Pointers

Back

Loading concept...

🏠 Pointers: The Address Book of Your Computer’s Memory

Imagine your computer’s memory is a giant apartment building with millions of rooms. Each room has a unique room number (an address), and inside each room, you can store something valuable (data).

A pointer is like a sticky note that remembers a room number. Instead of carrying the treasure itself, you just carry the note that says “Go to Room 1042!”


🎯 What is a Pointer?

A pointer is a variable that stores an address — the location of another variable in memory.

The Apartment Analogy

Your friend lives at Apartment #1042
You write "1042" on a sticky note
Now you can visit them anytime!

The sticky note = POINTER
The room number = MEMORY ADDRESS
Your friend = THE DATA

Creating Your First Pointer

int treasure = 42;      // A room with 42 inside
int* map = &treasure;   // Your sticky note!

// & means "give me the address of"
// * means "this is a pointer"

Reading the map:

cout << map;   // Shows: 0x7fff1234 (room number)
cout << *map;  // Shows: 42 (what's IN the room)

The * symbol has two jobs:

  1. Declaring: int* p = “p is a pointer to an int”
  2. Dereferencing: *p = “go to that address and look inside”

🚶 Pointer Arithmetic: Walking Through the Building

Since pointers hold addresses, you can move to neighboring rooms!

The Hallway Walk

Room 100: [apple]
Room 104: [banana]  ← You move here (+1)
Room 108: [cherry]  ← Then here (+1)
Room 112: [date]    ← And here (+1)

When you have an array, the rooms are next to each other:

int fruits[4] = {10, 20, 30, 40};
int* walker = fruits;  // Start at first room

cout << *walker;       // 10 (first fruit)
walker++;              // Move to next room
cout << *walker;       // 20 (second fruit)
walker = walker + 2;   // Jump 2 rooms
cout << *walker;       // 40 (fourth fruit)

Why Does +1 Move 4 Bytes?

The pointer is smart! It knows an int takes 4 bytes.

walker + 1  →  Actually moves 4 bytes
walker + 2  →  Actually moves 8 bytes
graph TD A["fruits array"] --> B["[0] = 10&lt;br&gt;Address: 100"] B --> C["[1] = 20&lt;br&gt;Address: 104"] C --> D["[2] = 30&lt;br&gt;Address: 108"] D --> E["[3] = 40&lt;br&gt;Address: 112"]

Arithmetic Operations

Operation Meaning
ptr++ Move to next element
ptr-- Move to previous element
ptr + n Jump forward n elements
ptr - n Jump backward n elements
ptr2 - ptr1 How many elements apart?

🚫 Null Pointers: The “Nowhere” Address

What if your sticky note says “NOWHERE”? That’s a null pointer.

The Empty Sticky Note

int* nowhere = nullptr;  // Modern C++ way
int* also_nowhere = NULL; // Old C way
int* zero_way = 0;       // Works but avoid

Why Use nullptr?

Safety! Before opening a door, check if you have a real address:

int* ptr = nullptr;

// DANGER! This crashes:
// cout << *ptr;  // Can't look inside "nowhere"!

// SAFE! Check first:
if (ptr != nullptr) {
    cout << *ptr;
} else {
    cout << "No address yet!";
}

nullptr vs NULL vs 0

void visit(int x);     // Takes a number
void visit(int* ptr);  // Takes a pointer

visit(NULL);    // Confusing! Is it 0 or pointer?
visit(nullptr); // Clear! It's a null pointer

Always use nullptr in modern C++. It’s clearer and safer!

graph TD A["Pointer Variable"] --> B{Has valid address?} B -->|Yes| C["Safe to use *ptr"] B -->|No nullptr| D["❌ CRASH if you try *ptr"]

🪆 Pointers to Pointers: Sticky Notes About Sticky Notes

What if you write down where you put your sticky note?

The Inception Moment

Treasure is in Room 42
Sticky Note #1 says "Go to Room 42"
Sticky Note #2 says "Find Sticky Note #1"

In code:

int treasure = 100;
int* note1 = &treasure;   // Points to treasure
int** note2 = &note1;     // Points to note1!

cout << treasure;   // 100
cout << *note1;     // 100 (follow note1)
cout << **note2;    // 100 (follow note2 → note1 → treasure)

Visual Journey

graph LR A["note2&lt;br&gt;int**"] -->|"*note2"| B["note1&lt;br&gt;int*"] B -->|"*note1"| C["treasure&lt;br&gt;100"]

Reading the Stars

Expression Meaning Value
note2 Address of note1 0x200
*note2 Value at note2 (which is note1) 0x100
**note2 Follow twice to treasure 100

Real-World Use: Changing Pointers in Functions

void findTreasure(int** mapHolder) {
    static int gold = 999;
    *mapHolder = &gold;  // Change where map points!
}

int main() {
    int* myMap = nullptr;
    findTreasure(&myMap);
    cout << *myMap;  // 999! Map now points to gold
}

🔒 Pointer const Combinations: The Four Locks

You can lock different parts of your pointer system!

The Four Types of Locks

Think of it like this:

  • Lock the room contents = can’t change what’s inside
  • Lock the sticky note = can’t point somewhere else
int x = 10, y = 20;

1️⃣ Regular Pointer (No Locks)

int* ptr = &x;
*ptr = 50;     // ✅ Can change contents
ptr = &y;      // ✅ Can change address

2️⃣ Pointer to Const (Locked Room)

const int* ptr = &x;
// *ptr = 50;  // ❌ Can't change contents!
ptr = &y;      // ✅ Can change address

“I promise not to change what I’m looking at”

3️⃣ Const Pointer (Locked Note)

int* const ptr = &x;
*ptr = 50;     // ✅ Can change contents
// ptr = &y;   // ❌ Can't change address!

“I’m forever pointing here, but I can redecorate”

4️⃣ Const Pointer to Const (Double Lock)

const int* const ptr = &x;
// *ptr = 50;  // ❌ Can't change contents!
// ptr = &y;   // ❌ Can't change address!

“I’m looking at this exact thing, forever, no changes”

The Easy Memory Trick 🎯

Read from RIGHT to LEFT:

const int* ptr     → "ptr is a pointer to int const"
                   → Can't change the int

int* const ptr     → "ptr is a const pointer to int"
                   → Can't change the pointer

const int* const   → Both locked!

Quick Reference Table

Type Change *ptr? Change ptr?
int* ptr ✅ Yes ✅ Yes
const int* ptr ❌ No ✅ Yes
int* const ptr ✅ Yes ❌ No
const int* const ptr ❌ No ❌ No

🎉 Bringing It All Together

graph TD A["📍 Pointers"] --> B["Store addresses"] A --> C["🚶 Arithmetic"] A --> D["🚫 nullptr"] A --> E["🪆 Double Pointers"] A --> F["🔒 const Combos"] B --> G["&amp; gets address&lt;br&gt;* follows address"] C --> H["ptr++ moves to next&lt;br&gt;ptr+n jumps n spots"] D --> I["Always check before *&lt;br&gt;Use nullptr not NULL"] E --> J["int** points to int*&lt;br&gt;** follows twice"] F --> K["Read right to left&lt;br&gt;const locks what&&#35;39;s left of it"]

💡 Golden Rules

  1. Always initialize pointers — use nullptr if you don’t have an address yet
  2. Check before dereferencingif (ptr != nullptr) saves crashes
  3. Pointer arithmetic is smart+1 means next element, not next byte
  4. Read const right-to-left — it tells you what’s locked
  5. Double pointers change single pointers — useful in functions

🏆 You Did It!

You now understand:

  • ✅ What pointers are (sticky notes with addresses)
  • ✅ How to walk through memory (pointer arithmetic)
  • ✅ How to handle “no address” safely (nullptr)
  • ✅ How to point to pointers (double pointers)
  • ✅ How to protect data with const (the four locks)

Pointers are your superpower for controlling memory directly. They’re the foundation of dynamic memory, data structures, and efficient programming in C++!

Loading story...

Story - Premium Content

Please sign in to view this story and start learning.

Upgrade to Premium to unlock full access to all stories.

Stay Tuned!

Story is coming soon.

Story Preview

Story - Premium Content

Please sign in to view this concept and start learning.

Upgrade to Premium to unlock full access to all content.