+
718
+ 2009-10-05
719
+
720
+ ColdFusion 10
721
+
722
+ 2012-05-15
723
+
724
+ ColdFusion 11
725
+
726
+ 2014-04-29
727
+
728
+ ColdFusion 2016
729
+
730
+ 2016-02-16
731
+
732
+ https://riptutorial.com/
733
+
734
+ 2
735
+
736
+ Examples
737
+
738
+ Installation or Setup
739
+
740
+ Linux (Ubuntu) Installation
741
+
742
+ Lucee (Open Source)
743
+
744
+ ColdFusion / CFML Interpretor
745
+
746
+ Download the appropriate file from their site (http://lucee.org/downloads.html) and execute their
747
+ installer
748
+
749
+ wget http://cdn.lucee.org/downloader.cfm/id/155/file/lucee-5.0.0.252-pl0-linux-x64-
750
+ installer.run
751
+ sudo chmod +x lucee-5.0.0.252-pl0-linux-x64-installer.run
752
+ sudo ./lucee-5.0.0.252-pl0-linux-x64-installer.run
753
+
754
+ Step through installer.
755
+
756
+ Nginx
757
+
758
+ Install Nginx on your server
759
+
760
+ sudo apt-get install nginx
761
+
762
+ Edit your /etc/nginx/sites-available/default
763
+
764
+ server {
765
+ listen 80;
766
+ server_name _;
767
+
768
+ root /opt/lucee/tomcat/webapps/ROOT;
769
+ index index.cfm index.html index.htm;
770
+
771
+ #Lucee Admin should always proxy to Lucee
772
+ location /lucee {
773
+ include lucee.conf;
774
+ }
775
+
776
+ #Pretty URLs
777
+ location / {
778
+ try_files $uri /index.cfm$uri?$is_args$args;
779
+ include lucee.conf;
780
+ }
781
+
782
+ location ~ \.cfm {
783
+ include lucee.conf;
784
+ }
785
+
786
+ https://riptutorial.com/
787
+
788
+ 3
789
+
790
+
791
+
792
+
793
+
794
+
795
+ location ~ \.cfc {
796
+ include lucee.conf;
797
+ }
798
+ }
799
+
800
+ Edit /etc/nginx/lucee.conf
801
+
802
+ proxy_pass http://127.0.0.1:8888;
803
+ proxy_set_header Host $http_host;
804
+ proxy_set_header X-Real-IP $remote_addr;
805
+ proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
806
+ proxy_set_header X-Forwarded-Proto $scheme;
807
+
808
+ Reload nginx
809
+
810
+ sudo service nginx reload
811
+
812
+ Access the Lucee Server admin here:
813
+
814
+ 127.0.0.1/lucee/admin/server.cfm
815
+
816
+ or
817
+
818
+ 127.0.0.1:8888/lucee/admin/server.cfm
819
+
820
+ Your root web directory lives here:
821
+
822
+ /opt/lucee/tomcat/webapps/ROOT
823
+
824
+ Adobe (Closed Source)
825
+
826
+ ColdFusion / CFML Interpretor
827
+
828
+ Download the appropriate file from their site (
829
+ https://www.adobe.com/products/coldfusion/download-trial/try.html) and execute their installer
830
+
831
+ wget <URL>/ColdFusion_2016_WWEJ_linux64.bin
832
+ sudo chmod +x ColdFusion_2016_WWEJ_linux64.bin
833
+ sudo ./ColdFusion_2016_WWEJ_linux64.bin
834
+
835
+ Step through installer. Make sure you select the internal web server (port 8500)
836
+
837
+ Nginx
838
+
839
+ Install Nginx on your server
840
+
841
+ sudo apt-get install nginx
842
+
843
+ https://riptutorial.com/
844
+
845
+ 4
846
+
847
+ Edit your /etc/nginx/sites-available/default
848
+
849
+ server {
850
+ listen 80;
851
+ server_name _;
852
+
853
+ root /opt/coldfusion2016/cfusion/wwwroot;
854
+ index index.cfm index.html index.htm;
855
+
856
+ location / {
857
+ try_files $uri $uri/ =404;
858
+ }
859
+
860
+ location ^~ /CFIDE/administrator {
861
+ deny all;
862
+ }
863
+
864
+ location ~* \.(cfm|cfml|cfc|html)$ {
865
+ include /etc/nginx/conf/dc_tomcat_connector.conf;
866
+ }
867
+
868
+ location ^~ /rest {
869
+ include tomcatconf;
870
+ }
871
+ }
872
+
873
+ Edit /etc/nginx/tomcat.conf
874
+
875
+ proxy_pass http://127.0.0.1:8500;
876
+ proxy_set_header Host $host;
877
+ proxy_set_header X-Forwarded-Host $host;
878
+ proxy_set_header X-Forwarded-Server $host;
879
+ proxy_set_header X-Forwarded-For $http_x_forwarded_for;
880
+ proxy_set_header X-Real-IP $remote_addr;
881
+
882
+ Reload nginx
883
+
884
+ sudo service nginx reload
885
+
886
+ Access the Adobe ColdFusion Server admin here:
887
+
888
+ 127.0.0.1:8500/CFIDE/administrator/index.cfm
889
+
890
+ Your root web directory lives here:
891
+
892
+ /opt/coldfusion2016/cfusion/wwwroot
893
+
894
+ Hello World
895
+
896
+ File: test.cfm
897
+
898
+ Tag Implementation
899
+
900
+ https://riptutorial.com/
901
+
902
+ 5
903
+
904
+
905
+
906
+
907
+
908
+
909
+ <cfoutput>Hello World!</cfoutput>
910
+
911
+ CFScript Implementation
912
+
913
+ <cfscript>
914
+ writeOutput("Hello World!");
915
+ </cfscript>
916
+
917
+ Read Getting started with coldfusion online: https://riptutorial.com/coldfusion/topic/913/getting-
918
+ started-with-coldfusion
919
+
920
+ https://riptutorial.com/
921
+
922
+ 6
923
+
924
+ Chapter 2: CFLOOP How-To
925
+
926
+ Remarks
927
+
928
+ Big thanks to
929
+
930
+
931
+
932
+
933
+ Pete Freitag for his CFScript Cheat Sheet
934
+ Adam Cameron for CF 11: CFLOOP in CFScript is Very Broken (and it still is in CF 2016).
935
+
936
+ Examples
937
+
938
+ Looping through a collection using CFML tags.
939
+
940
+ <!--- Define collection --->
941
+ <cfset attributes = {
942
+ "name": "Sales",
943
+ "type": "text",
944
+ "value": "Connection"
945
+ }>
946
+
947
+ <!---
948
+ cfloop tag with attribute collection can be used to
949
+ loop through the elements of a structure
950
+ --->
951
+ <cfloop collection=#attributes# item="attribute">
952
+ <cfoutput>
953
+ Key : #attribute#, Value : #attributes[attribute]#
954
+ </cfoutput>
955
+ </cfloop>
956
+
957
+ Looping through a collection using CFSCRIPT.
958
+
959
+ <cfscript>
960
+ /*define collection*/
961
+ attributes = {
962
+ "name": "Sales",
963
+ "type": "text",
964
+ "value": "Connection"
965
+ };
966
+ for(attribute in attributes){
967
+ /* attribute variable will contain the key name of each key value pair in loop */
968
+ WriteOutput('Key : ' & attribute & ', Value : ' & attributes[attribute] & '<br/>');
969
+ }
970
+ </cfscript>
971
+
972
+ Index
973
+
974
+ Parameters
975
+
976
+ https://riptutorial.com/
977
+
978
+ 7
979
+
980
+
981
+ Attribute Required Type
982
+
983
+ Default Description
984
+
985
+ index
986
+
987
+ true
988
+
989
+ string
990
+
991
+ Variable name for the loop's index. Defaults to
992
+ the variables scope.
993
+
994
+ from
995
+
996
+ to
997
+
998
+ true
999
+
1000
+ true
1001
+
1002
+ numeric
1003
+
1004
+ numeric
1005
+
1006
+ Starting value for the index.
1007
+
1008
+ Ending value for the index.
1009
+
1010
+ step
1011
+
1012
+ false
1013
+
1014
+ numeric 1
1015
+
1016
+ Value by which to increase or decrease the
1017
+ index per iteration.
1018
+
1019
+ Basic index loop
1020
+
1021
+ Final value of x is 10.
1022
+
1023
+ <!--- Tags --->
1024
+ <cfoutput>
1025
+ <cfloop index="x" from="1" to="10">
1026
+ <li>#x#</li>
1027
+ </cfloop>
1028
+ </cfoutput>
1029
+ <!--- cfscript --->
1030
+ <cfscript>
1031
+ for (x = 1; x <= 10; x++) {
1032
+ writeOutput('<li>' & x & '</li>');
1033
+ }
1034
+ </cfscript>
1035
+ <!--- HTML Output --->
1036
+ - 1
1037
+ - 2
1038
+ - 3
1039
+ - 4
1040
+ - 5
1041
+ - 6
1042
+ - 7
1043
+ - 8
1044
+ - 9
1045
+ - 10
1046
+
1047
+ Increase step to 2
1048
+
1049
+ Final value of x is 11.
1050
+
1051
+ <!--- Tags --->
1052
+ <cfoutput>
1053
+ <cfloop index="x" from="1" to="10" step="2">
1054
+ <li>#x#</li>
1055
+ </cfloop>
1056
+ </cfoutput>
1057
+ <!--- cfscript --->
1058
+ <cfscript>
1059
+ for (x = 1; x <= 10; x += 2) {
1060
+
1061
+ https://riptutorial.com/
1062
+
1063
+ 8
1064
+
1065
+ writeOutput('<li>' & x & '</li>');
1066
+ }
1067
+ </cfscript>
1068
+ <!--- HTML Output --->
1069
+ - 1
1070
+ - 3
1071
+ - 5
1072
+ - 7
1073
+ - 9
1074
+
1075
+ Decrement step by 1
1076
+
1077
+ Final value of x is 0.
1078
+
1079
+ <!--- Tags --->
1080
+ <cfoutput>
1081
+ <cfloop index="x" from="10" to="1" step="-1">
1082
+ <li>#x#</li>
1083
+ </cfloop>
1084
+ </cfoutput>
1085
+ <!--- cfscript --->
1086
+ <cfscript>
1087
+ for (x = 10; x > 0; x--) {
1088
+ writeOutput('<li>' & x & '</li>');
1089
+ }
1090
+ </cfscript>
1091
+ <!--- HTML Output --->
1092
+ - 10
1093
+ - 9
1094
+ - 8
1095
+ - 7
1096
+ - 6
1097
+ - 5
1098
+ - 4
1099
+ - 3
1100
+ - 2
1101
+ - 1
1102
+
1103
+ CFLoop in a Function
1104
+
1105
+ Make sure to var or local scope the index inside a function. Foo() returns 11.
1106
+
1107
+ <!--- var scope --->
1108
+ <cffunction name="foo" access="public" output="false" returntype="numeric">
1109
+ <cfset var x = 0 />
1110
+ <cfloop index="x" from="1" to="10" step="1">
1111
+ <cfset x++ />
1112
+ </cfloop>
1113
+ <cfreturn x />
1114
+ </cffunction>
1115
+
1116
+ <!--- Local scope --->
1117
+ <cffunction name="foo" access="public" output="false" returntype="numeric">
1118
+ <cfloop index="local.x" from="1" to="10" step="1">
1119
+ <cfset local.x++ />
1120
+
1121
+ https://riptutorial.com/
1122
+
1123
+ 9
1124
+
1125
+
1126
+ </cfloop>
1127
+ <cfreturn local.x />
1128
+ </cffunction>
1129
+
1130
+ ColdFusion 11 through current
1131
+
1132
+ The cfscript function cfloop has no support for index as a stand alone counter
1133
+ mechanism.
1134
+
1135
+ Condition
1136
+
1137
+ Tag syntax
1138
+
1139
+ Parameters
1140
+
1141
+ Attribute Required Type Default Description
1142
+
1143
+ Condition that manages the loop. Cannot contain
1144
+ math symbols like <, > or =. Must use ColdFusion
1145
+ text implementations like less than, lt, greater than
1146
+ , gt, equals or eq.
1147
+
1148
+ condition
1149
+
1150
+ true
1151
+
1152
+ string
1153
+
1154
+ Final value of x is 5.
1155
+
1156
+ <cfset x = 0 />
1157
+ <cfoutput>
1158
+ <cfloop condition="x LT 5">
1159
+ <cfset x++ />
1160
+ <li>#x#</li>
1161
+ </cfloop>
1162
+ </cfoutput>
1163
+
1164
+ Generated HTML
1165
+
1166
+ This will also have a line break between each line of HTML.
1167
+
1168
+ <li>1</li>
1169
+ <li>2</li>
1170
+ <li>3</li>
1171
+ <li>4</li>
1172
+ <li>5</li>
1173
+
1174
+ CFScript
1175
+
1176
+ https://riptutorial.com/
1177
+
1178
+ 10
1179
+
1180
+ Previous to ColdFusion 8
1181
+
1182
+ <cfscript>
1183
+ x = 0;
1184
+ while (x LT 5) {
1185
+ x = x + 1;
1186
+ writeOutput('<li>' & x & '</li>');
1187
+ }
1188
+ </cfscript>
1189
+
1190
+ ColdFusion 8 through current
1191
+
1192
+ <cfscript>
1193
+ x = 0;
1194
+ while (x LT 5) {
1195
+ x = x++;
1196
+ writeOutput('<li>' & x & '</li>');
1197
+ }
1198
+ </cfscript>
1199
+
1200
+ ColdFusion 11 through current
1201
+
1202
+ The cfscript function cfloop has no support for condition.
1203
+
1204
+ Generated HTML
1205
+
1206
+ Notice that the cfscript output is all on one line.
1207
+
1208
+ <li>one</li><li>two</li><li>three</li><li>four</li>
1209
+
1210
+ Date or time range
1211
+
1212
+ Example for date or time range.
1213
+
1214
+ Query
1215
+
1216
+ Consider the table dbo.state_zip, which contains the columns city, statecode and zipcode and has
1217
+ over 80,000 records.
1218
+
1219
+ Parameters
1220
+
1221
+ Attribute Required Type
1222
+
1223
+ Default Description
1224
+
1225
+ query
1226
+
1227
+ true
1228
+
1229
+ string
1230
+
1231
+ The variable name of a query object.
1232
+
1233
+ startrow
1234
+
1235
+ false
1236
+
1237
+ numeric
1238
+
1239
+ The starting row index of the query object.
1240
+
1241
+ https://riptutorial.com/
1242
+
1243
+ 11
1244
+
1245
+ Attribute Required Type
1246
+
1247
+ Default Description
1248
+
1249
+ endrow
1250
+
1251
+ false
1252
+
1253
+ numeric
1254
+
1255
+ The ending row index of the query object.
1256
+
1257
+ group
1258
+
1259
+ false
1260
+
1261
+ string
1262
+
1263
+ The query column name on which to group
1264
+ records.
1265
+
1266
+ Example query
1267
+
1268
+ <cfquery name="geo" datasource="reotrans-dev">
1269
+ SELECT city, stateCode, zipCode
1270
+ FROM dbo.state_zip
1271
+ </cfquery>
1272
+
1273
+ Tag syntax
1274
+
1275
+ Using the query object geo as the source for cfloop. Since the table dbo.state_zip has so many
1276
+ records, the HTML generated will take quite some time. This example shows only the first 20
1277
+ records' worth of HTML.
1278
+
1279
+ <cfoutput>
1280
+ <ul>
1281
+ <cfloop query="geo">
1282
+ <!--- Scope the column names with the query name. --->
1283
+ <li>#geo.city# | #geo.stateCode# | #geo.zipCode#</li>
1284
+ </cfloop>
1285
+ </ul>
1286
+ </cfoutput>
1287
+
1288
+ Generated HTML
1289
+
1290
+ <ul>
1291
+ <li>100 PALMS | CA | 92274</li>
1292
+ <li>1000 PALMS | CA | 92276</li>
1293
+ <li>12 MILE | IN | 46988</li>
1294
+ <li>1ST NATIONAL BANK OF OMAHA | NE | 68197</li>
1295
+ <li>29 PALMS | CA | 92277</li>
1296
+ <li>29 PALMS | CA | 92278</li>
1297
+ <li>3 STATE FARM PLAZA | IL | 61710</li>
1298
+ <li>3 STATE FARM PLAZA | IL | 61791</li>
1299
+ <li>30TH STREET | PA | 19104</li>
1300
+ <li>3M CORP | MN | 55144</li>
1301
+ <li>65TH INFANTRY | PR | 00923</li>
1302
+ <li>65TH INFANTRY | PR | 00924</li>
1303
+ <li>65TH INFANTRY | PR | 00929</li>
1304
+ <li>65TH INFANTRY | PR | 00936</li>
1305
+ <li>7 CORNERS | VA | 22044</li>
1306
+ <li>88 | KY | 42130</li>
1307
+ <li>9 MILE POINT | LA | 70094</li>
1308
+ <li>A A R P INS | PA | 19187</li>
1309
+ <li>A A R P PHARMACY | CT | 06167</li>
1310
+
1311
+ https://riptutorial.com/
1312
+
1313
+ 12
1314
+
1315
+ <li>A H MCCOY FEDERAL BLDG | MS | 39269</li>
1316
+ </ul>
1317
+
1318
+ Limiting output to specific rows
1319
+
1320
+ To limit the query's output to a specific range of rows, specify startrow and endrow.
1321
+
1322
+ <cfloop query="geo" startrow="100" endrow="150">
1323
+ <li>#geo.city# | #geo.stateCode# | #geo.zipCode#</li>
1324
+ </cfloop>
1325
+
1326
+ Grouping Output
1327
+
1328
+ In the example data, the same state listed multiple times in relation to the multiple cities that are
1329
+ associated to each state. You can also see the same city listed multiple times in relation to the
1330
+ multiple zip codes associated to each city.
1331
+
1332
+ Let's group the output by state first. Notice the 2nd instance of cfloop wrapped around the content
1333
+ that will be output under the stateCode grouped content.
1334
+
1335
+ <cfoutput>
1336
+ <ul>
1337
+ <cfloop query="geo" group="stateCode">
1338
+ <!--- Scope the column names with the query name. --->
1339
+ <li>#geo.stateCode#
1340
+ <ul>
1341
+ <cfloop>
1342
+ <li>#geo.city# | #geo.zipCode#</li>
1343
+ </cfloop>
1344
+ </ul>
1345
+ </li>
1346
+ </cfloop>
1347
+ </ul>
1348
+ </cfoutput>
1349
+
1350
+ Generated HTML (extract) from one grouped cfloop tag.
1351
+
1352
+ <ul>
1353
+ <li>AK
1354
+ <ul>
1355
+ <li>KONGIGANAK | 99545</li>
1356
+ <li>ADAK | 99546</li>
1357
+ <li>ATKA | 99547</li>
1358
+ <!-- etc. -->
1359
+ </ul>
1360
+ </li>
1361
+ <li>AL
1362
+ <ul>
1363
+ <li>ALEX CITY | 35010</li>
1364
+ <li>ALEXANDER CITY | 35010</li>
1365
+ <li>ALEX CITY | 35011</li>
1366
+ <!-- etc. -->
1367
+ </ul>
1368
+
1369
+ https://riptutorial.com/
1370
+
1371
+ 13
1372
+
1373
+ </li>
1374
+ <!-- etc. -->
1375
+ </ul>
1376
+
1377
+ Finally, let's group the output by stateCode, then by city in order to see all the zipCode entries per
1378
+ city. Notice the 2nd cfloop is now grouped by city and a 3rd cfloop exists to output the zipCode
1379
+ data.
1380
+
1381
+ <cfoutput>
1382
+ <ul>
1383
+ <cfloop query="geo" group="stateCode">
1384
+ <li>#geo.stateCode#
1385
+ <ul>
1386
+ <cfloop group="city">
1387
+ <li>#geo.city#
1388
+ <ul>
1389
+ <cfloop>
1390
+ <li>#geo.zipCode#</li>
1391
+ </cfloop>
1392
+ </ul>
1393
+ </li>
1394
+ </cfloop>
1395
+ </ul>
1396
+ </li>
1397
+ </cfloop>
1398
+ </ul>
1399
+ </cfoutput>
1400
+
1401
+ Generated HTML (extract) from two grouped cfloop tags.
1402
+
1403
+ <ul>
1404
+ <li>AK
1405
+ <ul>
1406
+ <li>ADAK
1407
+ <ul>
1408
+ <li>99546</li>
1409
+ <li>99571</li>
1410
+ </ul>
1411
+ </li>
1412
+ <li>AKHIOK
1413
+ <ul>
1414
+ <li>99615</li>
1415
+ </ul>
1416
+ </li>
1417
+ <!--- etc. --->
1418
+ <li>BARROW
1419
+ <ul>
1420
+ <li>99723</li>
1421
+ <li>99759</li>
1422
+ <li>99789</li>
1423
+ <li>99791</li>
1424
+ </ul>
1425
+ </li>
1426
+ <!--- etc. --->
1427
+ </ul>
1428
+ </li>
1429
+ <!--- stateCodes etc. --->
1430
+ </ul>
1431
+
1432
+ https://riptutorial.com/
1433
+
1434
+ 14
1435
+
1436
+ CFScript
1437
+
1438
+ ColdFusion 6 (MX) though current
1439
+
1440
+ <cfscript>
1441
+ for (x = 1; x LTE geo.recordcount; x = x + 1) {
1442
+ writeOutput( '<li>' & geo.city[x] & ' | ' &
1443
+ geo.stateCode[x] & ' | ' & geo.zipCode[x] & '</li>');
1444
+ }
1445
+ </cfscript>
1446
+
1447
+ ColdFusion 8 though current
1448
+
1449
+ <cfscript>
1450
+ for (x = 1; x <= geo.recordcount; x++) {
1451
+ writeOutput( '<li>' & geo.city[x] & ' | ' &
1452
+ geo.stateCode[x] & ' | ' & geo.zipCode[x] & '</li>');
1453
+ }
1454
+ </cfscript>
1455
+
1456
+ ColdFusion 10 though current
1457
+
1458
+ With the FOR IN syntax, x is a query row object, not the row index.
1459
+
1460
+ <cfscript>
1461
+ for (x in geo) {
1462
+ writeOutput( '<li>' & x.city & ' | ' &
1463
+ x.stateCode & ' | ' & x.zipCode & '</li>');
1464
+ }
1465
+ </cfscript>
1466
+
1467
+ ColdFusion 11 though current
1468
+
1469
+ ColdFusion 11 allows most tags to be written as cfscript.
1470
+
1471
+ <cfscript>
1472
+ cfloop(query: geo, startrow: 1, endrow: 2) {
1473
+ writeOutput( '<li>' & geo.city & ' | ' &
1474
+ geo.stateCode & ' | ' & geo.zipCode & '</li>');
1475
+ }
1476
+ </cfscript>
1477
+
1478
+ With group.
1479
+
1480
+ <cfscript>
1481
+ cfloop(query: geo, group: 'city') {
1482
+ writeOutput( '<li>' & geo.city & '<ul>');
1483
+ cfloop() { // no arguments, just as in the tag syntax.
1484
+
1485
+ https://riptutorial.com/
1486
+
1487
+ 15
1488
+
1489
+ writeOutput('<li>' & geo.zipCode & '</li>');
1490
+ }
1491
+ writeOutput('</ul></li>');
1492
+ }
1493
+ </cfscript>
1494
+
1495
+ List
1496
+
1497
+ Consider this list:
1498
+
1499
+ <cfset foo = "one,two,three,four" />
1500
+
1501
+ Tag syntax
1502
+
1503
+ Parameters
1504
+
1505
+ Attribute Required Default Description
1506
+
1507
+ list
1508
+
1509
+ true
1510
+
1511
+ A list object. The variable must be evaluated (wrapped with
1512
+ ##)
1513
+
1514
+ index
1515
+
1516
+ true
1517
+
1518
+ The current element of the list.
1519
+
1520
+ <cfoutput>
1521
+ <cfloop list="#foo#" index="x">
1522
+ <li>#x#</li>
1523
+ </cfloop>
1524
+ </cfoutput>
1525
+
1526
+ Generated HTML
1527
+
1528
+ This will also have a line break between each line of HTML.
1529
+
1530
+ <li>one</li>
1531
+ <li>two</li>
1532
+ <li>three</li>
1533
+ <li>four</li>
1534
+
1535
+ CFScript
1536
+
1537
+ Previous to ColdFusion 8
1538
+
1539
+ <cfscript>
1540
+ for (x = 1; x LTE listLen(foo); x = x + 1) {
1541
+ writeOutput("<li>" & listGetAt(foo, x) & "</li>");
1542
+
1543
+ https://riptutorial.com/
1544
+
1545
+ 16
1546
+
1547
+ }
1548
+ </cfscript>
1549
+
1550
+ ColdFusion 8 through current
1551
+
1552
+ <cfscript>
1553
+ for (x = 1; x <= listLen(foo); x++) {
1554
+ writeOutput("<li>" & listGetAt(foo, x) & "</li>");
1555
+ }
1556
+ </cfscript>
1557
+
1558
+ ColdFusion 9 through current
1559
+
1560
+ <cfscript>
1561
+ for (x in foo) {
1562
+ writeOutput("<li>" & x & "</li>");
1563
+ }
1564
+ </cfscript>
1565
+
1566
+ ColdFusion 11 through current
1567
+
1568
+ The cfscript function cfloop has no support for list.
1569
+
1570
+ Generated HTML
1571
+
1572
+ Notice that the cfscript output is all on one line.
1573
+
1574
+ <li>one</li><li>two</li><li>three</li><li>four</li>
1575
+
1576
+ Array
1577
+
1578
+ The ability to directly use an array object with cfloop was added in ColdFusion 8.
1579
+
1580
+ Consider this array;
1581
+
1582
+ <cfset aFoo = [
1583
+ "one"
1584
+ , "two"
1585
+ , "three"
1586
+ , "four"
1587
+ ] />
1588
+
1589
+ Tag syntax
1590
+
1591
+ ColdFusion 8 through current
1592
+
1593
+ https://riptutorial.com/
1594
+
1595
+ 17
1596
+
1597
+ Using the attribute index by itself.
1598
+
1599
+ Parameters
1600
+
1601
+ Attribute Required Default Description
1602
+
1603
+ array
1604
+
1605
+ true
1606
+
1607
+ An array object. The variable must be evaluated (wrapped
1608
+ with ##)
1609
+
1610
+ index
1611
+
1612
+ true
1613
+
1614
+ The current element of the array.
1615
+
1616
+ <cfoutput>
1617
+ <cfloop array="#aFoo#" index="x">
1618
+ <li>#x#</li>
1619
+ </cfloop>
1620
+ </cfoutput>
1621
+
1622
+ Generated HTML
1623
+
1624
+ This will also have a line break between each line of HTML.
1625
+
1626
+ <li>one</li>
1627
+ <li>two</li>
1628
+ <li>three</li>
1629
+ <li>four</li>
1630
+
1631
+ ColdFusion 2016 through current
1632
+
1633
+ The attribute item changes the behavior of cfloop as of Coldfusion 2016.
1634
+
1635
+ Using the attribute item instead of or in addition to index.
1636
+
1637
+ Parameters
1638
+
1639
+ Attribute Required Default Description
1640
+
1641
+ array
1642
+
1643
+ true
1644
+
1645
+ An array object. The variable must be evaluated (wrapped
1646
+ with ##)
1647
+
1648
+ item
1649
+
1650
+ true
1651
+
1652
+ The current element of the array.
1653
+
1654
+ index
1655
+
1656
+ false
1657
+
1658
+ The current index of the array.
1659
+
1660
+ <cfoutput>
1661
+ <cfloop array="#aFoo#" item="x" index="y">
1662
+ <li>#x# | #y#</li>
1663
+ </cfloop>
1664
+ </cfoutput>
1665
+
1666
+ https://riptutorial.com/
1667
+
1668
+ 18
1669
+
1670
+ Generated HTML
1671
+
1672
+ This will also have a line break between each line of HTML.
1673
+
1674
+ <li>one | 1</li>
1675
+ <li>two | 2</li>
1676
+ <li>three | 3</li>
1677
+ <li>four | 4</li>
1678
+
1679
+ CFScript
1680
+
1681
+ Previous to ColdFusion 8
1682
+
1683
+ <cfscript>
1684
+ for (i = 1; x LTE arrayLen(aFoo); i = i + 1) {
1685
+ writeOutput("<li>" & aFoo[i] & "</li>");
1686
+ }
1687
+ </cfscript>
1688
+
1689
+ ColdFusion 8 through current
1690
+
1691
+ <cfscript>
1692
+ for (i = 1; i <= arrayLen(aFoo); i = i++) {
1693
+ writeOutput("<li>" & aFoo[i] & "</li>");
1694
+ }
1695
+ </cfscript>
1696
+
1697
+ ColdFusion 9 through current
1698
+
1699
+ With the FOR IN syntax, x is the current array element, not the array index.
1700
+
1701
+ <cfscript>
1702
+ for (x in aFoo) {
1703
+ writeOutput("<li>" & x & "</li>");
1704
+ }
1705
+ </cfscript>
1706
+
1707
+ ColdFusion 11 through current
1708
+
1709
+ The cfscript function cfloop has no support for array.
1710
+
1711
+ Generated HTML
1712
+
1713
+ Notice that the cfscript output is all on one line.
1714
+
1715
+ https://riptutorial.com/
1716
+
1717
+ 19
1718
+
1719
+ <li>one</li><li>two</li><li>three</li><li>four</li>
1720
+
1721
+ File
1722
+
1723
+ <cfloop list="#myFile#" index="FileItem" delimiters="#chr(10)##chr(13)#">
1724
+ <cfoutput>
1725
+ #FileItem#<br />
1726
+ </cfoutput>
1727
+ </cfloop>
1728
+
1729
+ Structure
1730
+
1731
+ Consider this structure:
1732
+
1733
+ <cfset stFoo = {
1734
+ a = "one"
1735
+ , b = "two"
1736
+ , c = "three"
1737
+ , d = "foue"
1738
+ } />
1739
+
1740
+ Tag syntax
1741
+
1742
+ Parameters
1743
+
1744
+ Notice the use of the attribute item instead of index.
1745
+
1746
+ Attribute Required Type
1747
+
1748
+ Default Description
1749
+
1750
+ collection true
1751
+
1752
+ structure
1753
+
1754
+ A struct object. The variable must be evaluated
1755
+ (wrapped with ##).
1756
+
1757
+ item
1758
+
1759
+ true
1760
+
1761
+ string
1762
+
1763
+ The current structure key,
1764
+
1765
+ Using Structure Functions
1766
+
1767
+ <cfoutput>
1768
+ <cfloop collection="#stFoo#" item="x">
1769
+ <li>#structFind(stFoo, x)#</li>
1770
+ </cfloop>
1771
+ </cfoutput>
1772
+
1773
+ Implicit Structure Syntax
1774
+
1775
+ <cfoutput>
1776
+ <cfloop collection="#stFoo#" item="x">
1777
+
1778
+ https://riptutorial.com/
1779
+
1780
+ 20
1781
+
1782
+ <li>#stFoo[x]#</li>
1783
+ </cfloop>
1784
+ </cfoutput>
1785
+
1786
+ Generated HTML
1787
+
1788
+ This will also have a line break between each line of HTML.
1789
+
1790
+ <li>one</li>
1791
+ <li>two</li>
1792
+ <li>three</li>
1793
+ <li>four</li>
1794
+
1795
+ CFScript
1796
+
1797
+ With the FOR IN syntax, x is a key of the structure object.
1798
+
1799
+ Output the structure's keys
1800
+
1801
+ <cfscript>
1802
+ for (x in stFoo) {
1803
+ writeOutput("<li>" & x & "</li>");
1804
+ }
1805
+ </cfscript>
1806
+
1807
+ Generated HTML
1808
+
1809
+ <li>A</li><li>B</li><li>C</li><li>D</li>
1810
+
1811
+ Output the value of the structure's keys
1812
+
1813
+ Using Structure Functions
1814
+
1815
+ <cfscript>
1816
+ for (x in stFoo) {
1817
+ writeOutput("<li>" & structFind(stFoo, x) & "</li>");
1818
+ }
1819
+ </cfscript>
1820
+
1821
+ Implicit Structure Syntax
1822
+
1823
+ <cfscript>
1824
+ for (x in stFoo) {
1825
+ writeOutput("<li>" & stFoo[x] & "</li>");
1826
+ }
1827
+ </cfscript>
1828
+
1829
+ https://riptutorial.com/
1830
+
1831
+ 21
1832
+
1833
+ ColdFusion 11 through current
1834
+
1835
+ The cfscript function cfloop has no support for collection.
1836
+
1837
+ Generated HTML
1838
+
1839
+ Notice that the cfscript output is all on one line.
1840
+
1841
+ <li>one</li><li>two</li><li>three</li><li>four</li>
1842
+
1843
+ Index Loop
1844
+
1845
+ Use the from and to attributes to specify how many iterations should occur. The (optional) step
1846
+ attribute allows you to determine how big the increments will be.
1847
+
1848
+ <cfloop from="1" to="10" index="i" step="2">
1849
+ <cfoutput>
1850
+ #i#<br />
1851
+ </cfoutput>
1852
+ </cfloop>
1853
+
1854
+ Conditional Loop
1855
+
1856
+ You use the condition attribute to specify the condition to use.
1857
+
1858
+ <cfset myVar=false>
1859
+ <cfloop condition="myVar eq false">
1860
+ <cfoutput>
1861
+ myVar = <b>#myVar#</b> (still in loop)<br />
1862
+ </cfoutput>
1863
+ <cfif RandRange(1,10) eq 10>
1864
+ <cfset myVar="true">
1865
+ </cfif>
1866
+ </cfloop>
1867
+ <cfoutput>
1868
+ myVar = <b>#myVar#</b> (loop has finished)
1869
+ </cfoutput>
1870
+
1871
+ Query Loop
1872
+
1873
+ You can loop over the results of a ColdFusion query.
1874
+
1875
+ <cfquery name="getMovies" datasource="Entertainment">
1876
+ select top 4 movieName
1877
+ from Movies
1878
+ </cfquery>
1879
+ <cfloop query="getMovies">
1880
+ #movieName#
1881
+ </cfloop>
1882
+
1883
+ https://riptutorial.com/
1884
+
1885
+ 22
1886
+
1887
+ List Loop
1888
+
1889
+ You can use the (optional) delimiters attribute to specify which characters are used as separators
1890
+ in the list.
1891
+
1892
+ <cfloop list="ColdFusion,HTML;XML" index="ListItem" delimiters=",;">
1893
+ <cfoutput>
1894
+ #ListItem#<br />
1895
+ </cfoutput>
1896
+ </cfloop>
1897
+
1898
+ File Loop
1899
+
1900
+ You can loop over a file.
1901
+
1902
+ <cfloop file="#myFile#" index="line">
1903
+ <cfoutput>
1904
+ #line#<br />
1905
+ </cfoutput>
1906
+ </cfloop>
1907
+
1908
+ COM Collection/Structure Loops
1909
+
1910
+ You can loop over a Structure or COM collection.
1911
+
1912
+ <cfset myBooks = StructNew()>
1913
+ <cfset myVariable = StructInsert(myBooks,"ColdFusion","ColdFusion MX Bible")>
1914
+ <cfset myVariable = StructInsert(myBooks,"HTML","HTML Visual QuickStart")>
1915
+ <cfset myVariable = StructInsert(myBooks,"XML","Inside XML")>
1916
+ <cfloop collection="#myBooks#" item="subject">
1917
+ <cfoutput>
1918
+ <b>#subject#:</b> #StructFind(myBooks,subject)#<br />
1919
+ </cfoutput>
1920
+ </cfloop>
1921
+
1922
+ Read CFLOOP How-To online: https://riptutorial.com/coldfusion/topic/3035/cfloop-how-to
1923
+
1924
+ https://riptutorial.com/
1925
+
1926
+ 23
1927
+
1928
+ Chapter 3: cfquery
1929
+
1930
+ Parameters
1931
+
1932
+ Parameter Details
1933
+
1934
+ name
1935
+
1936
+ Value: string, Default: yes
1937
+
1938
+ dbtype
1939
+
1940
+ Value: query/hql, Default: no, Remarks: when left blank, it's a normal query
1941
+
1942
+ datasource Default: no, Remarks: database
1943
+
1944
+ params
1945
+
1946
+ Value: structure, Default: no, Remarks: cfscript syntax only! In cfml they are
1947
+ written inside SLQ stament using <cfqueryparam />
1948
+
1949
+ Examples
1950
+
1951
+ Using cfquery within a Function
1952
+
1953
+ <cffunction name="getUserById" access="public" returntype="query">
1954
+ <cfargument name="userId" type="numeric" required="yes" hint="The ID of the user">
1955
+
1956
+ <cfquery name="local.qryGetUser" datasource="DATABASE_NAME">
1957
+ SELECT id,
1958
+ name
1959
+ FROM user
1960
+ WHERE id = <cfqueryparam value="#arguments.userId#" cfsqltype="cf_sql_integer">
1961
+ </cfquery>
1962
+
1963
+ <cfreturn local.qryGetUser>
1964
+ </cffunction>
1965
+
1966
+ Query of Query
1967
+
1968
+ Function Calls
1969
+
1970
+ <!--- Load the user object based on the component path. --->
1971
+ <cfset local.user = new com.User() />
1972
+ <cfset local.allUsers = user.getAllUsers()>
1973
+ <cfset local.specificUser = user.getUserIdFromQry(qry = local.allUsers, userId = 1)>
1974
+
1975
+ User.cfc
1976
+
1977
+ <cfcomponent>
1978
+ <cffunction name="getAllUsers" access="public" returntype="query">
1979
+ <cfquery name="local.qryGetAllUsers" datasource="DATABASE_NAME">
1980
+
1981
+ https://riptutorial.com/
1982
+
1983
+ 24
1984
+
1985
+
1986
+
1987
+ SELECT id,
1988
+ name
1989
+ FROM user
1990
+ </cfquery>
1991
+
1992
+ <cfreturn local.qryGetAllUsers>
1993
+ </cffunction>
1994
+
1995
+ <cffunction name="getUserIdFromQry" access="public" returntype="query">
1996
+ <cfargument name="qry" type="query" required="Yes" hint="Query to fetch from">
1997
+ <cfargument name="userId" type="numeric" required="Yes" hint="The ID of the user">
1998
+
1999
+ <cfquery name="local.qryGetUserIdFromQry" dbtype="query">
2000
+ SELECT id,
2001
+ name
2002
+ FROM arguments.qry
2003
+ WHERE id = <cfqueryparam value="#arguments.userId#" cfsqltype="cf_sql_integer">
2004
+ </cfquery>
2005
+
2006
+ <cfreturn local.qryGetUserIdFromQry>
2007
+ </cffunction>
2008
+ </component>
2009
+
2010
+ Read cfquery online: https://riptutorial.com/coldfusion/topic/6452/cfquery
2011
+
2012
+ https://riptutorial.com/
2013
+
2014
+ 25
2015
+
2016
+
2017
+
2018
+
2019
+
2020
+ Chapter 4: ColdFusion Arrays
2021
+
2022
+ Syntax
2023
+
2024
+
2025
+
2026
+ ArrayNew(dimension, isSynchronized)
2027
+
2028
+ Parameters
2029
+
2030
+ Name
2031
+
2032
+ Description
2033
+
2034
+ Dimension
2035
+
2036
+ Number of dimensions in new array: 1, 2, or 3
2037
+
2038
+ isSynchronized
2039
+
2040
+ When false, creates an unsynchronized array, When true, the function
2041
+ returns a synchronized array.
2042
+
2043
+ Remarks
2044
+
2045
+ In a synchronized array, more than two threads cannot access the array simultaneously. Other
2046
+ threads has to wait until the active thread completes its job, resulting in significant performance.
2047
+
2048
+ In 2016 ColdFusion release, you can use an unsynchronized array and let multiple threads access
2049
+ the same array object simultaneously.
2050
+
2051
+ Examples
2052
+
2053
+ Creating Arrays
2054
+
2055
+ Creating arrays explicitly using ArrayNew()
2056
+
2057
+ Declare an array with the ArrayNew function. Specify the number of dimensions as an argument.
2058
+
2059
+
2060
+
2061
+
2062
+
2063
+ ArrayNew(dimension) creates an array of 1–3 dimensions.
2064
+ ColdFusion arrays expand dynamically as data is added.
2065
+ ArrayNew() returns an array.
2066
+
2067
+ History
2068
+
2069
+ Introduced in ColdFusion MX 6
2070
+
2071
+ Declaration
2072
+
2073
+ CFML
2074
+
2075
+ https://riptutorial.com/
2076
+
2077
+ 26
2078
+
2079
+ <!--- One Dimension Array--->
2080
+ <cfset oneDimensionArray = ArrayNew(1)>
2081
+
2082
+ CFScript Note that inside a function you should use var scoping. Earlier versions of CF required
2083
+ var scoping to be the first thing in a function; later versions allow it anywhere in a function.
2084
+
2085
+ <cfscript>
2086
+ oneDimensionArray = ArrayNew(1);
2087
+
2088
+ public void function myFunc() {
2089
+ var oneDimensionArray = ArrayNew(1);
2090
+ }
2091
+ </cfscript>
2092
+
2093
+ After creating the array, add elements by using the element indexes. The Coldfusion Array index
2094
+ starts from 1:
2095
+
2096
+ CFML
2097
+
2098
+ <cfset oneDimensionArray[1] = 1>
2099
+ <cfset oneDimensionArray[2] = 'one'>
2100
+ <cfset oneDimensionArray[3] = '1'>
2101
+
2102
+ CFScript
2103
+
2104
+ <cfscript>
2105
+ oneDimensionArray[1] = 1;
2106
+ oneDimensionArray[2] = 'one';
2107
+ oneDimensionArray[3] = '1';
2108
+ </cfscript>
2109
+
2110
+ Using ArrayAppend()
2111
+
2112
+ You can add elements to an array using the function ArrayAppend(array, value).
2113
+
2114
+ <cfscript>
2115
+ ArrayAppend(oneDimensionArray, 1);
2116
+ ArrayAppend(oneDimensionArray, 'one');
2117
+ ArrayAppend(oneDimensionArray, '1');
2118
+ </cfscript>
2119
+
2120
+ Output the array contents using <cfdump>:
2121
+
2122
+ <cfdump var="#oneDimensionArray#">
2123
+
2124
+ Results:
2125
+
2126
+ https://riptutorial.com/
2127
+
2128
+ 27
2129
+
2130
+
2131
+ CFML
2132
+
2133
+ <!--- Two Dimension Array--->
2134
+ <cfset twoDimensionArray = ArrayNew(2)>
2135
+ <cfset twoDimensionArray[1][1] = 1>
2136
+ <cfset twoDimensionArray[1][2] = 2>
2137
+ <cfset twoDimensionArray[2][1] = 3>
2138
+ <cfset twoDimensionArray[2][2] = 4>
2139
+
2140
+ CFScript
2141
+
2142
+ <cfscript>
2143
+ twoDimensionArray = ArrayNew(2);
2144
+
2145
+ twoDimensionArray[1][1] = 1;
2146
+ twoDimensionArray[1][2] = 2;
2147
+ twoDimensionArray[2][1] = 3;
2148
+ twoDimensionArray[2][2] = 4;
2149
+ </cfscript>
2150
+
2151
+ Outputting the contents of array using <cfdump>
2152
+
2153
+ <cfdump var="#twoDimensionArray#">
2154
+
2155
+ Result:
2156
+
2157
+ Each element contains another Array, which will store the values.
2158
+
2159
+ Creating 1-D Array Implicitly
2160
+
2161
+ When creating an array implicitly, brackets ([]) surround the array contents with comma
2162
+ separators.
2163
+
2164
+ <cfset oneDimensionArrayImplicit = [ 1 ,'one','1' ]>
2165
+
2166
+ https://riptutorial.com/
2167
+
2168
+ 28
2169
+
2170
+
2171
+ This statement is equivalent to the four statements used to create the above oneDimensionArray.
2172
+ The result are the same when using:
2173
+
2174
+ <cfdump var="#oneDimensionArrayImplicit#">
2175
+
2176
+ Create 2-D Array Implicitly
2177
+
2178
+ <cfset twoDimensionArrayImplicit = [[ 1 , 2 ],[ 3 , 4 ],[ 5 , 6 ]]>
2179
+
2180
+ Or:
2181
+
2182
+ <cfset firstElement = ["1", "2"]>
2183
+ <cfset secondElement= ["3", "4"]>
2184
+ <cfset thirdElement = ["5", "6"]>
2185
+ <cfset twoDimensionArrayImplicit = [firstElement , secondElement, thirdElement]>
2186
+
2187
+ Outputting the content using
2188
+
2189
+ <cfdump var="#twoDimensionArrayImplicit#">
2190
+
2191
+ Alternative Explicit Declaration
2192
+
2193
+ Also you can declare 1 Dimension Array as
2194
+
2195
+ <cfset oneDimensionArray = []>
2196
+
2197
+ <cfscript>
2198
+ oneDimensionArray = [];
2199
+ </cfscript>
2200
+
2201
+ This declaration is same as that of using ArrayNew(1).
2202
+
2203
+ But if you try declaring 2 Dimension Array as
2204
+
2205
+ <cfset twoDimensionArray =[][]> //Invalid CFML construct
2206
+
2207
+ https://riptutorial.com/
2208
+
2209
+ 29
2210
+
2211
+
2212
+ an error will occur while processing this request.
2213
+
2214
+ Following statement will process the request:
2215
+
2216
+ <cfset twoDimensionArray =[]>
2217
+
2218
+ but variable twoDimensionArray will not actually an Array within Array (or 2-Dimension Array). It
2219
+ actually contains structure within Array.
2220
+
2221
+ <cfset twoDimensionArray =[]>
2222
+ <cfset twoDimensionArray[1][1] = 1>
2223
+ <cfset twoDimensionArray[1][2] = 2>
2224
+ <cfset twoDimensionArray[2][1] = 3>
2225
+ <cfset twoDimensionArray[2][2] = 4>
2226
+
2227
+ <cfdump var="#twoDimensionArray#">
2228
+
2229
+ Result:
2230
+
2231
+ Array in CFScript
2232
+
2233
+ <cfscript>
2234
+ oneDimensionArray = ArrayNew(1);
2235
+ oneDimensionArray[1] = 1;
2236
+ oneDimensionArray[2] = 'one';
2237
+ oneDimensionArray[3] = '1';
2238
+ </cfscript>
2239
+
2240
+ <cfif IsDefined("oneDimensionArray")>
2241
+ <cfdump var="#oneDimensionArray#">
2242
+ </cfif>
2243
+
2244
+ Result:
2245
+
2246
+ Also, we can declare an one Dimension Array as:
2247
+
2248
+ https://riptutorial.com/
2249
+
2250
+ 30
2251
+
2252
+
2253
+
2254
+ oneDimensionArray = [];
2255
+
2256
+ Alternatively, CF introduced WriteDump() from CF9 as a function equivalent to the <cfdump> tag
2257
+ which can be used in <cfscript>.
2258
+
2259
+ <cfscript>
2260
+ WriteDump(oneDimensionArray);
2261
+ </cfscript>
2262
+
2263
+ Similarly, for 2 Dimension Array:
2264
+
2265
+ <cfscript>
2266
+ twoDimensionArray = ArrayNew(2);
2267
+ twoDimensionArray[1][1] = 1;
2268
+ twoDimensionArray[1][2] = 2;
2269
+ twoDimensionArray[2][1] = 3;
2270
+ twoDimensionArray[2][2] = 4;
2271
+ </cfscript>
2272
+ <cfdump var="#twoDimensionArray#">
2273
+
2274
+ Result:
2275
+
2276
+ General information
2277
+
2278
+ First some general information about how arrays behave in Coldfusion as compared to other
2279
+ programming languages.
2280
+
2281
+
2282
+
2283
+
2284
+
2285
+
2286
+ Arrays can have numeric indexes only (if you want to have a string index use structs
2287
+ instead)
2288
+ Arrays begin at index [1]
2289
+ Arrays can have one ore more dimensions
2290
+
2291
+ Read ColdFusion Arrays online: https://riptutorial.com/coldfusion/topic/6896/coldfusion-arrays
2292
+
2293
+ https://riptutorial.com/
2294
+
2295
+ 31
2296
+
2297
+ Chapter 5: Creating REST APIs in coldfusion
2298
+
2299
+ Introduction
2300
+
2301
+ REST APIs are interesting when data should be accessed from everywhere including different
2302
+ languages (server and client side). That requires separation from data and processing.
2303
+
2304
+ Examples
2305
+
2306
+ Creating backend
2307
+
2308
+ <cfcomponent displayname="myAPI" output="false">
2309
+ <cffunction name="init" access="public" output="no">
2310
+ <!--- do some basic stuff --->
2311
+ <cfreturn this>
2312
+ </cffunction>
2313
+
2314
+ <cffunction name="welcome">
2315
+ <cfreturn "Hello World!">
2316
+ </cffunction>
2317
+ </cfcomponent>
2318
+
2319
+ The interface
2320
+
2321
+ <cfscript>
2322
+ api_request = GetHttpRequestData();
2323
+ api = createObject("component","myAPI").init();
2324
+ </cfscript>
2325
+
2326
+ <cfif api_request.method is 'GET'>
2327
+ <cfoutput>#api.welcome()#</cfoutput>
2328
+ <cfelseif api_request.method is 'POST'>
2329
+ <cfheader statuscode="500" statustext="Internal Server Error" />
2330
+ </cfif>
2331
+
2332
+ Read Creating REST APIs in coldfusion online:
2333
+ https://riptutorial.com/coldfusion/topic/10698/creating-rest-apis-in-coldfusion
2334
+
2335
+ https://riptutorial.com/
2336
+
2337
+ 32
2338
+
2339
+
2340
+
2341
+ Chapter 6: Database Queries
2342
+
2343
+ Examples
2344
+
2345
+ Working with databases
2346
+
2347
+ One of ColdFusion's strengths is how easy it is to work with databases. And of course, query
2348
+ inputs can and should be parameterized.
2349
+
2350
+ Tag Implementation
2351
+
2352
+ <cfquery name="myQuery" datasource="myDatasource" result="myResult">
2353
+ select firstName, lastName
2354
+ from users
2355
+ where lastName = <cfqueryparam value="Allaire" cfsqltype="cf_sql_varchar">
2356
+ </cfquery>
2357
+
2358
+ CFScript Implementation
2359
+
2360
+ // ColdFusion 9+
2361
+ var queryService = new query(name="myQuery", datasource="myDatasource");
2362
+ queryService.addParam(name="lName", value="Allaire", cfsqltype="cf_sql_varchar");
2363
+ var result = queryService.execute(sql="select firstName, lastName from users where lastName =
2364
+ :lName");
2365
+ var myQuery = result.getResult();
2366
+ var myResult = result.getPrefix();
2367
+
2368
+ // ColdFusion 11+
2369
+ var queryParams = {lName = {value="Allaire", cfsqltype="cf_sql_varchar"}};
2370
+ var queryOptions = {datasource="myDatasource", result="myResult"};
2371
+ var myQuery = queryExecute("select firstName, lastName from users", queryParams,
2372
+ queryOptions);
2373
+
2374
+ Inserting values is just as easy:
2375
+
2376
+ queryExecute("
2377
+ insert into user( firstname, lastname )
2378
+ values( :firstname, :lastname )
2379
+ ",{
2380
+ firstname: { cfsqltype: "cf_sql_varchar", value: "Dwayne" }
2381
+ ,lastname: { cfsqltype: "cf_sql_varchar", value: "Camacho" }
2382
+ },{
2383
+ result: "local.insertResult"
2384
+ });
2385
+
2386
+ return local.insertResult.generated_key;
2387
+
2388
+ Basic Example
2389
+
2390
+ Database connections are set up using the CF Administrator tool. See Database Connections for
2391
+ how to connect a datasource.
2392
+
2393
+ https://riptutorial.com/
2394
+
2395
+ 33
2396
+
2397
+
2398
+
2399
+ To execute queries all you need is the <cfquery> tag. The <cfquery> tag connects to and opens the
2400
+ database for you, all you need to do is supply it with the name of the datasource.
2401
+
2402
+ <cfquery name="Movies" datasource="Entertainment">
2403
+ SELECT title
2404
+ FROM Movies
2405
+ </cfquery>
2406
+
2407
+ To display the query results:
2408
+
2409
+ <cfoutput query="Movies">
2410
+ #title#<BR>
2411
+ </cfoutput>
2412
+
2413
+ Authentication
2414
+
2415
+ Many database configurations require authentication (in the form of a username and password)
2416
+ before you can query the database. You can supply these using the username and password
2417
+ attributes.
2418
+
2419
+ Note: the username and password can also be configured against the datasource in the
2420
+ ColdFusion Administrator. Supplying these details in your query overrides the username and
2421
+ password in the ColdFusion Administrator.
2422
+
2423
+ <cfquery datasource="Entertainment" username="webuser" password="letmein">
2424
+ select *
2425
+ from Movies
2426
+ </cfquery>
2427
+
2428
+ Cached Queries
2429
+
2430
+ A cached query is a query that has its results stored in the server's memory. The results are
2431
+ stored when the query is first run. From then on, whenever that query is requested again,
2432
+ ColdFusion will retrieve the results from memory.
2433
+
2434
+ You can cache a query using the cachedAfter attribute. If the query was last run after the supplied
2435
+ date, cached data is used. Otherwise the query is re-run.
2436
+
2437
+ <cfquery datasource="Entertainment" cachedAfter="July 20, 2016">
2438
+ select *
2439
+ from Movies
2440
+ </cfquery>
2441
+
2442
+ In order for the cache to be used, and multiple calls to the database be avoided the current query
2443
+ must use the same SQL statement, data source, query name, user name, and password as the
2444
+ cached query used. This includes whitespace in the query.
2445
+
2446
+ As such the following queries create different caches, even though the trimmed characters are the
2447
+ same and the query results are identical:
2448
+
2449
+ https://riptutorial.com/
2450
+
2451
+ 34
2452
+
2453
+ <cfquery datasource="Entertainment" cachedAfter="July 20, 2016">
2454
+ select *
2455
+ from Movies
2456
+ <cfif false>
2457
+ where 1 = 1
2458
+ </cfif>
2459
+ <cfif true>
2460
+ where 1 = 1
2461
+ </cfif>
2462
+ </cfquery>
2463
+
2464
+ <cfquery datasource="Entertainment" cachedAfter="July 20, 2016">
2465
+ select *
2466
+ from Movies
2467
+ <cfif true>
2468
+ where 1 = 1
2469
+ </cfif>
2470
+ <cfif false>
2471
+ where 1 = 1
2472
+ </cfif>
2473
+ </cfquery>
2474
+
2475
+ Limiting the Number of Records Returned
2476
+
2477
+ You can limit the number of rows to be returned by using the maxrows attribute.
2478
+
2479
+ <cfquery datasource="Entertainment" maxrows="50">
2480
+ select *
2481
+ from Movies
2482
+ </cfquery>
2483
+
2484
+ Timeouts
2485
+
2486
+ You can set a timeout limit using the timeout attribute. This can be useful in preventing requests
2487
+ running far longer than they should and impacting on the whole application as a result.
2488
+
2489
+ The timeout attribute sets the maximum number of seconds that each action of a query is allowed
2490
+ to execute before returning an error.
2491
+
2492
+ <cfquery datasource="Entertainment" timeout="30">
2493
+ select *
2494
+ from Movies
2495
+ </cfquery>
2496
+
2497
+ Read Database Queries online: https://riptutorial.com/coldfusion/topic/4582/database-queries
2498
+
2499
+ https://riptutorial.com/
2500
+
2501
+ 35
2502
+
2503
+
2504
+ Chapter 7: How to invoke a private method
2505
+ dynamically
2506
+
2507
+ Remarks
2508
+
2509
+ Use of <cfinvoke> or invoke() should be faster than evaluate()
2510
+
2511
+ Examples
2512
+
2513
+ CFML
2514
+
2515
+ <cfinvoke method="#somePrivateMethodName#">
2516
+ <cfinvokeargument name="argument1" value="one">
2517
+ </cfinvoke>
2518
+
2519
+ CFSCRIPT (CF10+)
2520
+
2521
+ invoke("", somePrivateMethodName, {argument1='one'});
2522
+
2523
+ Read How to invoke a private method dynamically online:
2524
+ https://riptutorial.com/coldfusion/topic/6110/how-to-invoke-a-private-method-dynamically
2525
+
2526
+ https://riptutorial.com/
2527
+
2528
+ 36
2529
+
2530
+ Chapter 8: Scopes in Coldfusion
2531
+
2532
+ Introduction
2533
+
2534
+ A scope is "the range in which a variable can be referenced". ColdFusion knows — as well as
2535
+ most other programming and script languages — several scopes. The following text deals with
2536
+ these types and trys to bring clarity about them, their differences and their characteristics.
2537
+
2538
+ Examples
2539
+
2540
+ Request Scopes
2541
+
2542
+ request
2543
+
2544
+ variables
2545
+
2546
+ form
2547
+
2548
+ url
2549
+
2550
+ cgi
2551
+
2552
+ Global Scopes
2553
+
2554
+ Server
2555
+
2556
+ Application
2557
+
2558
+ Session
2559
+
2560
+ Components and functions
2561
+
2562
+ variables
2563
+
2564
+ this
2565
+
2566
+ local
2567
+
2568
+ arguments
2569
+
2570
+ Custom tags
2571
+
2572
+ attributes
2573
+
2574
+ thisTag
2575
+
2576
+ caller
2577
+
2578
+ https://riptutorial.com/
2579
+
2580
+ 37
2581
+
2582
+ Common scopes
2583
+
2584
+ Mostly you're probably working with these scopes:
2585
+
2586
+
2587
+
2588
+
2589
+
2590
+
2591
+
2592
+
2593
+
2594
+
2595
+
2596
+ Variables scopeis the scope where all variables are assigned to when nothing else is
2597
+ intentionally declared (like the window scope in JavaScript).
2598
+ Form scopeWhen you send a form to your server, all the form fields which can be identified
2599
+ (by setting the name/id property) are accessible in this scope for further server-side
2600
+ processing.
2601
+ URL scopeAll url query params are stored in that scope
2602
+ this scopeInside a component the this refers to the component itself
2603
+ local scopeVariables declared inside a function using the local statement are encapsulated
2604
+ and only accessible inside that specific function (this is made to avoid pollution of other
2605
+ sopes)
2606
+ Arguments scopeArguments passed to a function inside a component declared by the
2607
+ cfargument tag are accessible with that scope
2608
+
2609
+ Overview
2610
+
2611
+
2612
+
2613
+ Components and functions
2614
+
2615
+
2616
+
2617
+
2618
+
2619
+
2620
+
2621
+
2622
+
2623
+ variables
2624
+ this
2625
+ local
2626
+ arguments
2627
+
2628
+
2629
+
2630
+ Custom tags
2631
+
2632
+
2633
+
2634
+
2635
+
2636
+
2637
+
2638
+ attributes
2639
+ thisTag
2640
+ caller
2641
+
2642
+
2643
+
2644
+ Global Scopes
2645
+
2646
+
2647
+
2648
+
2649
+
2650
+
2651
+
2652
+ Server
2653
+ Application
2654
+ Session
2655
+
2656
+
2657
+
2658
+ Request Scopes
2659
+
2660
+
2661
+
2662
+
2663
+
2664
+
2665
+
2666
+
2667
+
2668
+
2669
+
2670
+ request
2671
+ variables
2672
+ form
2673
+ url
2674
+ cgi
2675
+
2676
+ Read Scopes in Coldfusion online: https://riptutorial.com/coldfusion/topic/7864/scopes-in-
2677
+ coldfusion
2678
+
2679
+ https://riptutorial.com/
2680
+
2681
+ 38
2682
+
2683
+ Chapter 9: Variables
2684
+
2685
+ Parameters
2686
+
2687
+ Attribute Description
2688
+
2689
+ name
2690
+
2691
+ (Required) Name of the parameter/variable.
2692
+
2693
+ default
2694
+
2695
+ (Optional) Value to set parameter to if it does not exist.
2696
+
2697
+ max
2698
+
2699
+ min
2700
+
2701
+ (Optional) The maximum valid value; used only for range validation.
2702
+
2703
+ (Optional) The minimum valid value; used only for range validation.
2704
+
2705
+ pattern
2706
+
2707
+ (Optional) A JavaScript regular expression that the parameter must match; used
2708
+ only for regex or regular_expression validation.
2709
+
2710
+ type
2711
+
2712
+ (Optional) The valid format for the data.
2713
+
2714
+ Examples
2715
+
2716
+ Using cfset
2717
+
2718
+ You can set a ColdFusion variable using the <cfset> tag. To output the variable, you need to
2719
+ surround the variable name with hash # symbols and enclose it within <cfoutput> tags.
2720
+
2721
+ <cfset variablename="World!">
2722
+ <cfoutput>
2723
+ Hello #variablename#
2724
+ </cfoutput>
2725
+
2726
+ Using cfparam
2727
+
2728
+ The <cfparam> tag creates a variable if it does not already exist. You can assign a default value
2729
+ using the default attribute. This can be used if you want to create a variable, but don't want to
2730
+ overwrite it if it has been previously created elsewhere.
2731
+
2732
+ Here the variable hasn't been set previously, so it will be assigned with the <cfparam> tag.
2733
+
2734
+ <cfparam name="firstName" default="Justin">
2735
+ <cfoutput>
2736
+ Hello #firstName#
2737
+ </cfoutput>
2738
+
2739
+ Here the variable has already been assigned using the <cfset> tag, so this value will override the
2740
+ default value in the <cfparam> tag.
2741
+
2742
+ https://riptutorial.com/
2743
+
2744
+ 39
2745
+
2746
+ <cfset firstname="Justin">
2747
+
2748
+ <cfparam name="firstName" default="Barney">
2749
+ <cfoutput>
2750
+ Hello #firstName#
2751
+ </cfoutput>
2752
+
2753
+ Checking if a Variable Exists
2754
+
2755
+ You can check if a variable has been defined in a scope by using ColdFusion's built in
2756
+ StructKeyExists() function. This can be used inside a <cfif> tag to prevent error messages in the
2757
+ event you attempt to refer to a variable that does not exist. You can also use this function to
2758
+ determine whether a user has performed a certain action or not. The syntax for the function is
2759
+
2760
+ StructKeyExists(structure, "key")
2761
+
2762
+ The following example checks if the variable firstName exists in the variables scope.
2763
+
2764
+ <cfif StructKeyExists(variables, "firstName")>
2765
+ Hello #variables.firstname#!
2766
+ <cfelse>
2767
+ Hello stranger!
2768
+ </cfif>
2769
+
2770
+ Alternatively, you may use the function:
2771
+
2772
+ isDefined("scopeName.varName")
2773
+
2774
+ To avoid ambiguity, it is recommended to declare the scope. For example, If you have a variable
2775
+ in the scope test
2776
+
2777
+ <cfset test.name = "Tracy" />
2778
+
2779
+ and you test for name in the global scope, you will get a result of true.
2780
+
2781
+ isDefined("name") <!--- true --->
2782
+ isDefined("x.name") <!--- false--->
2783
+ isDefined("test.name") <!--- true --->
2784
+
2785
+ Setting a variable scope
2786
+
2787
+ It is a common practice to set application variables to an object scope. This keeps them easy to
2788
+ identify and distinguish from variables in other scopes.
2789
+
2790
+ The Variables scope in a CFC is private to the CFC. When you set variables in this scope, they
2791
+ cannot be seen by pages that invoke the CFC.
2792
+
2793
+ <cfparam name="variables.firstName" default="Timmy">
2794
+ <cfset variables.firstName="Justin">
2795
+
2796
+ https://riptutorial.com/
2797
+
2798
+ 40
2799
+
2800
+
2801
+ Scopes shared with the calling page include: Form, URL, Request, CGI, Cookie, Client, Session,
2802
+ Application, Server, and Flash. Variables in these scopes are also available to all pages that are
2803
+ included by a CFC.
2804
+
2805
+ CFC:
2806
+
2807
+ <cfset url.sessionId="23b5ly17">
2808
+
2809
+ <cfinclude template="check_session.cfm">
2810
+
2811
+ check_session.cfm
2812
+
2813
+ <cfif url.sessionId eq "23b5ly17">
2814
+ <p>Welcome back!</p>
2815
+ </cfif>
2816
+
2817
+ Read Variables online: https://riptutorial.com/coldfusion/topic/4904/variables
2818
+
2819
+ https://riptutorial.com/
2820
+
2821
+ 41
2822
+
2823
+
2824
+ Chapter 10: Working with RegExp Replace
2825
+ callbacks
2826
+
2827
+ Introduction
2828
+
2829
+ If you want more than a simple string replacement with common regular expressions you certainly
2830
+ run into trouble and hit the wall when discovering the limits of the regex functions Coldfusion has.
2831
+ There is no build-in function like php's preg_replace_callback.
2832
+
2833
+ Parameters
2834
+
2835
+ Parameter Details
2836
+
2837
+ re
2838
+
2839
+ str
2840
+
2841
+ The regular expression
2842
+
2843
+ The string which should be applyed the the regex
2844
+
2845
+ callback
2846
+
2847
+ The function where the captured grouped will be passed in if a match was
2848
+ found. There the matches can be processed
2849
+
2850
+ Remarks
2851
+
2852
+ Because Coldfusion itself does not offer what we want, we make recourse to the variety of Java,
2853
+ which is — as we all know — on top of Coldfusion. Java offers us java.util.regex.Pattern.
2854
+
2855
+ So here is what we actually do:
2856
+
2857
+ 1.
2858
+
2859
+ 2.
2860
+
2861
+ 3.
2862
+
2863
+ Invoke the Compile method from the Pattern Class object and passing the regex pattern to it
2864
+ (which probably deposits the regex pattern for later use).
2865
+ Invoke the Matcher method on what the Compile method returned and passing the string
2866
+ where the pattern should be executed.
2867
+ Test if matching was successfull by invoking the find method on what the Matcher method
2868
+ returned.
2869
+
2870
+ If matcher.find() returns true, we could say "That's it", but there is one little thing we have to
2871
+ consider: Java's Pattern object stores the groups and gives us access via another function, which
2872
+ is not always the best way for further processing and not that consistent regarding how other
2873
+ programming languages handle this case. Therefore we loop over matcher.group() so that we can
2874
+ pass an array containing the captured groups to the callback function. And now we can say:
2875
+ "That's it!"
2876
+
2877
+ Examples
2878
+
2879
+ https://riptutorial.com/
2880
+
2881
+ 42
2882
+
2883
+ User defined REReplaceCallback function
2884
+
2885
+ function REReplaceCallback(re,str,callback) {
2886
+ /*
2887
+ Thanks to Ben Nadel
2888
+ "Learning ColdFusion 8: REMatch() For Regular Expression Matching"
2889
+ from 2007-06-13
2890
+ https://www.bennadel.com/blog/769-learning-coldfusion-8-rematch-for-regular-
2891
+ expression-matching.htm
2892
+ */
2893
+ pattern = CreateObject("java","java.util.regex.Pattern").Compile(Arguments.re);
2894
+ matcher = pattern.Matcher(Arguments.str);
2895
+ if(matcher.find()) {
2896
+ groups = [];
2897
+ for(var i = 1; i lte matcher.groupCount(); i++) {
2898
+ ArrayAppend(groups,matcher.group(Val(i)));
2899
+ }
2900
+ return Arguments.callback(groups);
2901
+ }
2902
+ else {
2903
+ return Arguments.callback(false);
2904
+ }
2905
+ }
2906
+
2907
+ Using REReplaceCallback function
2908
+
2909
+ REReplaceCallback('YOUR REGEX GOES HERE','AND YOUR STRING HERE',function(groups) {
2910
+ //now you can access the 'groups' array containing all the captured groups
2911
+ return result; //return whatever you've processed inside
2912
+ });
2913
+
2914
+ Read Working with RegExp Replace callbacks online:
2915
+ https://riptutorial.com/coldfusion/topic/10655/working-with-regexp-replace-callbacks
2916
+
2917
+ https://riptutorial.com/
2918
+
2919
+ 43
2920
+
2921
+ Credits
2922
+
2923
+ S.
2924
+ No
2925
+
2926
+ 1
2927
+
2928
+ 2
2929
+
2930
+ 3
2931
+
2932
+ 4
2933
+
2934
+ 5
2935
+
2936
+ 6
2937
+
2938
+ 7
2939
+
2940
+ 8
2941
+
2942
+ 9
2943
+
2944
+ Chapters
2945
+
2946
+ Contributors
2947
+
2948
+ Getting started with
2949
+ coldfusion
2950
+
2951
+ Adam Tuttle, Adrian J. Moreno, Community, Justin Duhaime,
2952
+ mhatch, RamenChef, shaedrich, Steven Benjamin,
2953
+ user3071284, William Giles
2954
+
2955
+ CFLOOP How-To
2956
+
2957
+ Adrian J. Moreno, Bonanza, mhatch, RRK
2958
+
2959
+ cfquery
2960
+
2961
+ Bubblesphere, shaedrich
2962
+
2963
+ ColdFusion Arrays
2964
+
2965
+ 4444, Justin Duhaime, mhatch, Mishra Shreyanshu, shaedrich
2966
+
2967
+ Creating REST APIs
2968
+ in coldfusion
2969
+
2970
+ shaedrich
2971
+
2972
+ Database Queries
2973
+
2974
+ Adam Tuttle, Leigh, mhatch, nosilleg, shaedrich, user3071284
2975
+
2976
+ How to invoke a
2977
+ private method
2978
+ dynamically
2979
+
2980
+ Henry
2981
+
2982
+ Scopes in Coldfusion
2983
+
2984
+ James A Mohler, shaedrich
2985
+
2986
+ Variables
2987
+
2988
+ mhatch
2989
+
2990
+ 10
2991
+
2992
+ Working with
2993
+ RegExp Replace
2994
+ callbacks
2995
+
2996
+ shaedrich
2997
+
2998
+ https://riptutorial.com/
2999
+
3000
+ 44
3001
+
3002
+
Cool/cool-manual.pdf.txt ADDED
@@ -0,0 +1,1787 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ CoolAid: The Cool Reference Manual∗
2
+
3
+ 1
4
+
5
+ Introduction
6
+
7
+ This manual describes the programming language Cool: the Classroom Object-Oriented Language. Cool
8
+ is a small language that can be implemented with reasonable effort in a one semester course. Still, Cool
9
+ retains many of the features of modern programming languages including objects, static typing, and
10
+ automatic memory management.
11
+
12
+ Cool programs are sets of classes. A class encapsulates the variables and procedures of a data type.
13
+ Instances of a class are objects. In Cool, classes and types are identified; i.e., every class defines a type.
14
+ Classes permit programmers to define new types and associated procedures (or methods) specific to those
15
+ types. Inheritance allows new types to extend the behavior of existing types.
16
+
17
+ Cool is an expression language. Most Cool constructs are expressions, and every expression has a
18
+ value and a type. Cool is type safe: procedures are guaranteed to be applied to data of the correct type.
19
+ While static typing imposes a strong discipline on programming in Cool, it guarantees that no runtime
20
+ type errors can arise in the execution of Cool programs.
21
+
22
+ This manual is divided into informal and formal components. For a short, informal overview, the first
23
+
24
+ 12 pages (through Section 9) suffices. The formal description begins with Section 10.
25
+
26
+ 2 Getting Started
27
+
28
+ The reader who wants to get a sense for Cool at the outset should begin by reading, and then write their
29
+ own cool-programs and run them. Cool source files have extension .cl and Cool assembly files have
30
+ extension .s. The Cool compiler is coolc (note that cool is a Linux-binary file). To compile a program:
31
+
32
+ coolc [ -o fileout ] file1.cl file2.cl ... filen.cl
33
+
34
+ The compiler compiles the files file1.cl through filen.cl as if they were concatenated together.
35
+ Each file must define a set of complete classes—class definitions may not be split across files. The -o
36
+ option specifies an optional name to use for the output assembly code. If fileout is not supplied, the
37
+ output assembly is named file1.s.
38
+
39
+ The coolc compiler generates MIPS assembly code. Because not all of the machines the course is
40
+ using are MIPS-based, Cool programs are run on a MIPS simulator called spim. To run a cool program,
41
+ type
42
+
43
+ % spim
44
+ (spim) load "file.s"
45
+ (spim) run
46
+
47
+ ∗Copyright c(cid:176)1995-2000 by Alex Aiken. All rights reserved.
48
+
49
+ 1
50
+
51
+ To run a different program during the same spim session, it is necessary to reinitialize the state of the
52
+ simulator before loading the new assembly file:
53
+
54
+ (spim) reinit
55
+
56
+ An alternative—and faster—way to invoke spim is with a file:
57
+
58
+ spim -file file.s
59
+
60
+ This form loads the file, runs the program, and exits spim when the program terminates. Be sure that
61
+ the spim we provided is actually used. There may be another version of spim installed in on some
62
+ systems, but it will not execute Cool programs. The spim manual is available in the resources folder of
63
+ the repository.
64
+
65
+ The following is a complete transcript of the compilation and execution of list.cl. This program is
66
+
67
+ very silly, but it does serve to illustrate many of the features of Cool.
68
+
69
+ % coolc list.cl
70
+ % spim
71
+ SPIM Version 5.4 of Jan. 17, 1994
72
+ Copyright 1990-1994 by James R. Larus (larus@cs.wisc.edu).
73
+ All Rights Reserved.
74
+ See the file README a full copyright notice.
75
+ Loaded: /usa/pollock/public/cool02/lib/trap.handler
76
+
77
+ (spim) load "list.s"
78
+ (spim) run
79
+ How many numbers to sort?5
80
+ 0
81
+ 1
82
+ 2
83
+ 3
84
+ 4
85
+ COOL program successfully executed
86
+ (spim) exit
87
+ %
88
+
89
+ 3 Classes
90
+
91
+ All code in Cool is organized into classes. Each class definition must be contained in a single source file,
92
+ but multiple classes may be defined in the same file. Class definitions have the form:
93
+
94
+ class <type> [ inherits <type> ] {
95
+
96
+ <feature_list>
97
+
98
+ };
99
+
100
+ The notation [ ...] denotes an optional construct. All class names are globally visible. Class names
101
+
102
+ begin with an uppercase letter. Classes may not be redefined.
103
+
104
+ 2
105
+
106
+ 3.1 Features
107
+
108
+ The body of a class definition consists of a list of feature definitions. A feature is either an attribute or
109
+ a method. An attribute of class A specifies a variable that is part of the state of objects of class A. A
110
+ method of class A is a procedure that may manipulate the variables and objects of class A.
111
+
112
+ One of the major themes of modern programming languages is information hiding, which is the idea
113
+ that certain aspects of a data type’s implementation should be abstract and hidden from users of the
114
+ data type. Cool supports information hiding through a simple mechanism: all attributes have scope local
115
+ to the class, and all methods have global scope. Thus, the only way to provide access to object state in
116
+ Cool is through methods.
117
+
118
+ Feature names must begin with a lowercase letter. No method name may be defined multiple times in
119
+ a class, and no attribute name may be defined multiple times in a class, but a method and an attribute
120
+ may have the same name.
121
+
122
+ A fragment from list.cl illustrates simple cases of both attributes and methods:
123
+
124
+ class Cons inherits List {
125
+ xcar : Int;
126
+ xcdr : List;
127
+
128
+ isNil() : Bool { false };
129
+
130
+ init(hd : Int, tl : List) : Cons {
131
+
132
+ xcar <- hd;
133
+ xcdr <- tl;
134
+ self;
135
+
136
+ {
137
+
138
+ }
139
+
140
+ }
141
+ ...
142
+ };
143
+
144
+ In this example, the class Cons has two attributes xcar and xcdr and two methods isNil and init.
145
+ Note that the types of attributes, as well as the types of formal parameters and return types of methods,
146
+ are explicitly declared by the programmer.
147
+
148
+ Given object c of class Cons and object l of class List, we can set the xcar and xcdr fields by using
149
+
150
+ the method init:
151
+
152
+ c.init(1,l)
153
+
154
+ This notation is object-oriented dispatch. There may be many definitions of init methods in many
155
+ different classes. The dispatch looks up the class of the object c to decide which init method to invoke.
156
+ Because the class of c is Cons, the init method in the Cons class is invoked. Within the invocation, the
157
+ variables xcar and xcdr refer to c’s attributes. The special variable self refers to the object on which
158
+ the method was dispatched, which, in the example, is c itself.
159
+
160
+ There is a special form new C that generates a fresh object of class C. An object can be thought of as
161
+ a record that has a slot for each of the attributes of the class as well as pointers to the methods of the
162
+ class. A typical dispatch for the init method is:
163
+
164
+ 3
165
+
166
+ (new Cons).init(1,new Nil)
167
+
168
+ This example creates a new cons cell and initializes the “car” of the cons cell to be 1 and the “cdr” to
169
+ be new Nil.1 There is no mechanism in Cool for programmers to deallocate objects. Cool has automatic
170
+ memory management; objects that cannot be used by the program are deallocated by a runtime garbage
171
+ collector.
172
+
173
+ Attributes are discussed further in Section 5 and methods are discussed further in Section 6.
174
+
175
+ 3.2 Inheritance
176
+
177
+ If a class definition has the form
178
+
179
+ class A inherits B { ... };
180
+
181
+ then class A inherits the features of B. In this case B is the parent class of A and A is a child class of B.
182
+
183
+ The semantics of A inherits B is that A has all of the features defined in B in addition to its own
184
+ features. In the case that a parent and child both define the same method name, then the definition
185
+ given in the child class takes precedence. It is illegal to redefine attribute names. Furthermore, for type
186
+ safety, it is necessary to place some restrictions on how methods may be redefined (see Section 6).
187
+
188
+ There is a distinguished class Object. If a class definition does not specify a parent class, then the
189
+ class inherits from Object by default. A class may inherit only from a single class; this is aptly called
190
+ “single inheritance.”2 The parent-child relation on classes defines a graph. This graph may not contain
191
+ cycles. For example, if A inherits from B, then B must not inherit from A. Furthermore, if A inherits from
192
+ B, then B must have a class definition somewhere in the program. Because Cool has single inheritance, it
193
+ follows that if both of these restrictions are satisfied, then the inheritance graph forms a tree with Object
194
+ as the root.
195
+
196
+ In addition to Object, Cool has four other basic classes: Int, String, Bool, and IO. The basic classes
197
+
198
+ are discussed in Section 8.
199
+
200
+ 4 Types
201
+
202
+ In Cool, every class name is also a type. In addition, there is a type SELF TYPE that can be used in
203
+ special circumstances.
204
+
205
+ A type declaration has the form x:C, where x is a variable and C is a type. Every variable must have a
206
+ type declaration at the point it is introduced, whether that is in a let, case, or as the formal parameter
207
+ of a method. The types of all attributes must also be declared.
208
+
209
+ The basic type rule in Cool is that if a method or variable expects a value of type A, then any value
210
+ of type B may be used instead, provided that A is an ancestor of B in the class hierarchy. In other words,
211
+ if B inherits from A, either directly or indirectly, then a B can be used wherever an A would suffice.
212
+
213
+ When an object of class B may be used in place of an object of class A, we say that B conforms to A
214
+
215
+ or that B ≤ A. As discussed above, conformance is defined in terms of the inheritance graph.
216
+
217
+ Definition 4.1 (Conformance) Let A, B, and C be types.
218
+
219
+ • A ≤ A for all types A
220
+
221
+ 1In this example, Nil is assumed to be a subtype of List.
222
+ 2Some object-oriented languages allow a class to inherit from multiple classes, which is equally aptly called “multiple
223
+
224
+ inheritance.”
225
+
226
+ 4
227
+
228
+ • if A inherits from B, then A ≤ B
229
+
230
+ • if A ≤ B and B ≤ C then A ≤ C
231
+
232
+ Because Object is the root of the class hierarchy, it follows that A ≤ Object for all types A.
233
+
234
+ 4.1 SELF TYPE
235
+
236
+ The type SELF TYPE is used to refer to the type of the self variable. This is useful in classes that will
237
+ be inherited by other classes, because it allows the programmer to avoid specifying a fixed final type at
238
+ the time the class is written. For example, the program
239
+
240
+ class Silly {
241
+
242
+ copy() : SELF_TYPE { self };
243
+
244
+ };
245
+
246
+ class Sally inherits Silly { };
247
+
248
+ class Main {
249
+
250
+ x : Sally <- (new Sally).copy();
251
+
252
+ main() : Sally { x };
253
+
254
+ };
255
+
256
+ Because SELF TYPE is used in the definition of the copy method, we know that the result of copy is the
257
+ same as the type of the self parameter. Thus, it follows that (new Sally).copy() has type Sally,
258
+ which conforms to the declaration of attribute x.
259
+
260
+ Note that the meaning of SELF TYPE is not fixed, but depends on the class in which it is used. In
261
+ general, SELF TYPE may refer to the class C in which it appears, or any class that conforms to C. When it
262
+ is useful to make explicit what SELF TYPE may refer to, we use the name of the class C in which SELF TYPE
263
+ appears as an index SELF TYPEC. This subscript notation is not part of Cool syntax—it is used merely
264
+ to make clear in what class a particular occurrence of SELF TYPE appears.
265
+
266
+ From Definition 4.1, it follows that SELF TYPEX ≤ SELF TYPEX. There is also a special conformance
267
+
268
+ rule for SELF TYPE:
269
+
270
+ SELF TYPEC ≤ B if C ≤ B
271
+
272
+ Finally, SELF TYPE may be used in the following places: new SELF TYPE, as the return type of a
273
+ method, as the declared type of a let variable, or as the declared type of an attribute. No other uses of
274
+ SELF TYPE are permitted.
275
+
276
+ 4.2 Type Checking
277
+
278
+ The Cool type system guarantees at compile time that execution of a program cannot result in runtime
279
+ type errors. Using the type declarations for identifiers supplied by the programmer, the type checker
280
+ infers a type for every expression in the program.
281
+
282
+ It is important to distinguish between the type assigned by the type checker to an expression at compile
283
+ time, which we shall call the static type of the expression, and the type(s) to which the expression may
284
+ evaluate during execution, which we shall call the dynamic types.
285
+
286
+ 5
287
+
288
+ The distinction between static and dynamic types is needed because the type checker cannot, at
289
+ compile time, have perfect information about what values will be computed at runtime. Thus, in general,
290
+ the static and dynamic types may be different. What we require, however, is that the type checker’s
291
+ static types be sound with respect to the dynamic types.
292
+
293
+ Definition 4.2 For any expression e, let De be a dynamic type of e and let Se be the static type inferred
294
+ by the type checker. Then the type checker is sound if for all expressions e it is the case that De ≤ Se.
295
+
296
+ Put another way, we require that the type checker err on the side of overestimating the type of an
297
+ expression in those cases where perfect accuracy is not possible. Such a type checker will never accept
298
+ a program that contains type errors. However, the price paid is that the type checker will reject some
299
+ programs that would actually execute without runtime errors.
300
+
301
+ 5 Attributes
302
+
303
+ An attribute definition has the form
304
+
305
+ <id> : <type> [ <- <expr> ];
306
+
307
+ The expression is optional initialization that is executed when a new object is created. The static type
308
+ of the expression must conform to the declared type of the attribute. If no initialization is supplied, then
309
+ the default initialization is used (see below).
310
+
311
+ When a new object of a class is created, all of the inherited and local attributes must be initialized.
312
+ Inherited attributes are initialized first in inheritance order beginning with the attributes of the greatest
313
+ ancestor class. Within a given class, attributes are initialized in the order they appear in the source text.
314
+ Attributes are local to the class in which they are defined or inherited. Inherited attributes cannot
315
+
316
+ be redefined.
317
+
318
+ 5.1 Void
319
+
320
+ All variables in Cool are initialized to contain values of the appropriate type. The special value void
321
+ is a member of all types and is used as the default initialization for variables where no initialization is
322
+ supplied by the user. Note that there is no name for void in Cool; the only way to create a void value
323
+ is to declare a variable of some class other than Int, String, or Bool and allow the default initialization
324
+ to occur.
325
+
326
+ There is a special form isvoid expr that tests whether a value is void (see Section 7.11). In addition,
327
+ void values may be tested for equality. A void value may be passed as an argument, assigned to a variable,
328
+ or otherwise used in any context where any value is legitimate, except that a dispatch to or case on void
329
+ generates a runtime error.
330
+
331
+ Variables of the basic classes Int, Bool, and String are initialized specially; see Section 8.
332
+
333
+ 6 Methods
334
+
335
+ A method definition has the form
336
+
337
+ <id>(<id> : <type>,...,<id> : <type>): <type> { <expr> };
338
+
339
+ 6
340
+
341
+ There may be zero or more formal parameters. The identifiers used in the formal parameter list must
342
+ be distinct. The type of the method body must conform to the declared return type. When a method is
343
+ invoked, the formal parameters are bound to the actual arguments and the expression is evaluated; the
344
+ resulting value is the meaning of the method invocation. A formal parameter hides any definition of an
345
+ attribute of the same name.
346
+
347
+ To ensure type safety, there are restrictions on the redefinition of inherited methods. The rule is
348
+ simple: If a class A inherits a method f from an ancestor class B, then A may override the inherited
349
+ definition of f provided the number of arguments, the types of the formal parameters, and the return
350
+ type are exactly the same in both definitions.
351
+
352
+ To see why some restriction is necessary on the redefinition of inherited methods, consider the following
353
+
354
+ example:
355
+
356
+ class A {
357
+
358
+ f(): Int { 1 };
359
+
360
+ };
361
+
362
+ class B inherits A {
363
+
364
+ f(): String { "1" };
365
+
366
+ };
367
+
368
+ Let a be an object with dynamic type A. Then
369
+
370
+ a.f() + 1
371
+
372
+ is a well-formed expression with value 2. However, we cannot substitute a value of type B for a, as it would
373
+ result in adding a string to a number. Thus, if methods can be redefined arbitrarily, then subclasses may
374
+ not simply extend the behavior of their parents, and much of the usefulness of inheritance, as well as
375
+ type safety, is lost.
376
+
377
+ 7 Expressions
378
+
379
+ Expressions are the largest syntactic category in Cool.
380
+
381
+ 7.1 Constants
382
+
383
+ The simplest expressions are constants. The boolean constants are true and false. Integer constants are
384
+ unsigned strings of digits such as 0, 123, and 007. String constants are sequences of characters enclosed
385
+ in double quotes, such as "This is a string." String constants may be at most 1024 characters long.
386
+ There are other restrictions on strings; see Section 10.
387
+
388
+ The constants belong to the basic classes Bool, Int, and String. The value of a constant is an object
389
+
390
+ of the appropriate basic class.
391
+
392
+ 7.2 Identifiers
393
+
394
+ The names of local variables, formal parameters of methods, self, and class attributes are all expressions.
395
+ The identifier self may be referenced, but it is an error to assign to self or to bind self in a let, a
396
+ case, or as a formal parameter. It is also illegal to have attributes named self.
397
+
398
+ 7
399
+
400
+ Local variables and formal parameters have lexical scope. Attributes are visible throughout a class in
401
+ which they are declared or inherited, although they may be hidden by local declarations within expres-
402
+ sions. The binding of an identifier reference is the innermost scope that contains a declaration for that
403
+ identifier, or to the attribute of the same name if there is no other declaration. The exception to this
404
+ rule is the identifier self, which is implicitly bound in every class.
405
+
406
+ 7.3 Assignment
407
+
408
+ An assignment has the form
409
+
410
+ <id> <- <expr>
411
+
412
+ The static type of the expression must conform to the declared type of the identifier. The value is the
413
+ value of the expression. The static type of an assignment is the static type of <expr>.
414
+
415
+ 7.4 Dispatch
416
+
417
+ There are three forms of dispatch in Cool. The three forms differ only in how the called method is
418
+ selected. The most commonly used form of dispatch is
419
+
420
+ <expr>.<id>(<expr>,...,<expr>)
421
+
422
+ Consider the dispatch e0.f(e1, . . . , en). To evaluate this expression, the arguments are evaluated in left-
423
+ to-right order, from e1 to en. Next, e0 is evaluated and its class C noted (if e0 is void a runtime error is
424
+ generated). Finally, the method f in class C is invoked, with the value of e0 bound to self in the body
425
+ of f and the actual arguments bound to the formals as usual. The value of the expression is the value
426
+ returned by the method invocation.
427
+
428
+ Type checking a dispatch involves several steps. Assume e0 has static type A. (Recall that this type
429
+ is not necessarily the same as the type C above. A is the type inferred by the type checker; C is the class
430
+ of the object computed at runtime, which is potentially any subclass of A.) Class A must have a method
431
+ f, the dispatch and the definition of f must have the same number of arguments, and the static type of
432
+ the ith actual parameter must conform to the declared type of the ith formal parameter.
433
+
434
+ If f has return type B and B is a class name, then the static type of the dispatch is B. Otherwise, if f
435
+ has return type SELF TYPE, then the static type of the dispatch is A. To see why this is sound, note that
436
+ the self parameter of the method f conforms to type A. Therefore, because f returns SELF TYPE, we can
437
+ infer that the result must also conform to A. Inferring accurate static types for dispatch expressions is
438
+ what justifies including SELF TYPE in the Cool type system.
439
+
440
+ The other forms of dispatch are:
441
+
442
+ <id>(<expr>,...,<expr>)
443
+ <expr>@<type>.id(<expr>,...,<expr>)
444
+
445
+ The first form is shorthand for self.<id>(<expr>,...,<expr>).
446
+
447
+ The second form provides a way of accessing methods of parent classes that have been hidden by
448
+ redefinitions in child classes.
449
+ Instead of using the class of the leftmost expression to determine the
450
+ method, the method of the class explicitly specified is used. For example, e@B.f() invokes the method
451
+ f in class B on the object that is the value of e. For this form of dispatch, the static type to the left of
452
+ “@”must conform to the type specified to the right of “@”.
453
+
454
+ 8
455
+
456
+ 7.5 Conditionals
457
+
458
+ A conditional has the form
459
+
460
+ if <expr> then <expr> else <expr> fi
461
+
462
+ The semantics of conditionals is standard. The predicate is evaluated first. If the predicate is true,
463
+ then the then branch is evaluated. If the predicate is false, then the else branch is evaluated. The
464
+ value of the conditional is the value of the evaluated branch.
465
+
466
+ The predicate must have static type Bool. The branches may have any static types. To specify the
467
+ static type of the conditional, we define an operation (cid:116) (pronounced “join”) on types as follows. Let
468
+ A,B,D be any types other than SELF TYPE. The least type of a set of types means the least element with
469
+ respect to the conformance relation ≤.
470
+
471
+ A (cid:116) B = the least type C such that A ≤ C and B ≤ C
472
+
473
+ SELF TYPED (cid:116) SELF TYPED = SELF TYPED
474
+
475
+ SELF TYPED (cid:116) A = D (cid:116) A
476
+ A (cid:116) SELF TYPED = A (cid:116) D
477
+
478
+ Let T and F be the static types of the branches of the conditional. Then the static type of the
479
+
480
+ conditional is T (cid:116) F.
481
+
482
+ 7.6 Loops
483
+
484
+ A loop has the form
485
+
486
+ while <expr> loop <expr> pool
487
+
488
+ The predicate is evaluated before each iteration of the loop. If the predicate is false, the loop terminates
489
+ and void is returned. If the predicate is true, the body of the loop is evaluated and the process repeats.
490
+ The predicate must have static type Bool. The body may have any static type. The static type of a
491
+
492
+ loop expression is Object.
493
+
494
+ 7.7 Blocks
495
+
496
+ A block has the form
497
+
498
+ { <expr>; ... <expr>; }
499
+
500
+ The expressions are evaluated in left-to-right order. Every block has at least one expression; the value
501
+ of a block is the value of the last expression. The expressions of a block may have any static types. The
502
+ static type of a block is the static type of the last expression.
503
+
504
+ An occasional source of confusion in Cool is the use of semi-colons. Semi-colons are used as terminators
505
+ in lists of expressions (e.g., the block syntax above) and not as expression separators. Semi-colons also
506
+ terminate other Cool constructs, see Section 11 for details.
507
+
508
+ 9
509
+
510
+ 7.8 Let
511
+
512
+ A let expression has the form
513
+
514
+ let <id1> : <type1> [ <- <expr1> ], ..., <idn> : <typen> [ <- <exprn> ] in <expr>
515
+
516
+ The optional expressions are initialization; the other expression is the body. A let is evaluated as
517
+ follows. First <expr1> is evaluated and the result bound to <id1>. Then <expr2> is evaluated and the
518
+ result bound to <id2>, and so on, until all of the variables in the let are initialized. (If the initialization
519
+ of <idk> is omitted, the default initialization of type <typek> is used.) Next the body of the let is
520
+ evaluated. The value of the let is the value of the body.
521
+
522
+ The let identifiers <id1>,...,<idn> are visible in the body of the let. Furthermore, identifiers
523
+
524
+ <id1>,...,<idk> are visible in the initialization of <idm> for any m > k.
525
+
526
+ If an identifier is defined multiple times in a let, later bindings hide earlier ones. Identifiers introduced
527
+ by let also hide any definitions for the same names in containing scopes. Every let expression must
528
+ introduce at least one identifier.
529
+
530
+ The type of an initialization expression must conform to the declared type of the identifier. The type
531
+
532
+ of let is the type of the body.
533
+
534
+ The scope of a let extends as far (encompasses as many tokens) as possible.
535
+
536
+ 7.9 Case
537
+
538
+ A case expression has the form
539
+
540
+ case <expr0> of
541
+
542
+ <id1> : <type1> => <expr1>;
543
+ . . .
544
+ <idn> : <typen> => <exprn>;
545
+
546
+ esac
547
+
548
+ Case expressions provide runtime type tests on objects. First, expr0 is evaluated and its dynamic type
549
+ C noted (if expr0 evaluates to void a run-time error is produced). Next, from among the branches the
550
+ branch with the least type <typek> such that C ≤ <typek> is selected. The identifier <idk> is bound
551
+ to the value of <expr0> and the expression <exprk> is evaluated. The result of the case is the value
552
+ of <exprk>.
553
+ If no branch can be selected for evaluation, a run-time error is generated. Every case
554
+ expression must have at least one branch.
555
+
556
+ For each branch, let Ti be the static type of <expri>. The static type of a case expression is
557
+
558
+ 1≤i≤n Ti.
559
+ The identifier id introduced by a branch of a case hides any variable or attribute definition for id visible
560
+ in the containing scope.
561
+
562
+ (cid:70)
563
+
564
+ The case expression has no special construct for a “default” or “otherwise” branch. The same affect
565
+
566
+ is achieved by including a branch
567
+
568
+ x : Object => ...
569
+
570
+ because every type is ≤ to Object.
571
+
572
+ The case expression provides programmers a way to insert explicit runtime type checks in situa-
573
+ tions where static types inferred by the type checker are too conservative. A typical situation is that
574
+ a programmer writes an expression e and type checking infers that e has static type A. However, the
575
+ programmer may know that, in fact, the dynamic type of e is always B for some B ≤ A. This information
576
+ can be captured using a case expression:
577
+
578
+ 10
579
+
580
+ case e of x : B => ...
581
+
582
+ In the branch the variable x is bound to the value of e but has the more specific static type B.
583
+
584
+ 7.10 New
585
+
586
+ A new expression has the form
587
+
588
+ new <type>
589
+
590
+ The value is a fresh object of the appropriate class. If the type is SELF TYPE, then the value is a fresh
591
+ object of the class of self in the current scope. The static type is <type>.
592
+
593
+ 7.11 Isvoid
594
+
595
+ The expression
596
+
597
+ isvoid expr
598
+
599
+ evaluates to true if expr is void and evaluates to false if expr is not void.
600
+
601
+ 7.12 Arithmetic and Comparison Operations
602
+
603
+ Cool has four binary arithmetic operations: +, -, *, /. The syntax is
604
+
605
+ expr1 <op> expr2
606
+
607
+ To evaluate such an expression first expr1 is evaluated and then expr2. The result of the operation is
608
+ the result of the expression.
609
+
610
+ The static types of the two sub-expressions must be Int. The static type of the expression is Int.
611
+
612
+ Cool has only integer division.
613
+
614
+ Cool has three comparison operations: <, <=, =. For < and <= the rules are exactly the same as
615
+ for the binary arithmetic operations, except that the result is a Bool. The comparison = is a special
616
+ case. If either <expr1> or <expr2> has static type Int, Bool, or String, then the other must have the
617
+ same static type. Any other types, including SELF TYPE, may be freely compared. On non-basic objects,
618
+ equality simply checks for pointer equality (i.e., whether the memory addresses of the objects are the
619
+ same). Equality is defined for void.
620
+
621
+ In principle, there is nothing wrong with permitting equality tests between, for example, Bool and
622
+ Int. However, such a test must always be false and almost certainly indicates some sort of programming
623
+ error. The Cool type checking rules catch such errors at compile-time instead of waiting until runtime.
624
+
625
+ Finally, there is one arithmetic and one logical unary operator. The expression ~<expr> is the integer
626
+ complement of <expr>. The expression <expr> must have static type Int and the entire expression
627
+ has static type Int. The expression not <expr> is the boolean complement of <expr>. The expression
628
+ <expr> must have static type Bool and the entire expression has static type Bool.
629
+
630
+ 11
631
+
632
+ 8 Basic Classes
633
+
634
+ 8.1 Object
635
+
636
+ The Object class is the root of the inheritance graph. Methods with the following declarations are
637
+ defined:
638
+
639
+ abort() : Object
640
+ type_name() : String
641
+ copy() : SELF_TYPE
642
+
643
+ The method abort halts program execution with an error message. The method type name returns a
644
+ string with the name of the class of the object. The method copy produces a shallow copy of the object.3
645
+
646
+ 8.2 IO
647
+
648
+ The IO class provides the following methods for performing simple input and output operations:
649
+
650
+ out_string(x : String) : SELF_TYPE
651
+ out_int(x : Int) : SELF_TYPE
652
+ in_string() : String
653
+ in_int() : Int
654
+
655
+ The methods out string and out int print their argument and return their self parameter. The
656
+ method in string reads a string from the standard input, up to but not including a newline character.
657
+ The method in int reads a single integer, which may be preceded by whitespace. Any characters following
658
+ the integer, up to and including the next newline, are discarded by in int.
659
+
660
+ A class can make use of the methods in the IO class by inheriting from IO. It is an error to redefine
661
+
662
+ the IO class.
663
+
664
+ 8.3 Int
665
+
666
+ The Int class provides integers. There are no methods special to Int. The default initialization for
667
+ variables of type Int is 0 (not void). It is an error to inherit from or redefine Int.
668
+
669
+ 8.4 String
670
+
671
+ The String class provides strings. The following methods are defined:
672
+
673
+ length() : Int
674
+ concat(s : String) : String
675
+ substr(i : Int, l : Int) : String
676
+
677
+ The method length returns the length of the self parameter. The method concat returns the string
678
+ formed by concatenating s after self. The method substr returns the substring of its self parameter
679
+ beginning at position i with length l; string positions are numbered beginning at 0. A runtime error is
680
+ generated if the specified substring is out of range.
681
+
682
+ The default initialization for variables of type String is "" (not void). It is an error to inherit from
683
+
684
+ or redefine String.
685
+
686
+ 3A shallow copy of a copies a itself, but does not recursively copy objects that a points to.
687
+
688
+ 12
689
+
690
+ 8.5 Bool
691
+
692
+ The Bool class provides true and false. The default initialization for variables of type Bool is false
693
+ (not void). It is an error to inherit from or redefine Bool.
694
+
695
+ 9 Main Class
696
+
697
+ Every program must have a class Main. Furthermore, the Main class must have a method main that
698
+ takes no formal parameters. The main method must be defined in class Main (not inherited from another
699
+ class). A program is executed by evaluating (new Main).main().
700
+
701
+ The remaining sections of this manual provide a more formal definition of Cool. There are four sections
702
+ covering lexical structure (Section 10), grammar (Section 11), type rules (Section 12), and operational
703
+ semantics (Section 13).
704
+
705
+ 10 Lexical Structure
706
+
707
+ The lexical units of Cool are integers, type identifiers, object identifiers, special notation, strings, key-
708
+ words, and white space.
709
+
710
+ 10.1 Integers, Identifiers, and Special Notation
711
+
712
+ Integers are non-empty strings of digits 0-9. Identifiers are strings (other than keywords) consisting of
713
+ letters, digits, and the underscore character. Type identifiers begin with a capital letter; object identifiers
714
+ begin with a lower case letter. There are two other identifiers, self and SELF TYPE that are treated
715
+ specially by Cool but are not treated as keywords. The special syntactic symbols (e.g., parentheses,
716
+ assignment operator, etc.) are given in Figure 1.
717
+
718
+ 10.2 Strings
719
+
720
+ Strings are enclosed in double quotes "...". Within a string, a sequence ‘\c’ denotes the character ‘c’,
721
+ with the exception of the following:
722
+
723
+ \b backspace
724
+ tab
725
+ \t
726
+ \n newline
727
+ \f
728
+
729
+ formfeed
730
+
731
+ A non-escaped newline character may not appear in a string:
732
+
733
+ "This is not
734
+ OK"
735
+
736
+ A string may not contain EOF. A string may not contain the null (character \0). Any other character
737
+
738
+ may be included in a string. Strings cannot cross file boundaries.
739
+
740
+ 13
741
+
742
+ 10.3 Comments
743
+
744
+ There are two forms of comments in Cool. Any characters between two dashes “ – –” and the next
745
+ newline (or EOF, if there is no next newline) are treated as comments. Comments may also be written
746
+ by enclosing text in (∗ . . . ∗). The latter form of comment may be nested. Comments cannot cross file
747
+ boundaries.
748
+
749
+ 10.4 Keywords
750
+
751
+ The keywords of cool are: class, else, false, fi, if, in, inherits, isvoid, let, loop, pool, then, while,
752
+ case, esac, new, of, not, true. Except for the constants true and false, keywords are case insensitive.
753
+ To conform to the rules for other objects, the first letter of true and false must be lowercase; the trailing
754
+ letters may be upper or lower case.
755
+
756
+ 10.5 White Space
757
+
758
+ White space consists of any sequence of the characters: blank, newline, \f, \r, \t, \v.
759
+
760
+ 11 Cool Syntax
761
+
762
+ Figure 1 provides a specification of Cool syntax. The specification is not context-free; for convenience,
763
+ we also use some regular expression notation. Specifically, A∗ means zero or more A’s in succession; A+
764
+ means one or more A’s. The special notation A;∗ means zero or more A’s terminated by semicolons. The
765
+ special notation A,∗ means zero or more A’s separated by commas. Separators differ from terminators
766
+ in that the terminator always appears at the end of the list; a separator is never included at the end of
767
+ a list. In Cool, semicolons are always terminators and commas are always separators. Items in square
768
+ brackets [. . .] are optional. Double braces [[ ]] are not part of Cool; they are used in the grammar as a
769
+ meta-symbol to show association of grammar operations.
770
+
771
+ 11.1 Precedence
772
+
773
+ The precedence of infix binary and prefix unary operations, from highest to lowest, is given by the
774
+ following table:
775
+
776
+ .
777
+ @
778
+ ~
779
+ isvoid
780
+ * /
781
+ + -
782
+ <=
783
+ not
784
+ <-
785
+
786
+ < =
787
+
788
+ All binary operations are left-associative, with the exception of assignment, which is right-associative,
789
+ and the three comparison operations, which do not associate.
790
+
791
+ 14
792
+
793
+ program ::= class;+
794
+
795
+ class
796
+
797
+ ::= class TYPE [inherits TYPE] { feature;∗ }
798
+
799
+ feature ::= ID(formal,∗ ) : TYPE { expr }
800
+
801
+ |
802
+
803
+ ID : TYPE [ <- expr ]
804
+
805
+ formal
806
+
807
+ ::= ID : TYPE
808
+
809
+ expr
810
+
811
+ ::= ID <- expr
812
+
813
+ |
814
+
815
+ |
816
+
817
+ |
818
+
819
+ expr[@TYPE].ID(expr,∗ )
820
+ ID(expr,∗ )
821
+ if expr then expr else expr fi
822
+
823
+ | while expr loop expr pool
824
+
825
+ |
826
+
827
+ |
828
+
829
+ |
830
+
831
+ |
832
+
833
+ |
834
+
835
+ |
836
+
837
+ |
838
+
839
+ |
840
+
841
+ |
842
+
843
+ |
844
+
845
+ |
846
+
847
+ |
848
+
849
+ |
850
+
851
+ |
852
+
853
+ |
854
+
855
+ |
856
+
857
+ |
858
+
859
+ |
860
+
861
+ |
862
+
863
+ |
864
+
865
+ { expr;+ }
866
+ let [[ID : TYPE [ <- expr ], ]]+ in expr
867
+ case expr of [[ID : TYPE => expr; ]]+esac
868
+ new TYPE
869
+
870
+ isvoid expr
871
+
872
+ expr + expr
873
+
874
+ expr − expr
875
+
876
+ expr ∗ expr
877
+
878
+ expr / expr
879
+
880
+ ˜expr
881
+
882
+ expr < expr
883
+
884
+ expr <= expr
885
+
886
+ expr = expr
887
+
888
+ not expr
889
+
890
+ (expr)
891
+
892
+ ID
893
+
894
+ integer
895
+
896
+ string
897
+
898
+ true
899
+
900
+ false
901
+
902
+ Figure 1: Cool syntax.
903
+
904
+ 15
905
+
906
+ 12 Type Rules
907
+
908
+ This section formally defines the type rules of Cool. The type rules define the type of every Cool expression
909
+ in a given context. The context is the type environment, which describes the type of every unbound
910
+ identifier appearing in an expression. The type environment is described in Section 12.1. Section 12.2
911
+ gives the type rules.
912
+
913
+ 12.1 Type Environments
914
+
915
+ To a first approximation, type checking in Cool can be thought of as a bottom-up algorithm: the type of
916
+ an expression e is computed from the (previously computed) types of e’s subexpressions. For example,
917
+ an integer 1 has type Int; there are no subexpressions in this case. As another example, if en has type
918
+ X, then the expression { e1; . . . ; en; } has type X.
919
+
920
+ A complication arises in the case of an expression v, where v is an object identifier. It is not possible
921
+ to say what the type of v is in a strictly bottom-up algorithm; we need to know the type declared for v
922
+ in the larger expression. Such a declaration must exist for every object identifier in valid Cool programs.
923
+ To capture information about the types of identifiers, we use a type environment. The environment
924
+ consists of three parts: a method environment M , an object environment O, and the name of the
925
+ current class in which the expression appears. The method environment and object environment are
926
+ both functions (also called mappings). The object environment is a function of the form
927
+
928
+ O(v) = T
929
+
930
+ which assigns the type T to object identifier v. The method environment is more complex; it is a function
931
+ of the form
932
+
933
+ M (C, f ) = (T1, . . . , Tn−1, Tn)
934
+
935
+ where C is a class name (a type), f is a method name, and t1, . . . , tn are types. The tuple of types is
936
+ the signature of the method. The interpretation of signatures is that in class C the method f has formal
937
+ parameters of types (t1, . . . , tn−1)—in that order—and a return type tn.
938
+
939
+ Two mappings are required instead of one because object names and method names do not clash—i.e.,
940
+
941
+ there may be a method and an object identifier of the same name.
942
+
943
+ The third component of the type environment is the name of the current class, which is needed for
944
+
945
+ type rules involving SELF TYPE.
946
+
947
+ Every expression e is type checked in a type environment; the subexpressions of e may be type
948
+ checked in the same environment or, if e introduces a new object identifier, in a modified environment.
949
+ For example, consider the expression
950
+
951
+ let c : Int <- 33 in
952
+
953
+ ...
954
+
955
+ The let expression introduces a new variable c with type Int. Let O be the object component of the
956
+ type environment for the let. Then the body of the let is type checked in the object type environment
957
+
958
+ where the notation O[T /c] is defined as follows:
959
+
960
+ O[Int/c]
961
+
962
+ O[T /c](c) = T
963
+
964
+ O[T /c](d) = O(d) if d (cid:54)= c
965
+
966
+ 16
967
+
968
+ 12.2 Type Checking Rules
969
+
970
+ The general form a type checking rule is:
971
+
972
+ ...
973
+ O, M, C (cid:96) e : T
974
+
975
+ The rule should be read: In the type environment for objects O, methods M , and containing class C, the
976
+ expression e has type T . The dots above the horizontal bar stand for other statements about the types
977
+ of sub-expressions of e. These other statements are hypotheses of the rule; if the hypotheses are satisfied,
978
+ then the statement below the bar is true.
979
+
980
+ The rule for object identifiers is simply that if the environment assigns an identifier Id type T , then
981
+
982
+ Id has type T .
983
+
984
+ The rule for assignment to a variable is more complex:
985
+
986
+ O(Id) = T
987
+ O, M, C (cid:96) Id : T
988
+
989
+ O(Id) = T
990
+ O, M, C (cid:96) e1 : T (cid:48)
991
+ T (cid:48) ≤ T
992
+
993
+ O, M, C (cid:96) Id ← e1 : T (cid:48)
994
+
995
+ [Var]
996
+
997
+ [ASSIGN]
998
+
999
+ Note that this type rule—as well as others—use the conformance relation ≤ (see Section 3.2). The rule
1000
+ says that the assigned expression e1 must have a type T (cid:48) that conforms to the type T of the identifier Id
1001
+ in the type environment. The type of the whole expression is T (cid:48).
1002
+
1003
+ The type rules for constants are all easy:
1004
+
1005
+ O, M, C (cid:96) true : Bool
1006
+
1007
+ O, M, C (cid:96) f alse : Bool
1008
+
1009
+ i is an integer constant
1010
+ O, M, C (cid:96) i : Int
1011
+
1012
+ s is a string constant
1013
+ O, M, C (cid:96) s : String
1014
+
1015
+ There are two cases for new, one for new SELF TYPE and one for any other form:
1016
+
1017
+ (cid:40)
1018
+
1019
+ T (cid:48) =
1020
+
1021
+ SELF TYPEC if T = SELF TYPE
1022
+ T otherwise
1023
+ O, M, C (cid:96) new T : T (cid:48)
1024
+
1025
+ [True]
1026
+
1027
+ [False]
1028
+
1029
+ [Int]
1030
+
1031
+ [String]
1032
+
1033
+ [New]
1034
+
1035
+ 17
1036
+
1037
+ Dispatch expressions are the most complex to type check.
1038
+
1039
+ O, M, C (cid:96) e0 : T0
1040
+ O, M, C (cid:96) e1 : T1
1041
+ ...
1042
+ O, M, C (cid:96) en : Tn
1043
+
1044
+ (cid:40)
1045
+
1046
+ T (cid:48)
1047
+ 0 =
1048
+
1049
+ C if T0 = SELF TYPEC
1050
+ T0 otherwise
1051
+ 1, . . . , T (cid:48)
1052
+
1053
+ n, T (cid:48)
1054
+
1055
+ n+1)
1056
+
1057
+ M (T (cid:48)
1058
+ Ti ≤ T (cid:48)
1059
+ i
1060
+
1061
+ 0, f ) = (T (cid:48)
1062
+ (cid:40)
1063
+
1064
+ Tn+1 =
1065
+
1066
+ 1 ≤ i ≤ n
1067
+ if T (cid:48)
1068
+ T0
1069
+ T (cid:48)
1070
+ n+1 otherwise
1071
+ O, M, C (cid:96) e0.f (e1, . . . , en) : Tn+1
1072
+
1073
+ n+1 = SELF TYPE
1074
+
1075
+ O, M, C (cid:96) e0 : T0
1076
+ O, M, C (cid:96) e1 : T1
1077
+ ...
1078
+ O, M, C (cid:96) en : Tn
1079
+ T0 ≤ T
1080
+ M (T, f ) = (T (cid:48)
1081
+ Ti ≤ T (cid:48)
1082
+ i
1083
+
1084
+ 1, . . . , T (cid:48)
1085
+
1086
+ n, T (cid:48)
1087
+
1088
+ n+1)
1089
+
1090
+ Tn+1 =
1091
+
1092
+ (cid:40)
1093
+
1094
+ 1 ≤ i ≤ n
1095
+ if T (cid:48)
1096
+ T0
1097
+ T (cid:48)
1098
+ n+1 otherwise
1099
+ O, M, C (cid:96) e0@T.f (e1, . . . , en) : Tn+1
1100
+
1101
+ n+1 = SELF TYPE
1102
+
1103
+ [Dispatch]
1104
+
1105
+ [StaticDispatch]
1106
+
1107
+ To type check a dispatch, each of the subexpressions must first be type checked. The type T0 of e0
1108
+ determines the which declaration of the method f is used. The argument types of the dispatch must
1109
+ conform to the declared argument types. Note that the type of the result of the dispatch is either the
1110
+ declared return type or T0 in the case that the declared return type is SELF TYPE. The only difference in
1111
+ type checking a static dispatch is that the class T of the method f is given in the dispatch, and the type
1112
+ T0 must conform to T .
1113
+
1114
+ The type checking rules for if and {-} expressions are straightforward. See Section 7.5 for the
1115
+
1116
+ definition of the (cid:116) operation.
1117
+
1118
+ O, M, C (cid:96) e1 : Bool
1119
+ O, M, C (cid:96) e2 : T2
1120
+ O, M, C (cid:96) e3 : T3
1121
+ O, M, C (cid:96) if e1 then e2 else e3 fi : T2 (cid:116) T3
1122
+
1123
+ O, M, C (cid:96) e1 : T1
1124
+ O, M, C (cid:96) e2 : T2
1125
+ ...
1126
+ O, M, C (cid:96) en : Tn
1127
+ O, M, C (cid:96) { e1; e2; . . . en; } : Tn
1128
+
1129
+ 18
1130
+
1131
+ [If]
1132
+
1133
+ [Sequence]
1134
+
1135
+ The let rule has some interesting aspects.
1136
+
1137
+ (cid:40)
1138
+
1139
+ T (cid:48)
1140
+ 0 =
1141
+
1142
+ SELF TYPEC if T0 = SELF TYPE
1143
+ T0 otherwise
1144
+
1145
+ O, M, C (cid:96) e1 : T1
1146
+ T1 ≤ T (cid:48)
1147
+ 0
1148
+ O[T (cid:48)
1149
+
1150
+ 0/x], M, C (cid:96) e2 : T2
1151
+ O, M, C (cid:96) let x : T0 ← e1 in e2 : T2
1152
+ First, the initialization e1 is type checked in an environment without a definition for x. Thus, the variable
1153
+ x cannot be used in e1 unless it already has a definition in an outer scope. Second, the body e2 is type
1154
+ checked in the environment O extended with the typing x : T (cid:48)
1155
+ 0. Third, note that the type of x may be
1156
+ SELF TYPE.
1157
+
1158
+ [Let-Init]
1159
+
1160
+ (cid:40)
1161
+
1162
+ T (cid:48)
1163
+ 0 =
1164
+
1165
+ SELF TYPEC if T0 = SELF TYPE
1166
+ T0 otherwise
1167
+
1168
+ O[T (cid:48)
1169
+
1170
+ 0/x], M, C (cid:96) e1 : T1
1171
+
1172
+ O, M, C (cid:96) let x : T0 in e1 : T1
1173
+ The rule for let with no initialization simply omits the conformance requirement. We give type rules
1174
+ only for a let with a single variable. Typing a multiple let
1175
+
1176
+ [Let-No-Init]
1177
+
1178
+ let x1 : T1 [← e1], x2 : T2 [← e2], . . . , xn : Tn [← en] in e
1179
+
1180
+ is defined to be the same as typing
1181
+
1182
+ let x1 : T1 [← e1] in (let x2 : T2 [← e2], . . . , xn : Tn [← en] in e )
1183
+
1184
+ O, M, C (cid:96) e0 : T0
1185
+ O[T1/x1], M, C (cid:96) e1 : T (cid:48)
1186
+ 1
1187
+ ...
1188
+ O[Tn/xn], M, C (cid:96) en : T (cid:48)
1189
+ n
1190
+
1191
+ O, M, C (cid:96) case e0 of x1 : T1 ⇒ e1; . . . xn : Tn ⇒ en; esac :
1192
+
1193
+ (cid:70)
1194
+
1195
+ 1≤i≤n T (cid:48)
1196
+ i
1197
+
1198
+ [Case]
1199
+
1200
+ Each branch of a case is type checked in an environment where variable xi has type Ti. The type of
1201
+ the entire case is the join of the types of its branches. The variables declared on each branch of a case
1202
+ must all have distinct types.
1203
+
1204
+ O, M, C (cid:96) while e1 loop e2 pool : Object
1205
+ The predicate of a loop must have type Bool; the type of the entire loop is always Object. An isvoid
1206
+ test has type Bool:
1207
+
1208
+ [Loop]
1209
+
1210
+ [Isvoid]
1211
+
1212
+ O, M, C (cid:96) e1 : Bool
1213
+ O, M, C (cid:96) e2 : T2
1214
+
1215
+ O, M, C (cid:96) e1 : T1
1216
+ O, M, C (cid:96) isvoid e1 : Bool
1217
+
1218
+ With the exception of the rule for equality, the type checking rules for the primitive logical, compar-
1219
+
1220
+ ison, and arithmetic operations are easy.
1221
+
1222
+ O, M, C (cid:96) e1 : Bool
1223
+ O, M, C (cid:96) ¬e1 : Bool
1224
+
1225
+ 19
1226
+
1227
+ [Not]
1228
+
1229
+ O, M, C (cid:96) e1 : Int
1230
+ O, M, C (cid:96) e2 : Int
1231
+ op ∈ {<, ≤}
1232
+
1233
+ O, M, C (cid:96) e1 op e2 : Bool
1234
+
1235
+ O, M, C (cid:96) e1 : Int
1236
+ O, M, C (cid:96) ˜e1 : Int
1237
+
1238
+ O, M, C (cid:96) e1 : Int
1239
+ O, M, C (cid:96) e2 : Int
1240
+ op ∈ {∗, +, −, /}
1241
+ O, M, C (cid:96) e1 op e2 : Int
1242
+
1243
+ [Compare]
1244
+
1245
+ [Neg]
1246
+
1247
+ [Arith]
1248
+
1249
+ The wrinkle in the rule for equality is that any types may be freely compared except Int, String
1250
+
1251
+ and Bool, which may only be compared with objects of the same type.
1252
+
1253
+ O, M, C (cid:96) e1 : T1
1254
+ O, M, C (cid:96) e2 : T2
1255
+ T1 ∈ {Int, String, Bool} ∨ T2 ∈ {Int, String, Bool} ⇒ T1 = T2
1256
+ O, M, C (cid:96) e1 = e2 : Bool
1257
+
1258
+ [Equal]
1259
+
1260
+ The final cases are type checking rules for attributes and methods. For a class C, let the object
1261
+ environment OC give the types of all attributes of C (including any inherited attributes). More formally,
1262
+ if x is an attribute (inherited or not) of C, and the declaration of x is x : T , then
1263
+ (cid:40)
1264
+
1265
+ OC(x) =
1266
+
1267
+ SELF TYPEC if T = SELF TYPE
1268
+ T otherwise
1269
+
1270
+ The method environment M is global to the entire program and defines for every class C the signatures
1271
+
1272
+ of all of the methods of C (including any inherited methods).
1273
+
1274
+ The two rules for type checking attribute defininitions are similar the rules for let. The essential
1275
+ difference is that attributes are visible within their initialization expressions. Note that self is bound in
1276
+ the initialization.
1277
+
1278
+ OC(x) = T0
1279
+ OC[SELF TYPEC/self], M, C (cid:96) e1 : T1
1280
+ T1 ≤ T0
1281
+
1282
+ OC, M, C (cid:96) x : T0 ← e1;
1283
+
1284
+ OC(x) = T
1285
+ OC, M, C (cid:96) x : T ;
1286
+
1287
+ [Attr-Init]
1288
+
1289
+ [Attr-No-Init]
1290
+
1291
+ The rule for typing methods checks the body of the method in an environment where OC is extended
1292
+ with bindings for the formal parameters and self. The type of the method body must conform to the
1293
+ declared return type.
1294
+
1295
+ M (C, f ) = (T1, . . . , Tn, T0)
1296
+ OC[SELF TYPEC/self][T1/x1] . . . [Tn/xn], M, C (cid:96) e : T (cid:48)
1297
+ 0
1298
+
1299
+ (cid:40)
1300
+
1301
+ T (cid:48)
1302
+ 0 ≤
1303
+
1304
+ SELF TYPEC if T0 = SELF TYPE
1305
+ T0 otherwise
1306
+
1307
+ OC, M, C (cid:96) f (x1 : T1, . . . , xn : Tn) : T0 { e };
1308
+
1309
+ 20
1310
+
1311
+ [Method]
1312
+
1313
+ 13 Operational Semantics
1314
+
1315
+ This section contains a mostly formal presentation of the operational semantics for the Cool language. The
1316
+ operational semantics define for every Cool expression what value it should produce in a given context.
1317
+ The context has three components: an environment, a store, and a self object. These components are
1318
+ described in the next section. Section 13.2 defines the syntax used to refer to Cool objects, and Section
1319
+ 13.3 defines the syntax used to refer to class definitions.
1320
+
1321
+ Keep in mind that a formal semantics is a specification only—it does not describe an implementation.
1322
+ The purpose of presenting the formal semantics is to make clear all the details of the behavior of Cool
1323
+ expressions. How this behavior is implemented is another matter.
1324
+
1325
+ 13.1 Environment and the Store
1326
+
1327
+ Before we can present a semantics for Cool we need a number of concepts and a considerable amount of
1328
+ notation. An environment is a mapping of variable identifiers to locations. Intuitively, an environment
1329
+ tells us for a given identifier the address of the memory location where that identifier’s value is stored.
1330
+ For a given expression, the environment must assign a location to all identifiers to which the expression
1331
+ may refer. For the expression, e.g., a + b, we need an environment that maps a to some location and b
1332
+ to some location. We’ll use the following syntax to describe environments, which is very similar to the
1333
+ syntax of type assumptions used in Section 12.
1334
+
1335
+ E = [a : l1, b : l2]
1336
+
1337
+ This environment maps a to location l1, and b to location l2.
1338
+
1339
+ The second component of the context for the evaluation of an expression is the store. The store maps
1340
+ locations to values, where values in Cool are just objects. Intuitively, a store tells us what value is stored
1341
+ in a given memory location. For the moment, assume all values are integers. A store is similar to an
1342
+ environment:
1343
+
1344
+ S = [l1 → 55, l2 → 77]
1345
+
1346
+ This store maps location l1 to value 55 and location l2 to value 77.
1347
+
1348
+ Given an environment and a store, the value of an identifier can be found by first looking up the
1349
+
1350
+ location that the identifier maps to in the environment and then looking up the location in the store.
1351
+
1352
+ E(a) = l1
1353
+ S(l1) = 55
1354
+
1355
+ Together, the environment and the store define the execution state at a particular step of the evaluation
1356
+ of a Cool expression. The double indirection from identifiers to locations to values allows us to model
1357
+ variables. Consider what happens if the value 99 is assigned variable a in the environment and store
1358
+ defined above. Assigning to a variable means changing the value to which it refers but not its location.
1359
+ To perform the assignment, we look up the location for a in the environment E and then change the
1360
+ mapping for the obtained location to the new value, giving a new store S(cid:48).
1361
+
1362
+ E(a) = l1
1363
+
1364
+ S(cid:48) = S[99/l1]
1365
+
1366
+ The syntax S[v/l] denotes a new store that is identical to the store S, except that S(cid:48) maps location l to
1367
+ value v. For all locations l(cid:48) where l(cid:48) (cid:54)= l, we still have S(cid:48)(l(cid:48)) = S(l(cid:48)).
1368
+
1369
+ 21
1370
+
1371
+ The store models the contents of memory of the computer during program execution. Assigning to a
1372
+
1373
+ variable modifies the store.
1374
+
1375
+ There are also situations in which the environment is modified. Consider the following Cool fragment:
1376
+
1377
+ let c : Int <- 33 in
1378
+
1379
+ c
1380
+
1381
+ When evaluating this expression, we must introduce the new identifier c into the environment before
1382
+ evaluating the body of the let. If the current environment and state are E and S, then we create a new
1383
+ environment E(cid:48) and a new store S(cid:48) defined by:
1384
+
1385
+ lc = newloc(S)
1386
+ E(cid:48) = E[lc/c]
1387
+ S(cid:48) = S[33/lc]
1388
+
1389
+ The first step is to allocate a location for the variable c. The location should be fresh, meaning that the
1390
+ current store does not have a mapping for it. The function newloc() applied to a store gives us an unused
1391
+ location in that store. We then create a new environment E(cid:48), which maps c to lc but also contains all
1392
+ of the mappings of E for identifiers other than c. Note that if c already has a mapping in E, the new
1393
+ environment E(cid:48) hides this old mapping. We must also update the store to map the new location to a
1394
+ value. In this case lc maps to the value 33, which is the initial value for c as defined by the let-expression.
1395
+ The example in this subsection oversimplifies Cool environments and stores a bit, because simple
1396
+
1397
+ integers are not Cool values. Even integers are full-fledged objects in Cool.
1398
+
1399
+ 13.2 Syntax for Cool Objects
1400
+
1401
+ Every Cool value is an object. Objects contain a list of named attributes, a bit like records in C. In
1402
+ addition, each object belongs to a class. We use the following syntax for values in Cool:
1403
+
1404
+ v = X(a1 = l1, a2 = l2, . . . , an = ln)
1405
+
1406
+ Read the syntax as follows: The value v is a member of class X containing the attributes a1, . . . , an whose
1407
+ locations are l1, . . . , ln. Note that the attributes have an associated location. Intuitively this means that
1408
+ there is some space in memory reserved for each attribute.
1409
+
1410
+ For base objects of Cool (i.e., Ints, Strings, and Bools) we use a special case of the above syntax.
1411
+ Base objects have a class name, but their attributes are not like attributes of normal classes, because
1412
+ they cannot be modified. Therefore, we describe base objects using the following syntax:
1413
+
1414
+ Int(5)
1415
+ Bool(true)
1416
+ String(4, "Cool")
1417
+
1418
+ For Ints and Bools, the meaning is obvious. Strings contain two parts, the length and the actual
1419
+
1420
+ sequence of ASCII characters.
1421
+
1422
+ 13.3 Class definitions
1423
+
1424
+ In the rules presented in the next section, we need a way to refer to the definitions of attributes and
1425
+ methods for classes. Suppose we have the following Cool class definition:
1426
+
1427
+ 22
1428
+
1429
+ class B {
1430
+
1431
+ s : String <- "Hello";
1432
+ g (y:String) : Int {
1433
+
1434
+ y.concat(s)
1435
+
1436
+ };
1437
+ f (x:Int) : Int {
1438
+
1439
+ x+1
1440
+
1441
+ };
1442
+
1443
+ };
1444
+
1445
+ class A inherits B {
1446
+
1447
+ a : Int;
1448
+ b : B <- new B;
1449
+ f(x:Int) : Int {
1450
+
1451
+ x+a
1452
+
1453
+ };
1454
+
1455
+ };
1456
+
1457
+ Two mappings, called class and implementation, are associated with class definitions. The class
1458
+
1459
+ mapping is used to get the attributes, as well as their types and initializations, of a particular class:
1460
+
1461
+ class(A) = (s : String ← "Hello", a : Int ← 0, b : B ← new B)
1462
+
1463
+ Note that the information for class A contains everything that it inherited from class B, as well as its own
1464
+ definitions. If B had inherited other attributes, those attributes would also appear in the information for
1465
+ A. The attributes are listed in the order they are inherited and then in source order: all the attributes
1466
+ from the greatest ancestor are listed first in the order in which they textually appear, then the attributes
1467
+ of the next greatest ancestor, and so on, on down to the attributes defined in the particular class. We
1468
+ rely on this order in describing how new objects are initialized.
1469
+
1470
+ The general form of a class mapping is:
1471
+
1472
+ class(X) = (a1 : T1 ← e1, . . . , an : Tn ← en)
1473
+
1474
+ Note that every attribute has an initializing expression, even if the Cool program does not specify one for
1475
+ each attribute. The default initialization for a variable or attribute is the default of its type. The default
1476
+ of Int is 0, the default of String is "", the default of Bool is false, and the default of any other type
1477
+ is void.4 The default of type T is written DT .
1478
+
1479
+ The implementation mapping gives information about the methods of a class. For the above example,
1480
+
1481
+ implementation of A is defined as follows:
1482
+
1483
+ implementation(A, f ) = (x, x + a)
1484
+ implementation(A, g) = (y, y.concat(s))
1485
+
1486
+ In general, for a class X and a method m,
1487
+
1488
+ implementation(X, m) = (x1, x2, . . . , xn, ebody)
1489
+
1490
+ specifies that method m when invoked from class X, has formal parameters x1, . . . , xn, and the body of
1491
+ the method is expression ebody.
1492
+
1493
+ 4A tiny point: We are allowing void to be used as an expression here. There is no expression for void available to Cool
1494
+
1495
+ programmers.
1496
+
1497
+ 23
1498
+
1499
+ 13.4 Operational Rules
1500
+
1501
+ Equipped with environments, stores, objects, and class definitions, we can now attack the operational
1502
+ semantics for Cool. The operational semantics is described by rules similar to the rules used in type
1503
+ checking. The general form of the rules is:
1504
+
1505
+ ...
1506
+ so, S, E (cid:96) e1 : v, S(cid:48)
1507
+
1508
+ The rule should be read as: In the context where self is the object so, the store is S, and the environment
1509
+ is E, the expression e1 evaluates to object v and the new store is S(cid:48). The dots above the horizontal bar
1510
+ stand for other statements about the evaluation of sub-expressions of e1.
1511
+
1512
+ Besides an environment and a store, the evaluation context contains a self object so. The self object
1513
+ is just the object to which the identifier self refers if self appears in the expression. We do not place
1514
+ self in the environment and store because self is not a variable—it cannot be assigned to. Note that
1515
+ the rules specify a new store after the evaluation of an expression. The new store contains all changes to
1516
+ memory resulting as side effects of evaluating expression e1.
1517
+
1518
+ The rest of this section presents and briefly discusses each of the operational rules. A few cases are
1519
+
1520
+ not covered; these are discussed at the end of the section.
1521
+
1522
+ so, S1, E (cid:96) e1 : v1, S2
1523
+ E(Id) = l1
1524
+ S3 = S2[v1/l1]
1525
+
1526
+ so, S1, E (cid:96) Id ← e1 : v1, S3
1527
+
1528
+ [Assign]
1529
+
1530
+ An assignment first evaluates the expression on the right-hand side, yielding a value v1. This value is
1531
+ stored in memory at the address for the identifier.
1532
+
1533
+ The rules for identifier references, self, and constants are straightforward:
1534
+
1535
+ E(Id) = l
1536
+ S(l) = v
1537
+ so, S, E (cid:96) Id : v, S
1538
+
1539
+ so, S, E (cid:96) self : so, S
1540
+
1541
+ so, S, E (cid:96) true : Bool(true), S
1542
+
1543
+ so, S, E (cid:96) false : Bool(f alse), S
1544
+
1545
+ i is an integer constant
1546
+ so, S, E (cid:96) i : Int(i), S
1547
+
1548
+ s is a string constant
1549
+ l = length(s)
1550
+
1551
+ so, S, E (cid:96) s : String(l, s), S
1552
+
1553
+ 24
1554
+
1555
+ [Var]
1556
+
1557
+ [Self]
1558
+
1559
+ [True]
1560
+
1561
+ [False]
1562
+
1563
+ [Int]
1564
+
1565
+ [String]
1566
+
1567
+ A new expression is more complicated than one might expect:
1568
+
1569
+ (cid:40)
1570
+
1571
+ T0 =
1572
+
1573
+ X if T = SELF TYPE and so = X(. . .)
1574
+ T otherwise
1575
+
1576
+ class(T0) = (a1 : T1 ← e1, . . . , an : Tn ← en)
1577
+ li = newloc(S1), for i = 1 . . . n and each li is diistinct
1578
+ v1 = T0(a1 = l1, . . . , an = ln)
1579
+ S2 = S1[DT1/l1, . . . , DTn/ln]
1580
+ v1, S2, [a1 : l1, . . . , an : ln] (cid:96) {a1 ← e1; . . . ; an ← en; } : v2, S3
1581
+ so, S1, E (cid:96) new T : v1, S3
1582
+
1583
+ [New]
1584
+
1585
+ The tricky thing in a new expression is to initialize the attributes in the right order. Note also that,
1586
+ during initialization, attributes are bound to the default of the appropriate class.
1587
+
1588
+ so, S1, E (cid:96) e1 : v1, S2
1589
+ so, S2, E (cid:96) e2 : v2, S3
1590
+ ...
1591
+ so, Sn, E (cid:96) en : vn, Sn+1
1592
+ so, Sn+1, E (cid:96) e0 : v0, Sn+2
1593
+ v0 = X(a1 = la1, . . . , am = lam)
1594
+ implementation(X, f ) = (x1, . . . , xn, en+1)
1595
+ lxi = newloc(Sn+2), for i = 1 . . . n and each lxi is distinct
1596
+ Sn+3 = Sn+2[v1/lx1, . . . , vn/lxn]
1597
+ v0, Sn+3, [a1 : la1, . . . , am : lam, x1 : lx1, . . . , xn : lxn] (cid:96) en+1 : vn+1, Sn+4
1598
+ so, S1, E (cid:96) e0.f (e1, . . . , en) : vn+1, Sn+4
1599
+
1600
+ so, S1, E (cid:96) e1 : v1, S2
1601
+ so, S2, E (cid:96) e2 : v2, S3
1602
+ ...
1603
+ so, Sn, E (cid:96) en : vn, Sn+1
1604
+ so, Sn+1, E (cid:96) e0 : v0, Sn+2
1605
+ v0 = X(a1 = la1, . . . , am = lam)
1606
+ implementation(T, f ) = (x1, . . . , xn, en+1)
1607
+ lxi = newloc(Sn+2), for i = 1 . . . n and each lxi is distinct
1608
+ Sn+3 = Sn+2[v1/lx1, . . . , vn/lxn]
1609
+ v0, Sn+3, [a1 : la1, . . . , am : lam, x1 : lx1, . . . , xn : lxn] (cid:96) en+1 : vn+1, Sn+4
1610
+ so, S1, E (cid:96) e0@T.f (e1, . . . , en) : vn+1, Sn+4
1611
+
1612
+ [Dispatch]
1613
+
1614
+ [StaticDispatch]
1615
+
1616
+ The two dispatch rules do what one would expect. The arguments are evaluated and saved. Next, the
1617
+ expression on the left-hand side of the “.” is evaluated. In a normal dispatch, the class of this expression
1618
+ is used to determine the method to invoke; otherwise the class is specified in the dispatch itself.
1619
+
1620
+ so, S1, E (cid:96) e1 : Bool(true), S2
1621
+ so, S2, E (cid:96) e2 : v2, S3
1622
+
1623
+ so, S1, E (cid:96) if e1 then e2 else e3 fi : v2, S3
1624
+
1625
+ [If-True]
1626
+
1627
+ 25
1628
+
1629
+ so, S1, E (cid:96) e1 : Bool(f alse), S2
1630
+ so, S2, E (cid:96) e3 : v3, S3
1631
+
1632
+ so, S1, E (cid:96) if e1 then e2 else e3 fi : v3, S3
1633
+ There are no surprises in the if-then-else rules. Note that value of the predicate is a Bool object, not a
1634
+ boolean.
1635
+
1636
+ [If-False]
1637
+
1638
+ so, S1, E (cid:96) e1 : v1, S2
1639
+ so, S2, E (cid:96) e2 : v2, S3
1640
+ ...
1641
+ so, Sn, E (cid:96) en : vn, Sn+1
1642
+ so, S1, E (cid:96) { e1; e2; . . . ; en; } : vn, Sn+1
1643
+ Blocks are evaluated from the first expression to the last expression, in order. The result is the result of
1644
+ the last expression.
1645
+
1646
+ [Sequence]
1647
+
1648
+ so, S1, E (cid:96) e1 : v1, S2
1649
+ l1 = newloc(S2)
1650
+ S3 = S2[v1/l1]
1651
+ E(cid:48) = E[l1/Id]
1652
+ so, S3, E(cid:48) (cid:96) e2 : v2, S4
1653
+ so, S1, E (cid:96) let Id : T1 ← e1 in e2 : v2, S4
1654
+ A let evaluates any initialization code, assigns the result to the variable at a fresh location, and evaluates
1655
+ the body of the let. (If there is no initialization, the variable is initialized to the default value of T1.)
1656
+ We give the operational semantics only for the case of let with a single variable. The semantics of a
1657
+ multiple let
1658
+
1659
+ [Let]
1660
+
1661
+ let x1 : T1 ← e1, x2 : T2 ← e2, . . . , xn : Tn ← en in e
1662
+
1663
+ is defined to be the same as
1664
+
1665
+ let x1 : T1 ← e1 in (let x2 : T2 ← e2, . . . , xn : Tn ← en in e )
1666
+
1667
+ so, S1, E (cid:96) e0 : v0, S2
1668
+ v0 = X(. . .)
1669
+ Ti = closest ancestor of X in {T1, . . . , Tn}
1670
+ l0 = newloc(S2)
1671
+ S3 = S2[v0/l0]
1672
+ E(cid:48) = E[l0/Idi]
1673
+ so, S3, E(cid:48) (cid:96) ei : v1, S4
1674
+
1675
+ so, S1, E (cid:96) case e0 of Id1 : T1 ⇒ e1; . . . ; Idn : Tn ⇒ en; esac : v1, S4
1676
+ Note that the case rule requires that the class hierarchy be available in some form at runtime, so that
1677
+ the correct branch of the case can be selected. This rule is otherwise straightforward.
1678
+
1679
+ [Case]
1680
+
1681
+ so, S1, E (cid:96) e1 : Bool(true), S2
1682
+ so, S2, E (cid:96) e2 : v2, S3
1683
+ so, S3, E (cid:96) while e1 loop e2 pool : void, S4
1684
+ so, S1, E (cid:96) while e1 loop e2 pool : void, S4
1685
+
1686
+ 26
1687
+
1688
+ [Loop-True]
1689
+
1690
+ so, S1, E (cid:96) e1 : Bool(f alse), S2
1691
+ so, S1, E (cid:96) while e1 loop e2 pool : void, S2
1692
+ There are two rules for while: one for the case where the predicate is true and one for the case where the
1693
+ predicate is false. Both cases are straightforward. The two rules for isvoid are also straightforward:
1694
+
1695
+ [Loop-False]
1696
+
1697
+ so, S1, E (cid:96) e1 : void, S2
1698
+ so, S1, E (cid:96) isvoid e1 : Bool(true), S2
1699
+
1700
+ [IsVoid-True]
1701
+
1702
+ so, S1, E (cid:96) e1 : X(. . .), S2
1703
+ so, S1, E (cid:96) isvoid e1 : Bool(f alse), S2
1704
+ The remainder of the rules are for the primitive arithmetic, logical, and comparison operations except
1705
+ equality. These are all easy rules.
1706
+
1707
+ [IsVoid-False]
1708
+
1709
+ so, S1, E (cid:96) e1 : Bool(b), S2
1710
+ v1 = Bool(¬b)
1711
+ so, S1, E (cid:96) not e1 : v1, S2
1712
+
1713
+ so, S1, E (cid:96) e1 : Int(i1), S2
1714
+ so, S2, E (cid:96) e2 : Int(i2), S3
1715
+ op ∈ {≤, <}
1716
+ (cid:40)
1717
+
1718
+ v1 =
1719
+
1720
+ Bool(true), if i1 op i2
1721
+ Bool(f alse), otherwise
1722
+
1723
+ so, S1, E (cid:96) e1 op e2 : v1, S3
1724
+
1725
+ so, S1, E (cid:96) e1 : Int(i1), S2
1726
+ v1 = Int(−i1)
1727
+
1728
+ so, S1, E (cid:96) ˜e1 : v1, S2
1729
+
1730
+ [Not]
1731
+
1732
+ [Comp]
1733
+
1734
+ [Neg]
1735
+
1736
+ so, S1, E (cid:96) e1 : Int(i1), S2
1737
+ so, S2, E (cid:96) e2 : Int(i2), S3
1738
+ op ∈ {∗, +, −, /}
1739
+ v1 = Int(i1 op i2)
1740
+ so, S1, E (cid:96) e1 op e2 : v1, S3
1741
+ Cool Ints are 32-bit two’s complement signed integers; the arithmetic operations are defined accordingly.
1742
+ The notation and rules given above are not powerful enough to describe how objects are tested for
1743
+
1744
+ [Arith]
1745
+
1746
+ equality, or how runtime exceptions are handled. For these cases we resort to an English description.
1747
+
1748
+ In e1 = e2, first e1 is evaluated and then e2 is evaluated. The two objects are compared for equality
1749
+ by first comparing their pointers (addresses). If they are the same, the objects are equal. The value
1750
+ void is not equal to any object except itself. If the two objects are of type String, Bool, or Int, their
1751
+ respective contents are compared.
1752
+
1753
+ In addition, the operational rules do not specify what happens in the event of a runtime error.
1754
+
1755
+ Execution aborts when a runtime error occurs. The following list specifies all possible runtime errors.
1756
+
1757
+ 1. A dispatch (static or dynamic) on void.
1758
+
1759
+ 2. A case on void.
1760
+
1761
+ 27
1762
+
1763
+ 3. Execution of a case statement without a matching branch.
1764
+
1765
+ 4. Division by zero.
1766
+
1767
+ 5. Substring out of range.
1768
+
1769
+ 6. Heap overflow.
1770
+
1771
+ Finally, the rules given above do not explain the execution behaviour for dispatches to primitive
1772
+ methods defined in the Object, IO, or String classes. Descriptions of these primitive methods are given
1773
+ in Sections 8.3-8.5.
1774
+
1775
+ 14 Acknowledgements
1776
+
1777
+ Cool is based on Sather164, which is itself based on the language Sather. Portions of this document
1778
+ were cribbed from the Sather164 manual; in turn, portions of the Sather164 manual are based on Sather
1779
+ documentation written by Stephen M. Omohundro.
1780
+
1781
+ A number people have contributed to the design and implementation of Cool, including Manuel
1782
+ F¨ahndrich, David Gay, Douglas Hauge, Megan Jacoby, Tendo Kayiira, Carleton Miyamoto, and Michael
1783
+ Stoddart. Joe Darcy updated Cool to the current version.
1784
+
1785
+ 28
1786
+
1787
+
DBMS/DATABASE%2520MANAGEMENT%2520SYSTEMS.pdf.txt ADDED
The diff for this file is too large to render. See raw diff