I've always had a bit more luck with the "typedef each step of the construction" rule-of-thumb. Also, I tend to hide anything as complex as "pointer-to-array-of-pointers-to-functions" (even though you memorize this idiom pretty quickly after an hour in the kernel) behind library ADT's, so you're never indexing an array, but rather passing an index and a whatever_t* to whatever_get(w, index).
So, I'm defining a function new_align that takes a size and an alignment. I allocate enough space for a 1-dimensional array of the given size on that alignment, then use the placement operator to construct the actual objects in that place. Then return the pointer. Pretty straightforward. So let's generalize one dimension up:
You can probably see what I'm doing here. So what's the return type? And what's the syntax for specifying it? Since it's a template, we can't define a typedef to help us. (C++0x should allow that with parameterized typedefs.) The answer surprised me - I really had to look at the grammar and mechanically figure out what it was going to be.
(Yes, I have to pass d2 as a template parameter - it's part of the type of the array and must be known at compile time.)
A coworker introduced me to the ADT-style solution for nesting problems, and it works nicely. He introduces a struct that encapsulates any nested inner collection. It's worth noting his designs use fat structs in a shallow hierarchy.
This has an added advantage (and burden) when calling the code. Since you access a field inside of the struct, you write extra names. The claim is that myList[0].fnList[0].fn(3) is more readable than myList[0][0](3). This can get cluttered with lots of nesting, but this kind of nesting usually screams "refactor me!" anyways.
I prefer a mix: make the common inner collections into data types, and typedef the rest. Doing it all the time creates too many little structs for my liking.
The rationale is that the type declaration demonstrates how you use the variable. For example:
char *(*fp)(int, float *)
You now have a variable called "fp". Follow that pointer by putting a * in front of it. Call that function by passing it an int and a float pointer inside parentheses. Follow that pointer by putting a * in front of it. That gives you a char.
Same kind of thing here:
char *strings[10]
You now have a variable called "strings". Index that array by putting an offset less than 10 inside square brackets. Follow that pointer by putting a * in front of it. That gives you a char.
Here's a simpler example:
char *str
You now have a variable called "str". Follow that pointer by putting a * in front of it. That gives you a char.
Here's the simplest example of all:
char ch;
You now have a variable called "ch". That gives you a char.
AIUI, the explanation is that they wanted this idea of "declaration follows use". For simple things, this works kind of nicely:
char *foo;
Says that *foo will have type `char`. This sounds good in theory, but famously breaks down when things get more complicated (arrays of function pointers, multiple declarations at once, &c.).
It mentions, in rule 1, handling tokens of the form [] or [X], but not multiple occurrences of these.
This is indeed rather nitpickish of me, but on the other hand, one thing that you at least need to know in that case is in what order you read the numbers - left-to-right, or right-to-left (is foo[10][20] a 10-array of 20-arrays or a 20-array of 10-arrays?). Not mentioning this leaves one (at least, it left me) with the impression that multiple occurrences were already handled by this rule as written, which is, as demonstrated, false.
It is not, but their implementation is incomplete. They parse it correctly when you remove "fp". Apparently, they don't handle declarations which have another identifiers besides the one that is declared.
I don't see where the spiral comes in. The following rule is simpler:
(1) Begin at the variable name, read from left to right, then go back to the name and read from right to left.
(2) Give precedence to expressions in parentheses.
For example:
char (fp)( int, float * )
The innermost expression is (* fp). Nothing to the right of the fp. so read to the left: "* ", it's a pointer. Next, we go right and see an arguments list, so it's a pointer to a function taking these arguments. Go back to where we started and read right to left: Pointer to a function taking (int,float *) that returns a pointer to char.
I never put the asterisk next to the type, because I wanted to train myself the way the grammar actually works rather than the way almost everyone wished it worked.
I've always found putting the * next to the type instead of the variable, like this, more intuitive. Does anyone know why the other way is used more often? Is it just historic, or is there a more practical reason?
Sorry, that didn't make much sense to me - in your first example, you can't say "foo is an int", because it's not, it's a pointer to an int. And in your last example, you can't say "foo[5] is an int", because it's not, it's a pointer to int.
In response to the original question, I think the answer is that
int *foo;
is a common way of writing it because that's the way the compiler resolves it. As mentioned elsewhere,
int* foo, bar;
is equivalent to
int *foo; int bar
so treating the star as part of the type can cause problems.
But I agree fully - it makes a lot more sense to me to consider the pointer star as a flag on the type, not a modifier to the name. Just one of the many warts on C and C++ that make me happy I have to use them so infrequently...
[Edit: formatting, stars were getting swallowed when put inline]
> [Edit: formatting, stars were getting swallowed when put inline]
The same thing happened to the post you're responding to, and that's why it's not making sense to you. The author really meant to say star-foo and star-foo[5], but instead italicized a bunch of text in between.
Don't know how I didn't realize that, given that my response got messed up so that my "corrected" version read exactly like the one I was confused about...
Please disregard everything I said, in that case. :)
Meh! This is just an overly complication of the right-left rule, which makes you think about "complex" 2D geometry instead of a couple of simple spatial pointers in the declaration you are trying to parse..
It is amazing to me the number of people who would take the time to make ASCII graphics in their replies.
I'm blessed that even munging 15+ Linux c/c++ libraries lately I haven't run into anything requiring this - though my Intro to C class, at Merit College twenty five years ago did teach to this rule.