C++ goto语句详解

在我看来,C++中让人又爱又恨的,莫过于goto语句了,它功能强大,简答易懂,但是使用多了,容易造成程序诸多问题,今天就带大家来了解一下吧。


目录

一、概念

二、两种观点

三、使用建议

四、个人对待goto观点

五、应用举例

1、代码

2、运行结果


一、概念

goto语句也称为无条件转移语句,其一般格式如下: goto 语句标号; 其中语句标号是按标识符规定书写的符号, 放在某一语句行的前面,标号后加冒号(:)。语句标号起标识语句的作用,与goto 语句配合使用。举个例子:


label: i++;
goto label;


loop: while(x<7);
goto loop;

二、两种观点

为什么说对goto语句又爱又恨呢?历史上,对待goto语句,有两种不同意见,一种意见认为goto语句能够使程序更加灵活,而且能够解决很多问题。一种意见认为GOTO语句使程序的静态结构和动态结构不一致,从而使程序难以理解,难以查错。

在60年代末和70年代初,关于GOTO语句的用法的争论比较激烈。直到1974年,D·E·克努斯对于GOTO语句争论作了全面公正的评述,其基本观点是:不加限制地使用GOTO语句,特别是使用往回跳的GOTO语句,会使程序结构难于理解,在这种情形,应尽量避免使用GOTO语句。但在另外一些情况下,为了提高程序的效率,同时又不至于破坏程序的良好结构,有控制地使用一些GOTO语句也是必要的。用他的话来说就是:“在有些情形,我主张删掉GOTO语句;在另外一些情形,则主张引进GOTO语句。”从此,使这场长达10年之久的争论得以平息。

后来,G·加科皮尼和C·波姆从理论上证明了:任何程序都可以用顺序、分支和重复结构表示出来。这个结论表明,从高级程序语言中去掉GOTO语句并不影响高级程序语言的编程能力,而且编写的程序的结构更加清晰。

三、使用建议

这个建议不代表专家意见,不代表官方说明,只是我个人在使用过程中的一些感悟。可能写的并不全面,希望大家有所补充。

1、尽可能少的采用goto语句;

2、大型软件或者企业软件尽量不要使用goto语句,采用顺序、分支及重复结构表示;

3、同一块代码中,尽量使用不超过两个goto语句。如果goto语句效果比较好,建议使用一次。其他要用到goto语句的地方用其他方式实现。

4、在跳出多重循环中,可以使用goto语句,避免重复使用break。

四、个人对待goto观点

我感觉C++之所以如此优越,一直处于高处不胜寒的霸主地位,就是因为太全面,C++以后的很多语言,为了简化C++,去掉了指针,去掉了goto语句,确实使编程语句简单了,程序更容易看。但是java,C#等编程语言也是失去了很多C++的优越性。goto语句是C++的一部分,如何使用goto语句是一个程序员的习惯问题,和指针一样。代码出bug,不是goto本身的问题,而是程序员们,在阅读编写代码过程中逻辑出错了。限制使用goto语句,方便后需完善,以及其他同行阅读。并不是说goto语句怎么样,而是作为编程的我们,应该认识到自身的不足,是因为我们对逻辑没有搞明白,为了保证程序不出错,限制使用goto,从而防止出错。不要把我们自身的不足怪到一个语句头上,只有认识到自身问题,我们才能更好提升

五、应用举例

1、代码

#include<iostream>
using namespace std;

void main() {
	int i = 1;
	int sum = 0;
	loop: if (i<10)
	{
		sum += i;
		i++;
		goto loop;
	}
	cout <<"i = "<< i << endl;
	cout << "sum = " << sum << endl;
}

2、运行结果

 

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Preface Part I. The Basics 1. What Is C++? A Brief History of C++ C++ Organization How to Learn C++ 2. The Basics of Program Writing Programs from Conception to Execution Creating a Real Program Getting Help in Unix Getting Help in an IDE Programming Exercises 3. Style Comments C++ Code Naming Style Coding Religion Indentation and Code Format Clarity Simplicity Consistency and Organization Further Reading Summary 4. Basic Declarations and Expressions Basic Program Structure Simple Expressions The std::cout Output Object Variables and Storage Variable Declarations Assignment Statements Floating-Point Numbers Floating-Point Divide Versus Integer Divide Characters Wide Characters Boolean Type Programming Exercises Answers to Chapter Questions 5. Arrays, Qualifiers, and Reading Numbers Arrays Strings Reading Data Initializing Variables Multidimensional Arrays C-Style Strings Types of Integers Types of Floats Constant and Reference Declarations Qualifiers Hexadecimal and Octal Constants Operators for Performing Shortcuts Side Effects Programming Exercises Answers to Chapter Questions 6. Decision and Control Statements if Statement else Statement How Not to Use std::strcmp Looping Statements while Statement break Statement continue Statement The Assignment Anywhere Side Effect Programming Exercises Answers to Chapter Questions 7. The Programming Process Setting Up Your Work Area The Specification Code Design The Prototype The Makefile Testing Debugging Maintenance Revisions Electronic Archaeology Mark Up the Program Use the Debugger Use the Text Editor as a Browser Add Comments Programming Exercises Part II. Simple Programming 8. More Control Statements for Statement switch Statement switch, break, and continue Programming Exercises Answers to Chapter Questions 9. Variable Scope and Functions Scope and Storage Class Namespaces Functions Summary of Parameter Types Recursion Structured Programming Basics Real-World Programming Programming Exercises Answers to Chapter Questions 10. The C++ Preprocessor define Statement Conditional Compilation include Files Parameterized Macros Advanced Features Summary Programming Exercises Answers to Chapter Questions 11. Bit Operations Bit Operators The AND Operator (&) Bitwise OR (|) The Bitwise Exclusive OR (^) The Ones Complement Operator (NOT) (~) The Left and Right Shift Operators (>) Setting, Clearing, and Testing Bits Bitmapped Graphics Programming Exercises Answers to Chapter Questions Part III. Advanced Types and Classes 12. Advanced Types Structures Unions typedef enum Type Bit Members or Packed Structures Arrays of Structures Programming Exercises Answers to Chapter Questions 13. Simple Classes Stacks Improved Stack Using a Class Introduction to Constructors and Destructors Automatically Generated Member Functions Shortcuts Style Structures Versus Classes Programming Exercises 14. More on Classes Friends Constant Functions Constant Members Static Member Variables Static Member Functions The Meaning of static Programming Exercises 15. Simple Pointers const Pointers Pointers and Printing Pointers and Arrays The reinterpret_cast Pointers and Structures Command-Line Arguments Programming Exercises Answers to Chapter Questions Part IV. Advanced Programming Concepts 16. File Input/Output C++ File I/O Conversion Routines Binary and ASCII Files The End-of-Line Puzzle Binary I/O Buffering Problems Unbuffered I/O Designing File Formats C-Style I/O Routines C-Style Conversion Routines C-Style Binary I/O C- Versus C++- Style I/O Programming Exercises Answers to Chapter Questions 17. Debugging and Optimization Code Reviews Serial Debugging Going Through the Output Interactive Debuggers Debugging a Binary Search Interactive Debugging Tips and Tricks Runtime Errors Optimization How to Optimize Case Study: Inline Functions Versus Normal Functions Case Study: Optimizing a Color-Rendering Algorithm Programming Exercises Answers to Chapter Questions 18. Operator Overloading Creating a Simple Fixed-Point Class Operator Functions Operator Member Functions Warts Full Definition of the Fixed-Point Class Programming Exercises Answers to Chapter Questions 19. Floating Point Floating-Point Format Floating Addition/Subtraction Multiplication and Division Overflow and Underflow Roundoff Error Accuracy Minimizing Roundoff Error Determining Accuracy Precision and Speed Power Series Programming Exercises 20. Advanced Pointers Pointers, Structures, and Classes delete Operator Linked Lists Ordered Linked Lists Doubly Linked Lists Trees Printing a Tree The Rest of the Program Data Structures for a Chess Program Programming Exercises Answers to Chapter Questions 21. Advanced Classes Derived Classes Virtual Functions Virtual Classes Function Hiding in Derived Classes Constructors and Destructors in Derived Classes The dynamic_cast Operator Summary Programming Exercises Answers to Chapter Questions Part V. Other Language Features 22. Exceptions Adding Exceptions to the Stack Class Exceptions Versus assert Programming Exercises 23. Modular Programming Modules Public and Private The extern Storage Class Headers The Body of the Module A Program to Use Infinite Arrays The Makefile for Multiple Files Using the Infinite Array Dividing a Task into Modules Module Design Guidelines Programming Exercises 24. Templates What Is a Template? Templates: The Hard Way Templates: The C++ Way Function Specialization Class Templates Class Specialization Implementation Details Advanced Features Summary Programming Exercises 25. Standard Template Library STL Basics Class List-A Set of Students Creating a Waiting List with the STL List Storing Grades in a STL Map Putting It All Together Practical Considerations When Using the STL Getting More Information Exercises 26. Program Design Design Goals Design Factors Design Principles Coding Objects Real-World Design echniques Conclusion 27. Putting It All Together Requirements Code Design Coding Functional Description Testing Revisions A Final Warning Program Files Programming Exercises 28. From C to C++ K&R-Style Functions struct malloc and free Turning Structures into Classes setjmp and longjmp Mixing C and C++ Code Summary Programming Exercise 29. C++’s Dustier Corners do/while goto The ? : Construct The Comma Operator Overloading the ( ) Operator Pointers to Members The asm Statement The mutable Qualifier Run Time Type Identification Trigraphs Answers to Chapter Questions 30. Programming Adages General Design Declarations switch Statement Preprocessor Style Compiling The Ten Commandments for C++ Programmers Final Note Answers to Chapter Questions Part VI. Appendixes A. ASCII Table B. Ranges C. Operator Precedence Rules D. Computing Sine Using a Power Series E. Resources Index

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