6.1. Introduction
In this chapter, we study functions in
more depth. We emphasize how to declare and use functions to facilitate the
design, implementation, operation and maintenance of large programs.
We'll overview a portion of the C++
Standard Library's math functions, showing several that require more than one
parameter. Next, you'll see how to declare a function with more than one
parameter. We'll also present additional information about function prototypes
and how the compiler uses them to convert the type of an argument in a function
call to the type specified in a function's parameter list, if necessary.
Next, we'll take a brief diversion
into simulation techniques with random number generation and develop a version
of the casino dice game called craps that uses most of the C++ capabilities you
have learned to this point in the book.
We then present C++'s storage
classes and scope rules. These determine the period during which an object
exists in memory and where its identifier can be referenced in a program. You'll
also see how C++ is able to keep track of which function is currently executing,
how parameters and other local variables of functions are maintained in memory
and how a function knows where to return after it
completes execution. We discuss two topics that help improve program
performance—inline functions that can eliminate the overhead of a function call
and reference parameters that can be used to pass large data items to functions
efficiently.
Many of the applications you
develop will have more than one function of the same name. This technique,
called function overloading, is used by programmers to implement functions that
perform similar tasks for arguments of different types or possibly for different
numbers of arguments. We consider function templates—a mechanism for defining a
family of overloaded functions. The chapter concludes with a discussion of
functions that call themselves, either directly, or indirectly (through another
function)—a topic called recursion.