The price of reading a variable - variables

Suppose that we have variable (x) allocated in the memory and assigned a constant value (v). Are there cases where the operation of reading the content of the variable changes its value?
Thanks.

Related

Saving a memory address in a variable

1. If I initialize a variable 'a' (in the SRAM), can it happen that its location/position in memory changes each time I simulate or add other variables to the program? Or will it always remain in that location? (if I don't change it manually of course)
2. I would like to find out whether it's possible to save within a variable 'a' the memory address in which another variable 'b' is stored. Which function can I use?
Thanks!
(I am working on STM32CubeIDE)

maxDisplays of CGGetDisplaysWithPoint

Definition:
As defined here, CGGetDisplaysWithPoint takes 4 parameters:
A CGPoint object
An int32 representing the maximum number of displays returned
A mutable array passed by reference, which will be filled with the displayIDs found.
An int32 representing the matching display count
Syntax:
CGError CGGetDisplaysWithPoint(CGPoint point, uint32_t maxDisplays, CGDirectDisplayID *displays, uint32_t *matchingDisplayCount);
This is fine and I can get this function working however I am quite confused as to how I should deal with the maxDisplays parameter?
As I understand it, if I set maxDisplays to 5 then if someone has 6 displays, there is a 1/6 chance that a randomly selected pixel will find no displays?
So do we just set maxDisplays to something unrealistic, like 99, and release the array afterwards? What's the point in this argument?
The point of the argument is to prevent the function from writing past the end of your array. You have to tell it the capacity of the array. Note that the displays parameter is neither a Cocoa nor Core Foundation mutable array object. It's a C-style array. It's "mutable" in the sense that it's not "const", but it's not an object that manages its own storage. You are responsible for managing that storage and must communicate its capacity to any function that is intended to store data in it (or otherwise guarantee that such function won't overrun it).
So, your question should really be how to decide on the capacity of the array. There are two basic approaches:
1) Call the function passing NULL for the displays parameter and any arbitrary value (best to use 0) for maxDisplays. As documented, when displays is NULL, maxDisplays is ignored and the function outputs via matchingDisplayCount the number of displays whose bounds contain the given point. Then, allocate an array with (at least) that many elements to use to receive the display IDs and call the function again, passing that array for displays and its capacity for maxDisplays.
2) Use an array with capacity of 32. It's not explicitly documented but it's implicit in the API that that's the maximum number of supported displays. A display ID can be converted to an OpenGL display mask using CGDisplayIDToOpenGLDisplayMask(). The type CGOpenGLDisplayMask is used to hold OpenGL display masks. It is defined as uint32_t, a 32-bit value. Therefore, there can be at most 32 active displays.
This technique is used in some Apple docs, like here, here, here, and here. That last one even makes a direct connection between the number of bits in CGOpenGLDisplayMask and the maximum number of displays.

How does labview distinguish between array size info and the array data?

This isn't really a question about how to do something, more just to satisfy my curiosity.
According to this, Labview stores arrays in memory as a series of int32s describing the size of each dimension followed by the actual data. So, e.g., a 2-d array of size 3x5 would be stored as
0: 3
4: 5
8: data starts here
Now suppose you have an array of int32s. How would labview tell the difference between the actual data and the array size information? In the example above, for instance, how does labview know it's a 3x5 array and not a 1-d array of length 3 and then just ignore the remaining elements? Sorry if there is something obvious that I am missing.
If you look at the LabVIEW KB Article How LabVIEW stores data in memory, you'll see that every data-type is stored with type information. For an array it first stores an I32 for each dimension, followed by the flattenend data.
The actual data-type is stored in it's type-descriptor, it consists of a list of the different contained type descriptors. For an array the minimum is two:
The array
The data in the array
The array's type descriptor is
<nn> xx40 <k> <k dims> <k elems> <element type descriptor>
where nn is the total data-packet size
xx40 is the array datatype
k is the total number of dimensions
For the contained I32 the type descriptor is:
0004 xx03 xx
0004 is the length of the type descriptor
03 is the I32 type identifier
However it's has been changed between LabVIEW 7 and 8. Relying on the type descriptor is something you shouldn't mess with yourself. Let LabVIEW handle this.
When references to data are passed around in LabVIEW internally, the data type is always passed around, too. Data is passed around as void pointers and the type is passed along with them. So any time LabVIEW sees your array, it'll also see that the type is a 2d array of int32s. (I work on the LabVIEW team at National Instruments)

Memory addresses, pointers, variables, values - what goes on behind the scenes

This is going to be a pretty loaded question but ever since I started learning about pointers I've been very curious about what happens behind the scenes when a program is run.
As far as I know, computer memory is commonly thought of as a long strip of memory divided evenly into individual bytes. Certainly pictures such as the following evoke such a metaphor:
One thing I've been wondering, what do the memory addresses themselves represent? I'm sure it's no coincidence that memory addresses appear as 8 digit hexadecimal values (eg/ 00EB5748). Why is this?
Furthermore, when I declare a variable x, what is happening at the memory level? Is the compiler simply reserving a random address (+however many consecutive addresses it needs for the variable type) for data storage?
Now suppose x is an unsigned int that occupies 2 bytes of memory (ie values ranging from 0 to 65536). When I declare x = 12, what is happening? What is it that I'm making equal to 12? When I draw conceptual diagrams, I usually have a box for an address (say &x) pointing to a variable (x) that occupies seemingly nothing, and I'm sure that can't be a fully accurate picture of what's going on.
And what's happening at the binary level? Is the address 00EB5748 treated as 111010110101011101001000 and storing a value of 12 somewhere, or 1100?
Mostly my confusion & curiosity stems from the relationship between memory addresses and actual values being declared (eg/ 12, 'a', -355.2). As another example, suppose our address 00EB5748 is pointing to a char 's' whose value is 115 according to ASCII charts. Is the address describing a position that stores the value 115 in 1 byte, by flipping the appropriate 1s and 0s at that position in memory?
Just open any book. You will see pages. Every page has a number. Consecutive pages are numbered by consecutive numbers. Do you have any confusion with numbered pages? I think no. Then you should not have confusion with computer memory.
Books were main memory storage devices before computer era. Computer memory derived basic concept from books: book has pages -> computer memory has memory cells, book has page numbers -> computer memory has memory addresses.
One thing I've been wondering, what do the memory addresses themselves represent?
Numbers. Every memory cell has number, like every page in book.
Furthermore, when I declare a variable x, what is happening at the memory level? Is the compiler simply reserving a random address (+however many consecutive addresses it needs for the variable type) for data storage?
Memory manager marks some memory cells occupied and tells the address of first reserved cell to compiler. Compiler associates name and type of variable with this address. (This picture is from my head, it can be inaccurate).
When I declare x = 12, what is happening?
When you declared variable x, memory cells were reserved for this variable. Now you write 12 into these memory cells. Note that 12 is binary coded in some way, depending on type of variable x. If x is unsigned int which occupies 2 memory cells, then one cell will contain 0, other will contain 12. Because binary integer representation of 12 is
0000 0000 0000 1100
|_______| |_______|
cell cell
If 12 is floating-point number it will be coded in other way.
A memory address is simply the position of a given byte in memory. The zeroth byte is at 0x00000000. The tenth at 0x0000000A. The 65535th at 0x0000FFFF. And so on.
Local variables live on the stack*. When compiling a block of code, the compiler counts how many bytes are needed to hold all the local variables, and then increments the stack pointer so that all the variables can fit below it (along with some other stuff like frame pointers and return addresses and whatnot). Then it just remembers that, for example, local variable x is at an offset -2 from the stack pointer, foo is at an offset -4 and so on, and uses those addresses whenever those variables are referenced in the following code.
Since the compiler knows that x is at address (stack pointer - 2), that's the location that is set to the value 12 when you do x = 12.
Not entirely sure if I understand this question, but say you want to read the memory at address 0x00EB5748. The control unit in the CPU reads the instruction, sees that it is a load instruction, and passes the address (in binary of course) to the load/store unit, along with some other junk like how many bytes to read. Then the LSU sends that address to some memory (probably L1 cache), and after a certain time gets the value 12 back. Then this data is available to, say, put in a register, or send to the ALU to do arithmetic, or whatever.
That seems to be accurate, yes. Going back to the first question, an address simply means "byte number 0xWHATEVER in memory".
Hope this clarified things a bit at least.
*I should probably explain the stack as well. A stack is a portion of memory reserved for local variables (and some other stuff). It starts at a fixed location in memory, and stops at the memory address contained in a special register called the stack pointer. To begin with, the stack is empty, so the stack pointer just contains the start of the stack. As you put more data on the stack, the SP is incremented. This means that you can always put more data on it simply by putting it at the address in the SP, and then incrementing the SP so that once again anything past that address is free memory.

Array bounds checking techniques in C or Objective-C

My goal is to prevent index out of bounds conditions for the lower bound when using a variable as a subscript to an array. In other words, I'd like to limit the integer variable values to >= 0. Sort of similar to an absolute value, except instead of making a negative number positive, it would make a negative number zero.
Is there any better method of doing this than using a macro such as:
#define gte0(value) (value < 0) ? 0 : value
and then wrapping my variables representing an index with this macro when I access an array element? Is there a standard practice bounds checking other than doing it manually in every place in your code before you access an array element with a variable representing the index?
I'm looking for any solutions in C or Objective-C.
Thanks!
Require unsigned int or NSUInteger primitives for indices. You'll then be guaranteed a value greater than or equal to zero, up to UINT_MAX or whatever limits.h defines, and you just need to check the upper bound.
There is no way of doing this automatically in C.