Why to store a function parameter value in a class private variable?











up vote
1
down vote

favorite












I'm just curious, I'm going through a C++ library for the mcu2.4 TFT display.



And this method I notice when I run through C++ libraries.



Which is when a parameter is passed through a function, it's stored in a private variable; like this one:



HCTFT::HCTFT(byte DisplayType)
{
_Display = DisplayType;


What's the benefit of this method? What's the similar method when I want to do it in C code?










share|improve this question


























    up vote
    1
    down vote

    favorite












    I'm just curious, I'm going through a C++ library for the mcu2.4 TFT display.



    And this method I notice when I run through C++ libraries.



    Which is when a parameter is passed through a function, it's stored in a private variable; like this one:



    HCTFT::HCTFT(byte DisplayType)
    {
    _Display = DisplayType;


    What's the benefit of this method? What's the similar method when I want to do it in C code?










    share|improve this question
























      up vote
      1
      down vote

      favorite









      up vote
      1
      down vote

      favorite











      I'm just curious, I'm going through a C++ library for the mcu2.4 TFT display.



      And this method I notice when I run through C++ libraries.



      Which is when a parameter is passed through a function, it's stored in a private variable; like this one:



      HCTFT::HCTFT(byte DisplayType)
      {
      _Display = DisplayType;


      What's the benefit of this method? What's the similar method when I want to do it in C code?










      share|improve this question













      I'm just curious, I'm going through a C++ library for the mcu2.4 TFT display.



      And this method I notice when I run through C++ libraries.



      Which is when a parameter is passed through a function, it's stored in a private variable; like this one:



      HCTFT::HCTFT(byte DisplayType)
      {
      _Display = DisplayType;


      What's the benefit of this method? What's the similar method when I want to do it in C code?







      c++ c class






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 1 hour ago









      Perch Eagle

      558




      558






















          3 Answers
          3






          active

          oldest

          votes

















          up vote
          2
          down vote



          accepted










          The reason is that _Display will be used probably after its construction.



          So you pass the byte during construction, and afterwards the value is available during the object's lifetime.



          In C you probably will do this by:




          • Passing the variable (byte DisplayType) in each function where the value is needed (you can use this way in C++ too but it's cumbersome in both C/C++ to pass the variable in all functions needed).

          • Storing it in a global variable (static for that .c file); this is the typically C method.






          share|improve this answer

















          • 1




            OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
            – Perch Eagle
            1 hour ago










          • Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
            – Michel Keijzers
            47 mins ago










          • OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
            – Perch Eagle
            42 mins ago


















          up vote
          2
          down vote













          Michel Keijzers explained pretty well the purpose of that idiom. Just to
          complement his answer, you can do exactly the same in C, only with a
          slightly different syntax:



          typedef struct {
          byte _Display;
          // ...
          } HCTFT;

          HCTFT_construct(HCTFT *this, byte DisplayType)
          {
          this->_Display = DisplayType;
          // ...
          }


          Now, every function that receives a pointer to an HCTFT (a HCTFT
          “method”) has access to that data as a member of the struct.






          share|improve this answer





















          • So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
            – Perch Eagle
            1 hour ago






          • 1




            @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
            – Edgar Bonet
            45 mins ago










          • Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
            – Perch Eagle
            34 mins ago


















          up vote
          1
          down vote













          That is more Object Oriented Programing question than the Arduino related.



          Encapsulation is one of the fundamentals of OOP and it's basically you'll provide some interface to the object and the outside world doesn't have to know anything about it's internals (so it's not possible to change it into inconsistent state).






          share|improve this answer





















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            3 Answers
            3






            active

            oldest

            votes








            3 Answers
            3






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes








            up vote
            2
            down vote



            accepted










            The reason is that _Display will be used probably after its construction.



            So you pass the byte during construction, and afterwards the value is available during the object's lifetime.



            In C you probably will do this by:




            • Passing the variable (byte DisplayType) in each function where the value is needed (you can use this way in C++ too but it's cumbersome in both C/C++ to pass the variable in all functions needed).

            • Storing it in a global variable (static for that .c file); this is the typically C method.






            share|improve this answer

















            • 1




              OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
              – Perch Eagle
              1 hour ago










            • Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
              – Michel Keijzers
              47 mins ago










            • OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
              – Perch Eagle
              42 mins ago















            up vote
            2
            down vote



            accepted










            The reason is that _Display will be used probably after its construction.



            So you pass the byte during construction, and afterwards the value is available during the object's lifetime.



            In C you probably will do this by:




            • Passing the variable (byte DisplayType) in each function where the value is needed (you can use this way in C++ too but it's cumbersome in both C/C++ to pass the variable in all functions needed).

            • Storing it in a global variable (static for that .c file); this is the typically C method.






            share|improve this answer

















            • 1




              OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
              – Perch Eagle
              1 hour ago










            • Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
              – Michel Keijzers
              47 mins ago










            • OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
              – Perch Eagle
              42 mins ago













            up vote
            2
            down vote



            accepted







            up vote
            2
            down vote



            accepted






            The reason is that _Display will be used probably after its construction.



            So you pass the byte during construction, and afterwards the value is available during the object's lifetime.



            In C you probably will do this by:




            • Passing the variable (byte DisplayType) in each function where the value is needed (you can use this way in C++ too but it's cumbersome in both C/C++ to pass the variable in all functions needed).

            • Storing it in a global variable (static for that .c file); this is the typically C method.






            share|improve this answer












            The reason is that _Display will be used probably after its construction.



            So you pass the byte during construction, and afterwards the value is available during the object's lifetime.



            In C you probably will do this by:




            • Passing the variable (byte DisplayType) in each function where the value is needed (you can use this way in C++ too but it's cumbersome in both C/C++ to pass the variable in all functions needed).

            • Storing it in a global variable (static for that .c file); this is the typically C method.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            Michel Keijzers

            6,31341737




            6,31341737








            • 1




              OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
              – Perch Eagle
              1 hour ago










            • Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
              – Michel Keijzers
              47 mins ago










            • OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
              – Perch Eagle
              42 mins ago














            • 1




              OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
              – Perch Eagle
              1 hour ago










            • Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
              – Michel Keijzers
              47 mins ago










            • OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
              – Perch Eagle
              42 mins ago








            1




            1




            OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
            – Perch Eagle
            1 hour ago




            OK, I understand, so it's a programming style. Hmm alright, I'm starting to understand C++ syntax. I'm just running through the library. Most of the time when I run through C++ libraries I encounter things; like, private, public, inline, virtual .. etc. There are also things I want to understand too, I'm just taking it step at a time to get to know C++ better, I'm thinking how C++ would be effective to me when I want to write a library.
            – Perch Eagle
            1 hour ago












            Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
            – Michel Keijzers
            47 mins ago




            Well in C++ (or actually an OO language) it's very normal to put information (data/variables) and functionality together, and in a class (private) variable you store data that belongs to that instance of the class.
            – Michel Keijzers
            47 mins ago












            OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
            – Perch Eagle
            42 mins ago




            OK, this one is clear to me now, so the class is just a complete object which has its own functions and variables and that's it. Then also there are other specifiers which provide the property to use this class functions or variable by other classes but of course it's much more advanced topic than my current knowledge.
            – Perch Eagle
            42 mins ago










            up vote
            2
            down vote













            Michel Keijzers explained pretty well the purpose of that idiom. Just to
            complement his answer, you can do exactly the same in C, only with a
            slightly different syntax:



            typedef struct {
            byte _Display;
            // ...
            } HCTFT;

            HCTFT_construct(HCTFT *this, byte DisplayType)
            {
            this->_Display = DisplayType;
            // ...
            }


            Now, every function that receives a pointer to an HCTFT (a HCTFT
            “method”) has access to that data as a member of the struct.






            share|improve this answer





















            • So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
              – Perch Eagle
              1 hour ago






            • 1




              @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
              – Edgar Bonet
              45 mins ago










            • Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
              – Perch Eagle
              34 mins ago















            up vote
            2
            down vote













            Michel Keijzers explained pretty well the purpose of that idiom. Just to
            complement his answer, you can do exactly the same in C, only with a
            slightly different syntax:



            typedef struct {
            byte _Display;
            // ...
            } HCTFT;

            HCTFT_construct(HCTFT *this, byte DisplayType)
            {
            this->_Display = DisplayType;
            // ...
            }


            Now, every function that receives a pointer to an HCTFT (a HCTFT
            “method”) has access to that data as a member of the struct.






            share|improve this answer





















            • So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
              – Perch Eagle
              1 hour ago






            • 1




              @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
              – Edgar Bonet
              45 mins ago










            • Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
              – Perch Eagle
              34 mins ago













            up vote
            2
            down vote










            up vote
            2
            down vote









            Michel Keijzers explained pretty well the purpose of that idiom. Just to
            complement his answer, you can do exactly the same in C, only with a
            slightly different syntax:



            typedef struct {
            byte _Display;
            // ...
            } HCTFT;

            HCTFT_construct(HCTFT *this, byte DisplayType)
            {
            this->_Display = DisplayType;
            // ...
            }


            Now, every function that receives a pointer to an HCTFT (a HCTFT
            “method”) has access to that data as a member of the struct.






            share|improve this answer












            Michel Keijzers explained pretty well the purpose of that idiom. Just to
            complement his answer, you can do exactly the same in C, only with a
            slightly different syntax:



            typedef struct {
            byte _Display;
            // ...
            } HCTFT;

            HCTFT_construct(HCTFT *this, byte DisplayType)
            {
            this->_Display = DisplayType;
            // ...
            }


            Now, every function that receives a pointer to an HCTFT (a HCTFT
            “method”) has access to that data as a member of the struct.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            Edgar Bonet

            23.7k22344




            23.7k22344












            • So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
              – Perch Eagle
              1 hour ago






            • 1




              @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
              – Edgar Bonet
              45 mins ago










            • Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
              – Perch Eagle
              34 mins ago


















            • So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
              – Perch Eagle
              1 hour ago






            • 1




              @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
              – Edgar Bonet
              45 mins ago










            • Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
              – Perch Eagle
              34 mins ago
















            So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
            – Perch Eagle
            1 hour ago




            So you mean I have to store it somewhere whether in a class private member with C++, struct variable with C or a global variable. So I don't have to pass it again to other functions, and I just can call its value from any function without passing it to that function? Am I understanding it correctly?
            – Perch Eagle
            1 hour ago




            1




            1




            @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
            – Edgar Bonet
            45 mins ago




            @PerchEagle: You don't have to: there are always many ways to do one thing. What I say is that, if you need to store several pieces of data for managing a TFT display, it is convenient to bundle them together into a single data structure (a struct). Then, instead of passing all the pieces as separate arguments to every function that deals with the display, you just pass a pointer to that single struct. The code becomes better structured and more readable. The C++ classes and methods are basically syntactic sugar over this programming pattern.
            – Edgar Bonet
            45 mins ago












            Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
            – Perch Eagle
            34 mins ago




            Wonderful, I just have to dive into writing the TFT library to learn how to use these skills, I started to put the definitions in the header file. But what I'm considering now is that the process could be similar if I used my basic C skills to write a library hmmm. I found a good example like this piece of code. void HCTFT::SetFG(byte R, byte G, byte B) { _FGR = R; _FGG = G; _FGB = B; } so now the result is that the underscore variables are declared in the private section. And now by passing them to this function then they can be used right away in other functions! Nice.
            – Perch Eagle
            34 mins ago










            up vote
            1
            down vote













            That is more Object Oriented Programing question than the Arduino related.



            Encapsulation is one of the fundamentals of OOP and it's basically you'll provide some interface to the object and the outside world doesn't have to know anything about it's internals (so it's not possible to change it into inconsistent state).






            share|improve this answer

























              up vote
              1
              down vote













              That is more Object Oriented Programing question than the Arduino related.



              Encapsulation is one of the fundamentals of OOP and it's basically you'll provide some interface to the object and the outside world doesn't have to know anything about it's internals (so it's not possible to change it into inconsistent state).






              share|improve this answer























                up vote
                1
                down vote










                up vote
                1
                down vote









                That is more Object Oriented Programing question than the Arduino related.



                Encapsulation is one of the fundamentals of OOP and it's basically you'll provide some interface to the object and the outside world doesn't have to know anything about it's internals (so it's not possible to change it into inconsistent state).






                share|improve this answer












                That is more Object Oriented Programing question than the Arduino related.



                Encapsulation is one of the fundamentals of OOP and it's basically you'll provide some interface to the object and the outside world doesn't have to know anything about it's internals (so it's not possible to change it into inconsistent state).







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 1 hour ago









                KIIV

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