I have to solve this " create class for describing triangle and trapeze with ability to return values and finding S of the figures.. declare function which allows comparing S of the both figures.. in main function declare object triangle and trapeze and compare their areas .. " - im trying to translate it from Bulgarian to English sorry if its not translated correctly ..
Anyways I came up with a solution, but when it asks me to enter value for trapeze x2 times and I can't understand why... it always takes the first 3 entered numbers but I want it to ask for input only once .. sorry if the answer is obvious
//
// main.cpp
// compare S of 2 figures
//
// Created by Георгиос Семерджиев on 17/05/22.
//
#include <iostream>
#include <cmath>
using namespace std;
class Trap // trap class with declared functions inside
{
protected:
double a, c, h;
void setValueTrap();
public:
Trap();
void Print();
virtual double S();
}; // end trap class
class Triangle : public Trap // triangle class with declared function for finding s() print and setting value
{
double b;
void setValueTriangle();
public:
Triangle();
void Print();
virtual double S();
double p(); // returning P/2
}; // end triangle class
// trap functions ...
Trap:: Trap()
{
setValueTrap();
}
void Trap::setValueTrap() // trap input function
{
cout << "Trap enter a = "; cin >> a;
cout << "Trap enter c = "; cin >> c;
cout << "Trap enter h = "; cin >> h;
cout << endl;
}
double Trap::S() // trap calculating and returning s()
{
return ( (a+c) * h ) / 2;
}
void Trap::Print() // printing S() for trap
{
cout << "Trap S = " << S();
cout << endl;
}
// Triangle functions ..
Triangle::Triangle():Trap()
{
setValueTriangle();
}
void Triangle::setValueTriangle() // setting value for triangle a,b,c
{
cout << "Triangle a = "; cin >> a;
cout << "Triangle b = "; cin >> b;
cout << "Triangle c = "; cin >> c;
cout << endl;
}
double Triangle::p() // returning P / 2 = p
{
return (a+b+c) / 2;
}
double Triangle::S() // calculating S() of triangle
{
return sqrt(p() * (p() - a) * (p()-b) * (p()-c));
}
void Triangle::Print()
{
cout << "Triangle S = " << S();
cout << endl;
}
// creating function to compare Trap S() and Triangle S()
bool Compare (Trap *F1, Trap *F2)
{
return F1 -> S() < F2 -> S();
} // compare function
int main()
{
Trap* trap = new Trap();
Triangle* triangle = new Triangle();
trap -> Print(); triangle -> Print();
cout << endl;
if (Compare(trap, triangle))
cout << "the Trap S < Triangle S.." << endl;
else
{
cout << "The Trap S > Triangle S.." << endl;
}
return 0;
}
For the Triangle constructor you have:
Triangle::Triangle():Trap()
{
setValueTriangle();
}
That will explicitly invoke the Trap constructor which read input. Then you will read the input for the triangle.
It's often not a good idea to read input in a constructor. It's usually better to only do basic initialization in the constructor and then get input using the fully constructed object.
Note that even if you don't have the explicit invokation of the Trap constructor, this will happen implicitly.
Triangle inherits from Trap, and both of their constructors are called when constructing Triangle object. To avoid this set up a virtual function setValue and call it only in Trap constructor.
Related
I have implemented different classes derived from an abstract class and each one has different methods. The problem is that I have to declare the object only at runtime, so I have to create a pointer to the base class and I can't use the methods of each derived class.
I have created an example to explain better what I mean:
#include <iostream>
using namespace std;
class poligon
{
public:
double h, l;
void setPoligon(double h, double l) {
this->h = h;
this->l = l;
}
virtual double GetArea() = 0;
virtual void GetType() = 0;
};
class triangle : public poligon
{
double GetArea() { return l*h / 2; }
void GetType() { cout << "triangle" << endl; }
double GetDiag() { return sqrt(l*l + h*h); }
};
class rectangle : public poligon
{
double GetArea() { return l*h; }
void GetType() { cout << "rectangle" << endl; }
};
void main()
{
poligon* X;
int input;
cout << "1 for triangle and 2 for rectangle: ";
cin >> input;
if (input == 1)
{
X = new triangle;
}
else if (input == 2)
{
X = new rectangle;
}
else
{
cout << "Error";
}
X->h = 5;
X->l = 6;
X->GetType();
cout << "Area = " << X->GetArea() << endl;
if (input == 2)
{
cout << "Diangonal = " << X->GetDiag() << endl; // NOT POSSIBLE BECAUSE " GetDiag()" IS NOT A METHOD OF "poligon" CLASS !!!
}
}
Obviously the method X->GetDiag() at the end of the main can't be used because it is not a method of the "poligon" class.
Which is the correct implementation of a program with this logic?
Introduce a method in the base class
virtual bool boHasDiagonal(void) =0;
Declare unconditionally in base class:
virtual double GetDiag();
Implement it differently in both derived classes:
virtual bool boHasDiagonal(void) {return true;} // rectangle
virtual bool boHasDiagonal(void) {return false;} // triangle
Change output line:
if (X->boHasDiagonal())
{cout << "Diangonal = " << X->GetDiag() << endl;}
For a nice touch of paranoia (a healthy state of mind for a programmer in my opinion), use concept by Gluttton of a default implementation of GetDiag(), which signals an error (as in his answer here) .
For the case of many poligons, I like the proposal by Rakete1111 in the comment.
Define method in the base class which define implementation throws exception:
class poligon
{
public:
virtual double GetDiag()
{
throw std::logic_error ("Called function with inappropriate default implementation.");
}
};
In class that has meaningful implementation override it:
class rectangle : public poligon
{
double GetDiag() override
{
return diagonale;
}
};
Usage:
int main () {
try {
X->GetDiag();
}
catch (...) {
std::cout << "Looks like polygon doesn't have diagonal." << std::endl;
}
}
You can use dynamic_cast.
dynamic_cast<triangle*>(X)->GetDiag();
Note that you already have a bug: You only create a triangle if input == 1, but you get the diagonal if input == 2. Also, the above is not really safe, because dynamic_cast can return nullptr if the conversion is invalid.
But it would be better to check whether dynamic_cast succeeds, then you could also drop the input == 2 check:
if (triangle* tri = dynamic_cast<triangle*>(X))
std::cout << "Diagonal = " << tri->GetDiag() << '\n';
Use dynamic casting to check if the base class' pointer is actually a triangle, like this:
int main()
{
...
if(triangle* t = dynamic_cast<triangle*>(X))
std::cout << "Triangle's diagonal = " << t->GetDiag() << std::endl;
return 0;
}
PS: I assume that your example is just a draft, since it has some bugs.
You use dynamic_cast to access subclass-methods.
It returns nullptr if it is not derived from the class. This is called down cast, as you are going down the class-tree:
triangle* R = dynamic_cast<triangle*>(X);
if(R) {
cout << "Diagonale = " << R->GetDiag() << '\n';
};
Edit: You can put the declaration in the first line into the if-condition, which goes out of scope outside the if-statement:
if(triangle* R = dynamic_cast<triangle*>(X)) {
cout << "Diagonale = " << R->GetDiag() << '\n';
};
if(rectangle* R = ...) {...}; // reuse of identifier
If you want to allow, that multiple subclasses have the GetDiag function you can inherit from the poligon-class and another diagonal-class. The diagonal-class only defines the GetDiag function and has not really to do with the polygon-class:
class polygon {
// stays the same
};
class diagonal {
virtual double GetDiag() = 0;
};
class triangle : public polygon, public diagonal {
// body stays the same
};
And like above, you access the methods via casting with dynamic_cast but this time you cast to type diagonal. This time it is side cast, because poligon has nothing to do with diagonal, so you are going sideways in the tree.
polygon diagonal
| | |
| |_____________|
| |
| |
rectangle triangle
As others have said, you can use dynamic_cast to change the static type in your program, add a method to the base-class with a pseudo implementation or use some form of type-switching. However, I would consider all these answers as signs of a design flaw in your program and would reject the code. They all encode assumptions about the types existing in your program into the code and pose a maintenance burden. Imagine adding new types of shapes to your program. You then have to search and modify all the places you dynamic_cast your objects.
I think your example hierarchy is wrong in the first place. When you declare a base-class for ploygons, and derive triangles from it, the whole purpose of polymorphism is to be able to treat similar objects identically. So anything that is not common behavior (not implementation) is put in the base-class.
class poligon
{
public:
double h, l;
void setPoligon(double h, double l) {
this->h = h;
this->l = l;
}
virtual double GetArea() = 0;
virtual void GetType() = 0;
};
class triangle : public poligon
{
double GetArea() { return l*h / 2; }
void GetType() { cout << "triangle" << endl; }
double GetDiag() { return sqrt(l*l + h*h); }
};
You explicitly say that I can replace any instance of polygon with an instance of triangle everywhere in your program. This is the the Liskov substitution principle. What about circles? They don't have height and length. Can you use a rectangle everywhere you expect a polygon? Currently you can, but polygons can have more edges, be self-intersecting etc. I cannot add a new edge to a rectangle, otherwise it would be a rectangle anymore.
There are some solutions, but as it is a design question, the solution depends on what you want to do with the objects.
A downcast is usually a sign of a bad design and is rarely needed in practice.
I can't see why it is needed in this particular case. You have discarded the information about which type you have for no reason. An alternative could be:
void printDiagonal(const triangle& tri)
{
std::cout << "Diangonal = " << tri.GetDiag() << std::endl;
}
void process(poligon& p)
{
p.h = 5;
p.l = 6;
p.GetType();
std::cout << "Area = " << p.GetArea() << std::endl;
}
int main()
{
int input;
std::cout << "1 for triangle and 2 for rectangle: ";
std::cin >> input;
if (input == 1)
{
triangle tri;
process(tri);
printDiagonal(tri);
}
else if (input == 2)
{
rectangle rect;
process(rect);
}
else
{
std::cout << "Error\n";
}
}
Live demo.
This question already has answers here:
Why should the assignment operator return a reference to the object?
(4 answers)
Closed 6 years ago.
Some of the assignment overloading operator examples I see online look like this:
#include <iostream>
using namespace std;
class Distance {
private:
int feet; // 0 to infinite
int inches; // 0 to 12
public:
// required constructors
Distance(){
feet = 0;
inches = 0;
}
Distance(int f, int i){
feet = f;
inches = i;
}
void operator = (const Distance &D ) {
cout << "assigning..." << endl;
feet = D.feet;
inches = D.inches;
}
// method to display distance
void displayDistance() {
cout << "F: " << feet << " I:" << inches << endl;
}
};
int main() {
Distance D1(11, 10), D2(5, 11);
cout << "First Distance : ";
D1.displayDistance();
cout << "Second Distance :";
D2.displayDistance();
// use assignment operator
D1 = D2;
cout << "First Distance :";
D1.displayDistance();
return 0;
}
They return void from the overloaded function. This makes sense to me if D1 is the object being called.
Other examples return a reference to a class object.
#include <iostream>
using namespace std;
class Distance {
private:
int feet; // 0 to infinite
int inches; // 0 to 12
public:
// required constructors
Distance(){
feet = 0;
inches = 0;
}
Distance(int f, int i){
feet = f;
inches = i;
}
Distance& operator = (const Distance &D ) {
cout << "assigning..." << endl;
feet = D.feet;
inches = D.inches;
return *this;
}
// method to display distance
void displayDistance() {
cout << "F: " << feet << " I:" << inches << endl;
}
};
int main() {
Distance D1(11, 10), D2(5, 11);
cout << "First Distance : ";
D1.displayDistance();
cout << "Second Distance :";
D2.displayDistance();
// use assignment operator
D1 = D2;
cout << "First Distance :";
D1.displayDistance();
return 0;
}
This does not make sense to me (when taking the first example into consideration). If in the first example D1 = D2; invokes something like D1.=(D2);, why would the second example work in that case? Is it something like D1 = D1.=(D2);? And does it make any difference at the end of the day?
Although C++ language lets you overload assignment operator with any return type, including void, you should strongly consider following a widespread convention of returning a reference to the assignee from the operator.
The rationale for it is that
A = B;
will work no matter what the assignment returns, while
A = B = C;
which is a perfect chain of assignments will break, unless B = C returns something assignment-compatible to A (which is usually an object of the same type as A).
Another problem is in situations when you must compare the object as part of a larger expression, for example
mytype obj;
while ((obj = read_obj(cin)) != END_OBJ) {
...
}
Hence, the biggest drawback to returning void is inability to chain assignments and use them in places where void is not allowed.
As a convention, assignment operator usually returns reference (to *this); which makes it possible to chain the assignment, just like the behavior of those built-in types. e.g.
Distance D1, D2, D3;
D1 = D2 = D3;
For D1 = D2;, it's equivalent with D1.operator=(D2);. It doesn't change for the 2nd case, the returned value is just discarded. For D1 = D2 = D3;, it's equivalent with D1.operator=(D2.operator=(D3));. Note the returned value (i.e. reference to D2) is used as the argument for the assignment operator called on D1.
I have a problem I've been stuck on for a while trying to make my code more efficient. I've created a Vector class and need to do some basic calculation with it. Using a vector library is out of the question, I need to create my own.
The problem I have currently is in the final stage of the math. I can enter values for the first and second vector, but upon adding them together I get completely random numbers. I'm posting my header file and my cpp file - any help will be appreciated!!
Vectors.h
#include <math.h>
#include <iostream>
class Vectors
{
public:
Vectors(void);
~Vectors(void);
Vectors(double a1, double b1, double c1, double d1)
{
a = a1;
b = b1;
c = c1;
d = d1;
}
void VectorAdd(Vectors vector1, Vectors vector2);
void VectorSub();
void VectorMulti();
void VectorDiv();
void VectorDP();
void VectorCP();
void setV1(Vectors &vector1);
void setV2(Vectors &vector2);
private:
double a;
double b;
double c;
double d;
double cp;
};
Cpp file
void Vectors::setV1(Vectors &vector1)
{
Vectors *Vector1 = new Vectors();
std::cout << "Enter the values of the first vector please.\n";
std::cout << "a1: ";
std::cin >> Vector1 -> a;
std::cout << "b1: ";
std::cin >> Vector1 -> b;
std::cout << "c1: ";
std::cin >> Vector1 -> c;
std::cout << "d1: ";
std::cin >> Vector1 -> d;
Vector1 = &vector1;
std::cin.get();
std::cin.get();
}
void Vectors::setV2(Vectors &vector2)
{
Vectors *Vector2 = new Vectors();
std::cout << "Enter the values of the first vector please.\n";
std::cout << "a1: ";
std::cin >> Vector2 -> a;
std::cout << "b1: ";
std::cin >> Vector2 -> b;
std::cout << "c1: ";
std::cin >> Vector2 -> c;
std::cout << "d1: ";
std::cin >> Vector2 -> d;
Vector2 = &vector2;
std::cin.get();
std::cin.get();
}
void Vectors::VectorAdd(Vectors vector1, Vectors vector2)
{
setV1(vector1);
setV2(vector2);
Vectors *Vector3 = new Vectors();
std::cout << "Here is the combination of the two vectors.\n";
Vector3 -> a = vector1.a + vector2.a;
std::cout << "a3: " << Vector3 -> a;
Vector3 -> b = vector1.b + vector2.b;
std::cout << "\nb3: " << Vector3 -> b;
Vector3 -> c = vector1.c + vector2.c;
std::cout << "\nc3: " << Vector3 -> c;
Vector3 -> d = vector1.d + vector2.d;
std::cout << "\nd3: " << Vector3 -> d;
std::cin.get();
std::cin.get();
}
Thank you in advance!
Vector2 = &vector2;
You did this backwards. You've overwritten the pointer to a new object you just initialized with a pointer to a completely uninitialized object, that you passed in here. The random data is in the uninitialized object, of course.
You don't need the
Vectors *Vector2 = new Vectors();
in the first place. Just initialize the vector2 parameter, directly, from std::cin. Ditto for the other function, setV1(), as well. Same thing.
I think the problem here is, you are confusing with pointer & reference.
In void Vectors::setV1(Vectors &vector1), you are getting vector1 as reference.
Next, you are creating a brand new object Vectors *Vector1 = new Vectors();. And then you are continuing to fill *Vector1. Till this point, I don't see anything weird. However, this part Vector1 = &vector1; totally damages the program. You are now re-assigning the pointer Vector1 with incoming address of vector1.
Unless you have some value on the memory as pointed by vector1 you are not going to have correct results. Infact you are lucky, as you didn't say, your program generated SIGSEGV :)
Hello I have two questions. First, here is some code. I am new to c++. I have to calculate the square of rectangle by the x,y coordinates of upper left and lower right corner - downRightx, upperLeftx, downRighty, upperLefty, the diagonal, and the sides of rectangle. I must make a function print() that calls other private functions only to show the result. Everything is defined inside the class.
class rectangle {
private:
double uLx, uLy, dRx, dRy;
public:
rectangle() {
cout << "enter x coordinate of upper left corner" << uLx;
cout << "enter y coordinate of upper left corner" << uLy;
cout << "enter x coordinate of down right corner" << dRx;
cout << "enter y coordinate of down right corner" << dRy;
}
~rectangle() {
cout << "Deleting object" << endl;
}
private:
void sides() {
double a, b;
a = sqrt(pow((dRx - uLx), 2));
b = sqrt(pow((dRy - uLy), 2));
}
void facediag() {
double s, d;
d = sqrt(pow((dRx - uLx), 2) + pow((dRy - uLy), 2));
---- 1. //here must be the calculation of square s = a*b
}
public:
void print() {
--- 2. //here I must print the results
}
};
so the question is: How to call a and b parameters from side in facediag() function to calculate s = a*b And how to print the results. Can I write cout << a; cout << d; cout << s, etc. in sides() and facediag() and just call them in print? Or can I print them in print() without writing cout << ... in other functions, but otherwise, another access method.
void facediag(){
//code
cout << s;
cout << d;
}
void sides(){
// code
cout << a;
cout << b;
}
void print()
{
sides();
facediag();
}// not like this, is there another way?
Second question I let Cygwin to be installed at its complete form and at some point I realized that I will run out of hdd and the installation hangs, so I interrupted the installation. How can I uninstall it - just delete the folder or to step through the FAQ in the Cygwin site?
You cannot access local variables from other functions. They only exist while that function executes.
What you can do is define more member functions that compute the values you need, like
double height() const
{ return /* something */; }
double width() const
{ return /* something else */; }
and use those functions where you need a or b.
You CAN call the private function in your OWN class.
But, the variable a and b are local variables, so they will not exist out of the function sides(), you can do the same thing in function facediag() to calculate a and b
I've been pulling my hair out trying to figure out this program. The class has to hold 3 player's info and output their info. My output function is not outputting from my set/get functions. Also, if I output the array indexes the program crashes (that's the array indexes are commented out in the Output function).
edit: I'll just show one profile to keep the code smaller
Any help is appreciated.
#include <cstdlib>
#include <iostream>
using namespace std;
class PlayerProfile
{
public:
void output();
void setName1(string newName1); //player's name
void setPass1(string newPass1); //player's password
void setExp1(int newExp1); //player's experience
void setInv1(string newInv1[]); //player's inventory
void setPos1(int newX1, int newY1); //player's position
string getName1();
string getPass1();
int getExp1();
string getInv1();
int getPos1();
private:
string name1;
string pass1;
int exp1;
string inv1[];
int x1;
int y1;
};
int main(int argc, char *argv[])
{
PlayerProfile player;
cout << "This program generates three player objects and displays them." << endl;
cout << endl;
player.output();
system("PAUSE");
return EXIT_SUCCESS;
}
void PlayerProfile::setName1(string newName1)
{
newName1 = "Nematocyst";
name1 = newName1;
}
void PlayerProfile::setPass1(string newPass1)
{
newPass1 = "obfuscator";
pass1 = newPass1;
}
void PlayerProfile::setExp1(int newExp1)
{
newExp1 = 1098;
exp1 = newExp1;
}
void PlayerProfile::setInv1(string newInv1[])
{
newInv1[0] = "sword";
newInv1[1] = "shield";
newInv1[2] = "food";
newInv1[3] = "potion";
inv1[0] = newInv1[0];
inv1[1] = newInv1[1];
inv1[2] = newInv1[2];
inv1[3] = newInv1[3];
}
void PlayerProfile::setPos1(int newX1, int newY1)
{
newX1 = 55689;
x1 = newX1;
newY1 = 76453;
y1 = newY1;
}
string PlayerProfile::getName1()
{
return name1;
}
string PlayerProfile::getPass1()
{
return pass1;
}
int PlayerProfile::getExp1()
{
return exp1;
}
string PlayerProfile::getInv1()
{
return inv1[0], inv1[1], inv1[2], inv1[3];
}
int PlayerProfile::getPos1()
{
return x1, y1;
}
void PlayerProfile::output()
{
cout << "Player Info - " << endl;
cout << "Name: " << name1 << endl;
cout << "Password: " << pass1 << endl;
cout << "Experience: " << exp1 << endl;
cout << "Position: " << x1 << ", " << y1 << endl;
cout << "Inventory: " << endl;
/*cout << inv1[0] << endl;
cout << inv1[1] << endl;
cout << inv1[2] << endl;
cout << inv1[3] << endl; */
}
This is the output that I am getting:
This program generates three player objects and displays them.
Player Info -
Name:
Password:
Experience: -2
Position: 3353072, 1970319841
Inventory:
Press any key to continue . . .
I'm sorry if I sound like an idiot, this is the first time I have programmed with classes and I am very confused.
First:
You do not have a constructor declared or defined in your class so when you compile, the compiler provides you with a default constructor.
The line
PlayerProfile player;
calls the default constructor provided by the compiler. This default constructor only allocates memory for your class member variables, but does not set their values. This is why name1, pass1, exp1, x1, y1 are not outputting what you expect.
Second:
C++ will not call get or set functions for you, and I think you are misunderstanding how c++ functions work.
this
void PlayerProfile::setName1(string newName1)
{
name1 = newName1;
}
is a function definition. You do not need to assign newName1 inside the function. It's value is passed to the function when a line like
setName1("Nematocyst");
is executed.
If you write a constructor, you can use it to call your set functions, and pass them the values you want to set member variables to.
If you do not want to write a constructor, you can call class functions/methods from main with:
player.setName1("Nematocyst");
Third:
Your program crashes because you are not using arrays properly. Here is a tutorial on how to declare an array and access it's contents.
Generally, I think you are trying to run before you know how to walk. Try not to get frustrated. Learn how arrays work, how functions work, and then how classes work. I hope this is not your homework assignment!