As a C++ developer, you‘ve likely encountered the need to store tabular data at some point. Perhaps you wanted to represent a grid, matrix, or table of values in your program. This is where arrays of arrays, also known as multidimensional arrays, come in handy…
What Are Arrays of Arrays?
An array of arrays is an array that contains other arrays as its elements…
Declaring Multidimensional Arrays
Now let‘s explore how to actually declare an array of arrays in C++ code…
Initializing Multidimensional Arrays
When an array of arrays is declared, the inner arrays are uninitialized by default, containing garbage values left over in memory…
Accessing Elements
To access an item in an array of arrays, simply append two index values…
Modifying Array Values
Updating values follows the same indexing conventions…
Passing Arrays of Arrays to Functions
You can pass multidimensional arrays to functions just like normal arrays. The parameter declaration specifies two dimensions to match…
Dynamic Allocation
The arrays we‘ve looked at so far have been static – their sizes must be set at compile time. For more flexibility, you can dynamically allocate multidimensional arrays using new, just like with normal arrays…
Multidimensional Array Applications
Now that you understand the fundamentals of arrays of arrays, let‘s look at some practical examples of how they can be used to model real-world data…
Understanding Memory Layout
Now that we‘ve covered the basics, let‘s dive deeper and unpack what‘s actually happening in memory when you declare and initialize a multidimensional array…
As you can see in the diagram, the outer array contains integers representing the starting memory address for each inner array. Accessing an element requires first dereferencing that base pointer to get the inner block, then adding an offset.
There is unused padding between the rows inserted for alignment purposes. So while convenient, arrays of arrays are memory inefficient compared to tightly packed formats.
Knowing these internals helps explain why…
- There is unused space between rows
- Address calculation is more complex than single array
- Row lengths are fixed uniform
And guides optimization decisions when leveraging arrays of arrays.
For example, iterating through elements accessing each inner array pointer every time can add noticeable overhead compared to computing offsets manually. Compact storage formats like RGB8 pack data more efficiently.
Now let‘s look at some standard operations and how arrays of arrays impact efficiency…
Performance vs Other Data Structures
Operation | Array | Vector | Linked List |
---|---|---|---|
Indexing | O(1) | O(1) | O(n) |
Insert | O(n) | O(1) amortized | O(1) |
Vector tends to have better characteristics for data requiring frequent changes. But arrays allow fixed indexing without shifts.
Benchmark of 25×25 matrix multiplication on i7-9700K processor:
So while less flexible, arrays of arrays offer top tier performance for static datasets leveraging their cache coherence and predictability.
Now let‘s look at transforming array data…
Transforming Array Data In-Place
Since memory is preallocated, arrays of arrays enable fast in-place data transformations not possible with other formats:
const int size = 100;
int matrix[size][size];
// In-place transform
for(int i = 0; i < size; i++) {
for(int j = 0; j < size; j++) {
matrix[i][j] *= 2;
}
}
By modifying the values directly, you skip the cost of creating new storage and copying data.
This works well for things like image filters, audio sample adjustments, physics integrations, etc.
Downside is of course that you lose the original data once transformed unless you copy it first.
Now let‘s look at sorting…
Fast Column Sorting
Columns in an array of arrays are contiguous blocks that can be sorted directly using fast algorithms:
int scores[100][5]; // 100 students x 5 assignments
// Sort exam column ascending
std::sort(&scores[0][3], &scores[99][3] + 1);
By passing pointers to start and end of the column, C++‘s std::sort
can optimize leveraging locality.
Iterating rows then gives you a sorted view without shuffling other columns around expensively.
Game Engine Usage
Arrays of arrays are readily used in game engine scene graphs and spatial partitions. Grouped storage allows related data to reside sequentially in memory for efficient iteration and lookup.
For example a chunked LOD (level of detail) system:
const int gridSize = 16; // 1km world partitioned into 16x16 grids
struct Cell {
std::vector<Mesh*> contents;
float lodMultiplier;
};
Cell worldGrid[gridSize][gridSize]; // 16x16 chunk array
void RenderCell(Entity& camera, Cell& cell) {
// Fetch all contents in cell
foreach(Mesh* mesh in cell.contents) {
// Render mesh simplified based on LOD
}
}
World broken into uniform cells, then array lookup used to batch query visible geometry per region. Nearby cells can prefetch optimally.
Now let‘s explore syntax options for higher dimensionality…
Beyond 2D Arrays
C++ supports arrays with more than two dimensions without issue:
int rgbHistogram[256][256][256]; // 3D RGB histogram
rgbHistogram[r][g][b]++; // Increment bucket
int fourDArray[10][5][8][2]; // 4D array declaration
But manipulating beyond 3D gets very cumbersome:
fourDArray[3][2][7][1] = 100; // Set value
So higher dimension cases are often better served by encapsulating dimensions:
struct HistogramCell {
int rBucket;
int gBucket;
int bBucket;
void Increment() {
count++;
}
int count;
};
HistogramCell histogram[256][256][256];
histogram[100][200][150].Increment(); // Encapsulate data & operations
This maintains the useful array storage, while making the multidimensional data easier to handle.
Now, an very insightful look at arrays vs pointers when we start adding dimensions…
Array vs Pointer Duality
In C++, arrays have an equivalence with pointers to their first element. This means an array can decay to a pointer when passed to a function:
void PrintValues(int array[], int size) {
// Can iterate array using pointer
}
int values[100];
PrintValues(values, 100); // Array decays to pointer
For multidimensional arrays, this decay applies only to the first dimension:
void ShowMatrix(int matrix[][10], int nrows) {
// 10 is fixed second dimension
}
int matrix[5][10];
ShowMatrix(matrix, 5); // First dimension decays to pointer
So when passing arrays of arrays, bear in mind that decay behavior to avoid confusion and bugs!
Finally, let‘s summarize everything we learned…
Key Takeaways (Expanded)
- Declare row-major layout using consecutive brackets per dimension
- Access elements through successive array and offset dereferences
- Expect unused padding between rows; iterate columns for optimal locality
- Achieve excellent 1D access performance, but insertion/deletion can get costly
- Utilize in-place transformations when persisting original data not needed
- Sort columns directly for fast stable rearrangement by row attribute
- Group related data in arrays of structures for high performance access
- Encapsulate dimensions using classes as you extend beyond 3D matrices
- Remember array-pointer duality and decay implications
For frequently changing tabular data, linked lists or vectors may be more flexible. But for focused lookup and transformation of grid-like datasets, properly leveraging arrays delivers speed and efficiency in a natural C++ native format.
I hope this advanced analysis provides even more depth on successfully applying arrays of arrays within your C++ programs! Let me know if you have any other questions.