First off, all C arrays have index values ranging from 0
to ELEMENT_COUNT-1
. Always.
As you are using malloc, I am presuming that the value of nx
is only defined at runtime. This rules out static array sizes and thus rules out using the cute arr[x][y][z]
syntax as in:
#define NX 512
double arr[NX][NX][NX];
void foo(void)
{
...
arr[z1][y1][x1] += 2 * arr[z2][y2][x2];
...
}
That in turn means that to have the functionality of a 3D array with nx
different values for each of its three dimensions dimension, you will need to allocate a linear memory area of size nx_cubed = nx * nx * nx
. To calculate that value nx_cubed
properly, you will need to check for integer overflows.
Also, you need to properly convert from signed int
coordinate values to unsigned size_t
values used in the 0 based index ranges.
if (nx < 0) {
fprintf(stderr, "negative value of nx\n");
exit(EXIT_FAILURE);
}
const size_t unx = nx;
const size_t nx_cubed = unx * unx * unx;
/* TODO: Complete check for overflows */
if (nx_cubed < unx) {
fprintf(stderr, "nx_cubed overflow\n");
exit(EXIT_FAILURE);
}
Then you can allocate a memory buffer of the appropriate size, and then check that the malloc
call has actually worked.
double *buf = malloc(nx_cubed);
if (!buf) {
fprintf(stderr, "Error allocating memory for nx_cubed elements\n");
exit(EXIT_FAILURE);
}
Now there is the question of calculcating the array index from your x
, y
, and z
values each ranging from -nx/2
to nx/2-1
. I recommend writing a function for that which maps that range to the 0
to nx-1
range, and then calculates the proper linear index from the three 0-based values. Again, proper integer overflow checks should be performed.
size_t array3index(const size_t nx, const int x, const int y, const int z) {
const size_t half_nx = nx/2;
/* zero based 3D coordinates,
* this probably triggers some signedness warnings */
const size_t x0 = half_nx + x;
const size_t y0 = half_nx + y;
const size_t z0 = half_nx + z;
if ((x0 >= nx) || (y0 >= nx) || (z0 >= nx)) {
fprintf(stderr, "Signed coordinate(s) out of range: (%d, %d, %d)\n",
x, y, z);
exit(EXIT_FAILURE);
}
const size_t idx = nx * (nx * z0 + y0) + x0;
/* Assuming that we have already checked that nx*nx*nx does not
* overflow, and given that we have checked for x0, y0, z0 to be
* in the range of 0 to (nx-1), the idx calculation should not
* have overflown here. */
return idx;
}
Then you can do your accesses to the 3D array like
const i1 = array3index(nx, x1, y1, z1);
const i2 = array3index(nx, x2, y2, z2);
buf[i1] += 2*buf[i2];
Considering the amount of calculations needed inside array3index
, I would examine whether it makes more sense to do the array iteration in the 0
to nx-1
domain directly, and only convert that to -nx/2
to nx/2-1
range values if you actually need that value within a calculation.