Digital FXtbook
Easy Contacts
  • Home
    • Free Software
    • The Author
    • Former Students Hall of Fame
    • A tribute....
  • Animation
    • Intro to 3d >
      • AutoDesk
      • Introduction: The Temple
      • Creating a Film >
        • Scriptwriting and Planning
        • StoryBoarding
        • Story Reels
      • Modeling >
        • The Nail
        • First Freestyle Lesson >
          • Cup and Straw
          • Garbage Can
        • Fence
        • Hammer
        • House
        • Environment Bubble
      • Animation >
        • Beginning Animation
        • Animation - Walk Cycle
        • Facial Animation
      • Rendering >
        • Arnold Rendering
      • Editing film >
        • Credits
        • Video Editing
      • Characters
    • Modeling and Rigging >
      • Modeling >
        • Image Planes
        • Polygon Modeling >
          • Coke Can
          • Low Polygon Character
          • Character Modeling Legion the Geth
          • Character Modeling Geth Armor
          • Face Modeling
        • NURBS Modeling >
          • Intro to NURBS
          • Lofting
          • CV Curves
          • Organic Modeling
          • Autombile
      • 3d Coat >
        • Integration with Maya >
          • Getting stuff out of Maya
        • UV Texture Mapping >
          • Texture mapping in 3d Coat
        • 3d Painting >
          • Painting in 3d Coat
        • Reintegration with Maya
      • Rigging >
        • Rigging with HumanIK
        • Smooth Skinning
      • Motion Capture
    • 3d Animation >
      • Arnold Rendering
      • Reference Videos
      • Beginning Animation
      • Characters
  • Gaming
    • Board Game Game Design Document
    • Modeling >
      • Introduction: The Temple
      • Halo 1 Blood Gulch Base
      • Hammer
      • Sword
      • Character Modeling Big Daddy
      • Shield
      • The OM6G
      • Weapon
      • Character Modeling Legion the Geth
      • Character Modeling Geth Armor
    • Animation >
      • Character Animation
    • Rigging >
      • Rigging with HumanIK
      • Characterizing and MoCap
      • Integration with Unity
    • Unity >
      • Block Breaker >
        • Block Breaker Game #1
        • Block Breaker Game #2
        • Block Breaker Game #3
        • Block Breaker Game #4
      • Terrain
      • Importing Models
  • Coding
    • Beginning C# >
      • First Unit >
        • First Program
        • Introduction Unity Lesson
        • Comments
        • PsuedoCode
        • Numbers and Operators
        • Use of Parenthesis
        • Casting
        • Try and Catch
        • Operators
      • Second Unit >
        • Conditional Statements >
          • Number validator
          • Number tester
          • Speed Camera
        • Random Class
        • Loops >
          • For Loops
          • For Each Loops
          • While Loops
          • Do While Loops
        • Arrays >
          • Simple Arrays
          • Complex Arrays
    • Intermediate C# >
      • Object Oriented Programming
  • Student Films
    • Advanced Student's movies
    • Beginning Student's movies
  • Adobe
    • Photoshop >
      • Introduction
      • Selection Tools >
        • Melonhead >
          • Melonhead Creative
        • Breakfast Lunch or Dinner
        • Blu 42
      • Painting Tools >
        • Invisi-World
        • Image Adjustment
        • FreeStyle project
      • Drawing Tools >
        • Abstract Expressionism
    • Premier >
      • Project 1
    • Illustrator >
      • Vector Ninjas
      • Live Art Painting
      • Starting the Pen Tool
      • Apple and Pear
      • Creating Your LOGO
      • Self Portrait
  • Links
    • Distance Reconnecting
    • Key Board Fix/Hack
    • Buiding Piers >
      • Buiding Piers
      • Buiding Piers
    • The Top Six Animation Schools
    • The Top Video Game Design Schools
  • International Team
  • BPA
    • BPA 2017-2018 >
      • Getting organized
      • Building the Train
      • Texturing the Train
      • Animating the Train
      • Making our Entry Film
    • BPA 2018-2019
    • BPA 2019-2020
  • Arnold Lighting
  • Faculty Video
  • Velomobile
  • CTE Summer Workshop

Pointers

Pointers are a new type of variable type. It deals with the specific location of where information is being stored in the computer as opposed to what is being stored in the variable. To make this point a little more understandable I have a video for you.

Introduction to Pointers



​Deferencer

This is a symbol that is used in code to help us get a value store in a variable that we are accessing using a pointer. 

So lets break that down. 
     When we have a pointer (meaning the location of where a piece of information in a variable is stored in our computer)
     We can use a Deferencer (in code) to get the data stored in the variable using the pointer (location)
The deferencer is simply an *
     So if a ran a line of code that said this;
          cout << *ptr << endl;
     The program will use the value stored in ptr to retrieve the information/data store in that memory location in the computer.
     because of the cout, it will then output that data to the screen.

Another new operator....

sizeof is a new operator that you have never used before.
This operator provides information on how many bytes of memory its argument occupies (or may occupy).

The Assignment

Familiarize the student with: declaring pointer variables; assigning values to pointer variables; using incrementation to move the pointer through adjacent memory locations.

Look at the code below. It doesn't look scary, right? Your task doesn't look scary either – you just have to find the smallest element in the vector. But there's one condition – you mustn't use indexing. In other words, using brackets in your code is strictly prohibited. Hint: You may use as many pointers as you wish. Forgive us that we don't show you any sample output. We would much rather see your code – it's much more interesting.

Sample Code

using namespace std;
int main(void)
{
int vector[ ] = { 3, -5, 7, 10, -4, 14, 5, 2, -13 };
int n = sizeof(vector) / sizeof(vector[0]);

// Insert your code here return 0;


}
Proudly powered by Weebly