Book Image

Learn C Programming

By : Jeff Szuhay
Book Image

Learn C Programming

By: Jeff Szuhay

Overview of this book

C is a powerful general-purpose programming language that is excellent for beginners to learn. This book will introduce you to computer programming and software development using C. If you're an experienced developer, this book will help you to become familiar with the C programming language. This C programming book takes you through basic programming concepts and shows you how to implement them in C. Throughout the book, you'll create and run programs that make use of one or more C concepts, such as program structure with functions, data types, and conditional statements. You'll also see how to use looping and iteration, arrays, pointers, and strings. As you make progress, you'll cover code documentation, testing and validation methods, basic input/output, and how to write complete programs in C. By the end of the book, you'll have developed basic programming skills in C, that you can apply to other programming languages and will develop a solid foundation for you to advance as a programmer.
Table of Contents (33 chapters)
1
Section 1: C Fundamentals
10
Section 2: Complex Data Types
19
Section 3: Memory Manipulation
22
Section 4: Input and Output
28
Section 5: Building Blocks for Larger Programs

Accessing structure elements within an array

Now that we have an array of 52 cards, how do we access, say, the fourth card?

We can do so with the following declaration:

Card aCard = deck[ 3 ];

Here, we've declared a new card variable (a structure)—aCard—and assigned (copied) the structure from the fourth element of deck to it. We now have two copies of the same structure with each member copied in each. If we make any modifications to aCard, they are not made to deck[3] because we are operating on a different structure address than that found at deck[3].

To modify the elements of the structure in the fourth array element directly, we use dot (.) notation, as follows:

deck[3].suit= spade;
deck[3].suitValue = (int)spade;
deck[3].face= five;
deck[3].faceValue = (int)five;
deck[3].isWild= kNotWildCard;

Because of operator precedence, deck[3] is evaluated first, which gives us a structure. The dot (.) notation is then evaluated...