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Chapter 12 - Pointers and Dynamic Allocation

eZine's profile picture
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Modula2
 · 1 year ago

PREREQUISITES FOR THIS MATERIAL

In order to understand this chapter, you should have a good grasp of the entirety of Part I and a clear understanding of chapter 11.

For certain types of programs, pointers and dynamic allocation can be a tremendous advantage, but most programs do not need such a high degree of data structure. For that reason, it would probably be to your advantage to lightly skim over these topics and come back to them later when you have a substantial base of Modula-2 programming experience. It would be good to at least skim over this material rather than completely neglecting it, so you will have an idea of how pointers and dynamic allocation work and that they are available for your use when needed.

A complete understanding of this material will require deep concentration as it is very complex and not at all intuitive. Nevertheless, if you pay close attention, you will have a good grasp of pointers and dynamic allocation in a short time.

WHAT ARE POINTERS, AND WHAT GOOD ARE THEY?

If you examine POINTERS.MOD, you will see a very trivial example of pointers and how they are used.

POINTERS.MOD 

(* Chapter 12 - Program 1 *)
MODULE Pointers;

FROM InOut IMPORT WriteString, WriteInt, WriteLn;
FROM Storage IMPORT ALLOCATE, DEALLOCATE;
FROM SYSTEM IMPORT TSIZE;

TYPE Name = ARRAY[0..20] OF CHAR;

VAR MyName : POINTER TO Name; (* MyName points to a string *)
MyAge : POINTER TO INTEGER; (* MyAge points to an INTEGER *)

BEGIN

ALLOCATE(MyAge,TSIZE(INTEGER));
ALLOCATE(MyName,TSIZE(Name));

MyAge^ := 27;
MyName^ := "John Q. Doe";

WriteString("My name is ");
WriteString(MyName^);
WriteString(" and I am ");
WriteInt(MyAge^,2);
WriteString(" years old.");
WriteLn;

DEALLOCATE(MyAge,TSIZE(INTEGER));
DEALLOCATE(MyName,TSIZE(Name));

END Pointers.

In the VAR declaration, you will see that the two variables have the two reserved words POINTER TO in front of their respective types. These are not actually variables, instead, they point to dynamically allocated variables that have not been defined yet, and they are called pointers. We will see, when we get to chapter 14, that a pointer can be used to point to any variable, even a statically defined one, but that will have to wait awhile.

The pointer "MyName" is a pointer to a 20 character string and is therefore not a variable into which a value can be stored. This is a very special TYPE, and it cannot be assigned a character string, only a pointer value or address. The pointer actually points to an address somewhere within the computer memory, and can access the data stored at that address.

Your computer has some amount of memory installed in it. If it is an IBM-PC or compatible, it can have up to 640K of RAM which is addressable by various programs. The operating system requires about 60K of the total, and your program can use up to 64K assuming that your compiler uses a small memory model. Adding those two numbers together results in about 124K. Any memory you have installed in excess of that is available for the stack and the heap. The stack is a standard DOS defined and controlled area that can grow and shrink as needed. Many books are available to define the stack if you are interested in more information on it.

The heap is a Modula-2 entity that utilizes otherwise unused memory to store data. It begins immediately following the program and grows as necessary upward toward the stack which is growing downward. As long as they never meet, there is no problem. If they meet, a run-time error is generated. The heap is therefore outside of the actual program space.

If you did not understand the last two paragraphs, don't worry. Simply remember that dynamically allocated variables are stored on the heap and do not count in the 64K limitation placed upon you by some compilers.

Back to our example program, POINTERS.MOD. When we actually begin executing the program, we still have not defined the variables we wish to use to store data in. The first executable statement in line 15 generates a variable for us with no name and stores it on the heap. Since it has no name, we cannot do anything with it, except for the fact that we do have a pointer "MyAge" that is pointing to it. By using the pointer, we can store any INTEGER in it, because that is its type, and later go back and retrieve it.

WHAT IS DYNAMIC ALLOCATION?

The variable we have just described is a dynamically allocated variable because it was not defined in a VAR declaration, but with an ALLOCATE procedure. The ALLOCATE procedure creates a variable of the type defined by the pointer, puts it on the heap, and finally assigns the address of the variable to the pointer itself. Thus "MyAge" contains the address of the variable generated. The variable itself is referenced by using the pointer to it followed by a ^, and is read, "the variable to which the pointer points".

The ALLOCATE procedure requires 2 arguments, the first of which is a pointer which will be used to point to the desired new block of dynamically allocated menory, and the second which gives the size of the block in bytes. The supplied function TSIZE will return the size of the block of data required by the TYPE supplied to it as an argument. Be sure to use the TYPE of the data and not the TYPE of the pointer to the data for the argument. Another procedure is available named SIZE which returns the size of any variable in bytes.

The next statement assigns a place on the heap to an ARRAY type variable and puts its address in "MyName". Following the ALLOCATE statements we have two assignment statements in which the two variables pointed at are assigned values compatible with their respective types, and they are both written out to the video display. Notice that both of these operations use the ^ which is the dereference operator. By adding the dereference operator to the pointer name, you can use the entire name just like any other variable name.

The last two statements are illustrations of the way the dynamically allocated variables are removed from use. When they are no longer needed, they are disposed of with the DEALLOCATE procedure, and the space on the heap is freed up for use by other dynamically allocated variables.

In such a simple program, pointers cannot be appreciated, but it is necessary for a simple illustration. In a large, very active program, it is possible to define many variables, dispose of some of them, define more, and dispose of more, etc. Each time some variables are deallocated, their space is then made available for additional variables defined with the ALLOCATE procedure.

The heap can be made up of any assortment of variables, they do not have to all be the same. One thing must be remembered. Anytime a variable is defined, it will have a pointer pointing to it. The pointer is the only means by which the variable can be accessed. If the pointer to the variable is lost or changed, the data itself is lost for all practical purposes.

WHAT ABOUT THE "NEW" AND "DISPOSE" PROCEDURES?

The NEW and DISPOSE procedures are a carryover from Pascal and are available on some Modula-2 compilers. When they are available, they are simply translated internally into calls to ALLOCATE and DEALLOCATE which must be imported in order to use NEW and DISPOSE. Since they are being removed from the language definition, their use should be discouraged in favor of the more universal ALLOCATE and DEALLOCATE procedures.

DYNAMICALLY STORING RECORDS

The next example program, DYNREC.MOD, is a repeat of one we studied in an earlier chapter.

DYNREC.MOD 

(* Chapter 12 - Program 2 *)
MODULE DynRec;

FROM InOut IMPORT WriteString, Write, WriteLn;
FROM Storage IMPORT ALLOCATE, DEALLOCATE;
FROM SYSTEM IMPORT TSIZE;

CONST NumberOfFriends = 50;

TYPE FullName = RECORD
FirstName : ARRAY[0..12] OF CHAR;
Initial : CHAR;
LastName : ARRAY[0..15] OF CHAR;
END;

Date = RECORD
Day : CARDINAL;
Month : CARDINAL;
Year : CARDINAL;
END;

PersonID = POINTER TO Person;
Person = RECORD
Name : FullName;
City : ARRAY[0..15] OF CHAR;
State : ARRAY[0..3] OF CHAR;
BirthDay : Date;
END;

VAR Friend : ARRAY[1..NumberOfFriends] OF PersonID;
Self, Mother, Father : PersonID;
Temp : Person;
Index : CARDINAL;

BEGIN (* Main program *)
ALLOCATE(Self,TSIZE(Person)); (* Create a dynamically
allocated variable *)
Self^.Name.FirstName := "Charley ";
Self^.Name.Initial := 'Z';
Self^.Name.LastName := " Brown";
WITH Self^ DO
City := "Anywhere";
State := "CA";
BirthDay.Day := 17;
WITH BirthDay DO
Month := 7;
Year := 1938;
END;
END; (* All data for Self is now defined *)

ALLOCATE(Mother,TSIZE(Person));
Mother := Self;

ALLOCATE(Father,TSIZE(Person));
Father^ := Mother^;

FOR Index := 1 TO NumberOfFriends DO
ALLOCATE(Friend[Index],TSIZE(Person));
Friend[Index]^ := Mother^;
END;

Temp := Friend[27]^;
WriteString(Temp.Name.FirstName);
Write(Self^.Name.Initial);
WriteString(Mother^.Name.LastName);
WriteLn;

DEALLOCATE(Self,TSIZE(Person));
(* DEALLOCATE(Mother,TSIZE(Person)); Since Mother is lost, it cannot
be disposed of *)
DEALLOCATE(Father,TSIZE(Person));
FOR Index := 1 TO NumberOfFriends DO
DEALLOCATE(Friend[Index],TSIZE(Person));
END;

END DynRec.

For your own edification, review the example program BIGREC.MOD before going ahead in this chapter.

Assuming that you are back in DYNREC.MOD, you will notice that this program looks very similar to the earlier one, and in fact they do exactly the same thing. The only difference in the TYPE declaration is the addition of a pointer "PersonID", and in the VAR declaration, the first four variables are defined as pointers here, and were defined as record variables in the last program.

WE JUST BROKE THE GREAT RULE OF MODULA-2

Notice in the TYPE declaration that we used the identifier "Person" before we defined it, which is illegal in Modula-2. Foreseeing the need to define a pointer prior to the record, the designer of Modula-2 allows us to break the rule in this one place. The pointer could have been defined after the record in this case, but it was more convenient to put it before, and in the next example program, it will be required to put it before the record. We will get there soon.

Examining the VAR declaration, we see that "Friend" is really 50 pointers, so we have now defined 53 different pointers to records, but no variables other than "Temp" and "Index". We dynamically allocate a record with "Self" pointing to it, and use the pointer to fill the new record. Compare the statements that fill the record with the corresponding statements in "BIGREC" and you will see that they are identical except for the addition of the ^ to each use of the pointer to designate the data pointed to.

THIS IS A TRICK, BE CAREFUL

Now go down to the place where "Mother" is assigned a record and is then pointing to the record. It seems an easy thing to do then to simply assign all of the values of "Self" to all the values of "Mother" as shown in the next statement, but it doesn't work. All the statement does, is make the pointer "Mother" point to the same place where "Self" is pointing. The data space that was allocated to the pointer "Mother" is now somewhere on the heap, but since we have lost the original pointer to it, we cannot find it, use it, or deallocate it. This is an example of losing data on the heap. The proper way is given in the next two statements where all fields of "Father" are defined by all fields of "Mother" which is pointing at the original "Self" record. Note that since "Mother" and "Self" are both pointing at the same record, changing the data with either pointer results in the data appearing to be changed in both because there is, in fact, only one data field.

A NOTE FOR PASCAL PROGRAMMERS

In order to WRITE from or READ into a dynamically assigned record it is necessary to use a temporary record since dynamically assigned records are not allowed to be used in I/O statements in Pascal. This is not true in Modula-2, and you can write directly out of a dynamically allocated record in Modula-2. This is illustrated in the section of the program that writes some data to the monitor.

Finally, the dynamically allocated variables are deallocated prior to ending the program. For a simple program such as this, it is not necessary to deallocate them because all dynamic variables are deallocated automatically when the program is terminated, but the DEALLOCATE steps are included for illustration. Notice that if the "DEALLOCATE(Mother)" statement was included in the program, the data could not be found due to the lost pointer, and the program would be unpredictable, probably leading to a system crash.

SO WHAT GOOD IS THIS ANYWAY?

Remember when you were initially studying BIGREC? I suggested that you see how big you could make the constant "NumberOfFriends" before you ran out of memory. At that time you probably found that it could be made slightly greater than 1000 before you got the memory overflow message at compilation. If your compiler uses a large memory model, you may have been able to go much larger. Try the same thing with DYNREC to see how many records it can handle, remembering that the records are created dynamically, so you will have to run the program to actually run out of memory. The final result will depend on how much memory you have installed, and how many memory resident programs you are using such as "Sidekick". If you have a full memory of 640K, I would suggest you start somewhere around 8000 records of "Friend".

Now you should have a good idea of why Dynamic Allocation can be used to greatly increase the usefulness of your programs. There is, however, one more important topic we must cover on dynamic allocation. That is the linked list.

WHAT IS A LINKED LIST?

Understanding and using a linked list is by far the most baffling topic you will confront in Modula-2. Many people simply throw up their hands and never try to use a linked list. I will try to help you understand it by use of an example and lots of explanation. Examine the program LINKLIST.MOD for an example of a linked list.

LINKLIST.MOD 

(* Chapter 12 - Program 3 *)
MODULE LinkList;

FROM InOut IMPORT WriteString, Write, WriteLn;
FROM Storage IMPORT ALLOCATE, DEALLOCATE;
FROM SYSTEM IMPORT TSIZE;

TYPE NextPointer = POINTER TO FullName;
FullName = RECORD
FirstName : ARRAY[0..12] OF CHAR;
Initial : CHAR;
LastName : ARRAY[0..15] OF CHAR;
Next : NextPointer;
END;

VAR StartOfList : NextPointer;
PlaceInList : NextPointer;
TempPlace : NextPointer;
Index : CARDINAL;

BEGIN (* Main Program *)

(* Generate the first name in the list *)

ALLOCATE(PlaceInList,TSIZE(FullName));
StartOfList := PlaceInList;
PlaceInList^.FirstName := "John ";
PlaceInList^.Initial := 'Q';
PlaceInList^.LastName := " Doe";
PlaceInList^.Next := NIL;

(* Generate another name in the list *)

TempPlace := PlaceInList;
ALLOCATE(PlaceInList,TSIZE(FullName));
TempPlace^.Next := PlaceInList;
PlaceInList^.FirstName := "Mary ";
PlaceInList^.Initial := 'R';
PlaceInList^.LastName := " Johnson";
PlaceInList^.Next := NIL;

(* Add 10 more names to complete the list *)

FOR Index := 1 TO 10 DO
TempPlace := PlaceInList;
ALLOCATE(PlaceInList,TSIZE(FullName));
TempPlace^.Next := PlaceInList;
PlaceInList^.FirstName := "Billy ";
PlaceInList^.Initial := 'R';
PlaceInList^.LastName := " Franklin";
PlaceInList^.Next := NIL;
END;

(* Display the list on the video monitor *)

PlaceInList := StartOfList;
REPEAT
WriteString(PlaceInList^.FirstName);
Write(PlaceInList^.Initial);
WriteString(PlaceInList^.LastName);
WriteLn;
TempPlace := PlaceInList;
PlaceInList := PlaceInList^.Next;
UNTIL TempPlace^.Next = NIL;
END LinkList.

I tried to keep it short so you could see the entire operation and yet do something meaningful.

To begin with, notice that there are two TYPEs defined, a pointer to the record and the record itself. The record, however, has one thing about it that is new to us, the last entry, "Next" is a pointer to this very record. This record then, has the ability to point to itself, which would be trivial and meaningless, or to another record of the same type which would be extremely useful in some cases. In fact, this is the way a linked list is used. I must point out, that the pointer to another record, in this case called "Next", does not have to be last in the list, it can be anywhere it is convenient for you.

A couple of pages ago, we discussed the fact that we had to break the great rule of Modula-2 and use an identifier before it was defined. This is the reason the exception to the rule was allowed. Since the pointer points to the record, and the record contains a reference to the pointer, one has to be defined after being used, and by rules of Modula-2, the pointer can be defined first. That is a mouthful but if you just use the syntax shown in the example, you will not get into trouble with it.

STILL NO VARIABLES?

It may seem strange, but we still will have no variables defined, except for our old friend "Index". In fact for this example, we will only define 3 pointers. In the last example we defined 54 pointers, and had lots of storage room. Before we are finished, we will have at least a dozen pointers but they will be stored in our records, so they too will be dynamically allocated.

Lets look at the program itself now. First, we create a dynamically allocated record and define it by the pointer "PlaceInList". It is composed of the three data fields, and another pointer. We define "StartOfList" to point to the first record created, and we will leave it unchanged throughout the program. The pointer "StartOfList" will always point to the first record in the linked list which we are building up.

We define the three variables in the record to be any name we desire for illustrative purposes, and set the pointer in the record to NIL. NIL is a reserved word that doesn't put an address in the pointer but defines it as empty. A pointer that is currently NIL cannot be used to write a value to the display as it has no value, but it can be tested in a logical statement to see if it is NIL. It is therefore a dummy assignment. With all of that, the first record is completely defined.

DEFINING THE SECOND RECORD

When you were young you may have played a searching game in which you were given a clue telling you where the next clue was at. The next clue had a clue to the location of the third clue. You kept going from clue to clue until you found the prize. You simply exercised a linked list. We will now build up the same kind of a list in which each record will tell us where the next record is at.

We will now define the second record. Our goal will be to store a pointer to the second record in the pointer field of the first record. In order to keep track of the last record, the one in which we need to update the pointer, we will keep a pointer to it in "TempPlace". Now we can create another new record and use "PlaceInList" to point to it. Since "TempPlace" is still pointing at the first record, we can use it to store the value of the pointer to the new record in the old record. The 3 data fields of the new record are assigned nonsense data for our illustration, and the pointer field of the new record is assigned NIL.

Lets review our progress to this point. We now have the first record with a name, composed of 3 parts, and a pointer to the second record. We also have a second record storing a different name and a pointer assigned NIL. We also have three pointers, one pointing to the first record, one pointing to the last record, and one we used just to get here since it is only a temporary pointer. If you understand what is happening so far, lets go on to add some additional records to the list. If you are confused, go back over this material again.

TEN MORE RECORDS

The next section of code is contained within a FOR loop so the statements are simply repeated ten times. If you observe carefully, you will notice that the statements are identical to the second group of statements in the program (except of course for the name assigned). They operate in exactly the same manner, and we end up with ten more names added to the list. You will now see why the temporary pointer was necessary, but pointers are cheap, so feel free to use them at will. A pointer only uses 4 bytes of memory.

We now have generated a linked list of twelve entries. We have a pointer pointing at the first entry, and another pointer pointing at the last. The only data stored within the program itself are three pointers, and one integer, all of the dynamically allocated data is on the heap. This is one advantage to a linked list, it uses very little internal memory, but it is costly in terms of programming. You should never use a linked list simply to save memory, but only because a certain program lends itself well to it. Some sorting routines are extremely fast because of using a linked list, and it could be advantageous to use in a database.

A graphic picture of the data should aid in your understanding of what we have done so far.

StartOfList-->FirstName (first Record) Initial LastName Next---->FirstName (Second Record) Initial LastName Next---->FirstName (Third Record) Note; The pointer Initial actually points to LastName all 4 elements of Next----> etc. the record. . . . . etc.--->FirstName (Record 11) Initial LastName Next---->FirstName (Record 12) Initial PlaceInList------->LastName Next---->NIL

HOW DO WE GET TO THE DATA NOW?

Since the data is in a list, how can we get a copy of the fourth entry for example? The only way is to start at the beginning of the list and successively examine pointers until you reach the desired one. Suppose you are at the fourth and then wish to examine the third. You cannot back up, because you didn't define the list that way, you can only start at the beginning and count to the third. You could have defined the record with two pointers, one pointing forward, and one pointing backward. This would be a doubly-linked list and you could then go directly from entry four to entry three.

Now that the list is defined, we will read the data from the list and display it on the video monitor. We begin by defining the pointer, "PlaceInList", as the start of the list. Now you see why it was important to keep a copy of where the list started. In the same manner as filling the list, we go from record to record until we find the record with NIL as a pointer.

Finally, it is necessary to DEALLOCATE the list, being careful to check for the ending NIL before you deallocate it. It will be left for you to DEALLOCATE the records if you have such a desire.

There are entire books on how to use linked lists, and many Modula-2 programmers will seldom, if ever, use them. For this reason, additional detail is considered unnecessary, but to be a fully informed Modula-2 programmer, some insight into linked lists is necessary.

PROGRAMMING EXERCISE

  1. Write a program to store a few names dynamically, then display the stored names on the monitor. As your first exercise in dynamic allocation, keep it very simple.
  2. For a much more involved project, read in a list of simple names and sort them alphabetically by searching through the list to find where they should go. Insert each new name into the list by changing pointer values. For example, to add a new element between number 3 and 4, make the pointer in 3 point to the new element, and make the pointer in the new element point to number 4. It is important to note that adding data to the beginning or end of the list must be handled as special cases. This is definitely an advanced programming exercise but you will be greatly rewarded for your effort if you complete it.

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