Ok so you want a binary file. I used to do it this way long ago. It's fine. It just breaks when you move to another platform or bitness. I'm teaching the old way because it's a good place to start. Newer ways are popular now because they keep working when changing platforms or bitnesses.
When writing records to the file I would use structs like this:
typedef struct _Person {
char name[20];
int age;
double weight;
} Person;
typedef struct _Thing {
char name[20];
};
typedef struct _Owner {
int personId;
int thingId;
} Owner;
See how the Owner structure has Id members. These are just indices into the arrays of the other structures.
These can be written out to a file one after another, usually prefixed by a single integer written directly that says how many records of each kind. The reader just allocates an array of structs with malloc big enough to hold them. As we add more items in memory we resize the arrays with realloc. We can (and should) also mark for deleting (say by setting the first character of name to 0) and reusing the record later.
The writer looks something like this:
void writeall(FILE *h, Person *allPeople, int nPeople, Thing *allThings, int nThings, Owner *allOwners, int nOwners)
{
// Error checking omitted for brevity
fwrite(&nPeople, sizeof(nPeople), 1, h);
fwrite(allPeople, sizeof(*allPeople), nPeople, h);
fwrite(&nThings, sizeof(nThings), 1, h);
fwrite(allThings, sizeof(*allThings), nThings, h);
fwrite(&nOwners, sizeof(nOwners), 1, h);
fwrite(allOwners, sizeof(*allOwners), nOwners, h);
}
The reader in turn looks like this:
int writeall(FILE *h, Person **allPeople, int *nPeople, int *aPeople, Thing **allThings, int *nThings, int *aThings, Owner **allOwners, int *nOwners, int *aOwners)
{
*aPeople = 0; // Don't crash on bad read
*aThigns = 0;
*aOwners = 0;
*allPeople = NULL;
*allThings = NULL;
*allOwners = NULL;
if (1 != fread(nPeople, sizeof(*nPeople), 1, h)) return 0;
*allPeople = malloc(sizeof(**allPeople) * *nPeople);
if (!allPeople) return 0; // OOM
*aPeople = *nPeople;
if (*nPeople != fread(*allPeople, sizeof(**allPeople), nPeople, h)) return 0;
if (1 != fread(nThings, sizeof(*nThings), 1, h)) return 0;
*allThings = malloc(sizeof(**allThings) * *nThings);
if (!allThings) return 0; // OOM
*aThings = *nThings;
if (*nThings != fread(*allThings, sizeof(**allThings), nThings, h)) return 0;
if (1 != fread(nOwners, sizeof(*nOwners), 1, h)) return 0;
*allOwners = malloc(sizeof(**allOwners) * *nOwners);
if (!allOwners) return 0; // OOM
*aOwners = *nOwners;
if (*nOwners != fread(*allOwners, sizeof(**allOwners), nOwners, h)) return 0;
return 1;
}
There was an old technique for writing a heap arena directly to disk and reading it back again. I recommend never using it, and never storing pointers on disk. That way lies security nightmares.
When memory was cheap I would have talked about how to use block allocation and linked blocks to dynamically update the on-disk records partially; but now for problems you're going to encounter at this level I say don't bother, and just read the whole thing into RAM and write it back out again. Eventually you will learn databases, which handles that stuff for you.