Functions
A function is a group of statements that is executed when it is called from some point of the program. The following is its format:
type name(parameter1, parameter2, ...) {
// statements
}
The example of function usage:
int foo(int a,int b) {
return a + b;
}
int sum;
sum = foo(3,4); // 'sum' is 7
You can define only a function prototype before using it:
int foo(int a,int b);
foo(5,2);
int foo(int a,int b) {
return a + b;
}
All functions are in the global scope.
Returning a Value
void
void function represents absence of a variable and is used as a return value in functions that don't return anything.
// this function doesn't return anything
void func() {
log.message("func is called\n");
}
Return Values
Parameter Passing Mechanism
Passing Arguments by Reference
By default, function arguments are passed by value, so, if you change the value of the argument within the function, it does not affect anything outside of the function. If you wish to allow a function to modify its arguments, you must pass them by reference.
If you want an argument to a function to be always passed by reference, mark it with an ampersand (&) in the function definition.
void foo(int &a,int b) {
a = 13; // it will affect the variable outside since 'a' is passed as a reference
b = 14;
}
int a = -1;
int b = 20;
foo(a,b);
log.message("%d %d\n",a,b);
// the result is: "13 20"
Containers and class instances are always passed by reference. For example:
class Foo {
int v;
};
void foo(int &v) {
if(v) log.message("%d ",v);
v = 13;
}
Foo f = new Foo();
foo(f.v);
foo(f.v);
int v[] = (0);
foo(v[0]);
foo(v[0]);
Foo f1[] = (new Foo());
foo(f1[0].v);
foo(f1[0].v);
//the output is: 13 13 13
Passing Containers as Arguments
To pass a vector or a map as an argument, use a proper function declaration, as shown below:
void foo(int a[]) {
a[13] = 321;
}
int arr[] = ( 1, 2, 3, 4 );
foo(arr);
Accessing Elements of the Function
The function return value elements can be accessed as follows:
vec3 foo() { return vec3(1.0,2.0,3.0); }
log.message("%f %f\n",foo().x,foo()[0]); // the result is: 1 1
log.message("%f %f\n",translate(1.0,2.0,3.0).m23,translate(1.0,2.0,3.0)[14]); // the result is: 3 3
Note that if the returned value is a class, you need to cast it to its own type.
class Bar {
string toString() {
return "bar";
}
};
Bar bar() { return new Bar() };
log.message("%s\n",Bar(bar()).toString());
Default Argument Values
You can provide default values for function arguments. After that, if you leave an argument empty, its default value will be used. The omitted argument can be indicated with a comma (no whitespace required).
void foo(int a = 1,int b = 2) {
log.message("%d %d\n",a,b);
}
foo(); // the result is: 1 2
foo(3,4); // the result is: 3 4
foo(3); // the result is: 3 2
foo(,4); // the result is: 1 4
Technique of Using Functions
Function Overloading
You can read about function overloading here.
Using Inline Functions
Functions of the following signature and body will be automaticallly inlined, which gives a noticeable speed boost for user-defined classes:
void get() { return a; }
void set(int b) { a = b; }
void get(int i) { return a[i]; }
void set(int i,int b) { a[i] = b; }
__FUNC__
__FUNC__ preprocessor macro always reports the right function. It never effect performance in any way.
// __FUNC__ == function signature
class MyClass {
int doSomethingWithNode(Node node) {
if(node == NULL) {
log.error("%s: node is NULL\n",__FUNC__);
}
}
};
// Output: MyClass::doSomethingWithNode(): node is NULL