All instances of a class share the same values - c++

I've got a class called Data, whenever I declare a new instance of this class and change something in it, it changes all instances of that class. I'm not sure how to fix this, or why it is even happening.
(Note, I've stripped back a lot of what was in my data class, but this example still produces the error)
Data.h
#include <chrono>
volatile class Data{
public:
volatile struct Ts{
volatile int64_t unixTimestamp;
};
int ReturnTimestamp() volatile;
void SetTimestamp(int) volatile;
};
Data.cpp
#include "data.h"
#include <ctime>
volatile Data::Ts data;
int Data::ReturnTimestamp() volatile{
return data.unixTimestamp;
}
void Data::SetTimestamp(int timestamp) volatile{
data.unixTimestamp = timestamp;
}
In main I run
int main() {
Data d1;
Data d2;
Data d3;
d1.SetTimestamp(1);
d2.SetTimestamp(2);
d3.SetTimestamp(3);
printf("%i %i %i\n", d1.ReturnTimestamp(), d2.ReturnTimestamp(), d3.ReturnTimestamp());
return 0;
}
The output is
3 3 3
I want the output to be
1 2 3
Why is it not "1 2 3" ?

data is not defined in the class, so you create a global variable. Create a member variable.
class Data{
public:
struct Ts{
volatile int64_t unixTimestamp;
} data;
int ReturnTimestamp() volatile;
void SetTimestamp(int) volatile;
};
instead of volatile Data::Ts data;

Related

class constructor creating instance of arbitrary struct C++

I want to make a class that creates an instance of an arbitrary struct and then has methods to write and load these structs from a file system. I currently do this with a macro that takes the name of the instance of the struct and saves and loads it. I wanted to instead create a class object that would wrap all of these together, but I don't know how to pass and use an arbitrary struct to the constructor.
I am limited to C++11.
The code would work something like this
struct typeA{
int age;
int weight;
};
struct typeB{
char name[10];
int height;
};
class StructControl{
public:
void target;
StructControl(void ITEM){
ITEM target;
}
void S(void * addr,uint32_t size){
//code for saving
}
void L(void * addr, unint32_t size){
//code for loading
}
void Save(){
S(&target,sizeof(target));
}
void Load(){
L(&target,sizeof(target));
}
};
void main(){
StructControl myA(typeA);
myA.target.age=45;
myA.Save();
StructControl myB(typeB);
myB.height=110;
myB.Save();
}
Thank you to the #TheUndeadFish and #PaulMcKenzie for pointing me towards templates.
#include <iostream>
#include <cmath>
#include <string>
#include <cstring>
#include <fstream>
#include <string.h>
#include <cstdint>
using namespace std;
struct typeA{
int age=25;
int weight=13;
};
struct typeB{
char name[10];
int height=55;
};
template <class TYPE>
class StructControl{
public:
TYPE target;
char selfname[10];
StructControl(const char * name){
strcpy(selfname,name);
printf("name:%s\n",selfname);
}
void Save(){
printf("Saving object of size %lu to addr:%p\n",sizeof(target),&target);
//also save the struct to file
}
void Load(){
printf("Loading object of size %lu to addr:%p\n",sizeof(target),&target);
//also load the struct from file
}
};
};
int main(){
StructControl<typeA> myA("myA");
printf("myA Age:%d\n",myA.target.age);
myA.target.age=45;
printf("myA Age:%d\n",myA.target.age);
myA.Save();
myA.Load();
StructControl<typeB> myB("myB");
printf("myB Height:%d\n",myB.target.height);
myB.target.height=110;
printf("myB Height:%d\n",myB.target.height);
myB.Save();
return 0;
}
OUTPUT:
name:myA
myA Age:25
myA Age:45
Saving object of size 8 to addr:0x7fffbfb716b0
Loading object of size 8 to addr:0x7fffbfb716b0
name:myB
myB Height:55
myB Height:110
Saving object of size 16 to addr:0x7fffbfb716d0

C++ Pointer function to other class function

I need help with passing a function pointer on C++. I can't linkage one function for a class to other function. I will explain. Anyway I will put a code resume of my program, it is much larger than the code expose here but for more easier I put only the part I need to it works fine.
I have one class (MainSystem) and inside I have an object pointer to the other class (ComCamera). The last class is a SocketServer, and I want when the socket received any data, it sends to the linkage function to MainSystem.
ComCamera is a resource Shared with more class and I need to associate the functions ComCamera::vRecvData to a MainSystem::vRecvData or other function of other class for the call when receive data and send de data to the function class associate.
Can Anyone help to me?
EDDITED - SOLUTION BELOW
main.cpp
#include <iostream>
#include <thread>
#include <string>
#include <vector>
#include <cmath>
#include <string.h>
#include <stdio.h>
#include <exception>
#include <unistd.h>
using std::string;
class ComCamera {
public:
std::function<void(int, std::string)> vRecvData;
void vLinkRecvFunction(std::function<void(int, std::string)> vCallBack) {
this->vRecvData = vCallBack;
}
void vCallFromCamera() {
this->vRecvData(4, "Example");
};
};
class MainSystem {
private:
ComCamera *xComCamera;
public:
MainSystem(ComCamera *xComCamera) {
this->xComCamera = xComCamera;
this->xComCamera->vLinkRecvFunction([this](int iChannelNumber, std::string sData) {vRecvData(iChannelNumber, sData); });
}
void vRecvData(int iNumber, string sData) {
std::cout << "RECV Data From Camera(" + std::to_string(iNumber) + "): " << sData << std::endl;
};
};
int main(void) {
ComCamera xComCamera;
MainSystem xMainSystem(&xComCamera);
xComCamera.vCallFromCamera();
return 0;
}
Output will be:
MainSystem RECV Data From Camera(4): Example
You can have ComCamera::vRecvData be of type std::function<void(int, std::string)> and then have ComCamera::vLinkRecvFunction() be like this:
void ComCamera::vLinkRecvFunction(std::function<void(int, std::string)> callBack)
{
this->vRecvData = callBack;
}
and have MainSystem constructor be like this:
MainSystem::MainSystem(ComCamera *xComCamera)
{
using namespace std::placeholders;
this->xComCamera = xComCamera;
this->xComCamera->vLinkRecvFunction([this](int iNumber, std::string sData){vRecvData(number, sData);});
}
Still though the original question has way too much code to go through friend.
Here what you want :
#include<iostream>
using std::cout;
class A; //forward declare A
class B{
public:
void (A::*ptr)(int x); //Only declare the pointer because A is not yet defined.
};
class A{
public:
void increase_by(int x){
a+=x;
} // this function will be pointed by B's ptr
int a = 0; // assume some data in a;
B b; // creating B inside of A;
void analyze(int y){
(*this.*(b.ptr))(y);
} // Some function that analyzes the data of A or B; Here this just increments A::a through B's ptr
};
int main(){
A a; // creates A
cout<<a.a<<"\n"; // shows initial value of a
a.b.ptr = &A::increase_by; // defines the ptr that lies inside of b which inturns lies inside a
a.analyze(3); // calls the initialize method
(a.*(a.b.ptr))(3); // directly calls b.ptr to change a.a
cout<<a.a; // shows the value after analyzing
return 0;
}
Output will be :
0
6
I still don't get why would you do something like this. But maybe this is what you wanted as per your comments.
To know more read this wonderful PDF.

Global static variable initialised with a call to static class function in c++

Not sure how correctly formulate the question but here is the problem.
I have a static lib where I have the following class in a.h:
#pragma once
#include <vector>
class A{
public:
void Run() {
data_.push_back(10);
std::cout << "size: " << data_.size() << std::endl;
}
private:
static std::vector<int> data_;
};
a.cpp is as follows:
#include "a.h"
std::vector<int> A::data_;
And I have another class in b.h:
#pragma once
#include <string>
class B
{
public:
static std::string Get();
};
And b.cpp:
#include "b.h"
#include "a.h"
std::string B::Get()
{
static A a;
a.Run();
return "foo";
}
Now my main app which is using the above static lib is as follows:
#include <iostream>
#include "a.h"
#include "b.h"
static std::string var1= B::Get();
int main(int argc, char** argv)
{
A a;
a.Run();
}
Trying to understand why the output is:
size: 1
size: 1
There should be a single instance of each static data member for the entire class, so there should be a single call to A::data_ constructor.
Am I hitting "static initialization order fiasco"? I.e. data_ is not initialised before I use it, but then I should be getting the crash?
And now lets imagine my data_ holds dynamically initialised items (something none POD). How will it be destructed if at the end data_ holds one item, although I've inserted 2?
And that's what actually is happening in my real life code (it sometimes crashes during destruction of data_).
Getting rid of global static ( static std::string var1= B::Get(); ) solves the problem, but I still want to understand the under the hood problem.
The described case can be reproduced in VS2015 (the real life case is reproducible in gcc 6.2 )
Am I hitting "static initialization order fiasco"?
Most likely.
You can remove the problem by making the static data of a class available via a function call. E.g.
class A{
public:
void Run() {
getData().push_back(10);
std::cout << "size: " << getData().size() << std::endl;
}
private:
static std::vector<int>& getData();
};
std::vector<int>& A::getData()
{
static std::vector<int> data;
return data;
}
When you do that, data will be initialized when A::getData() is called the first time. It removes the static initialization order issue completely.

C++ RPG Error: data member initializer is not allowed

this has already been posted several times, but none of the times have answered my case. Please help me with my 'error: data member initializer is not allowed' which appears under the equals signs. Here's the code with the problem in it.
//Player.cpp :Contains information about the player
#include <iostream>
#include <string>
#include "Main.cpp"
using namespace std;
void Player()
{
struct Player {
int Charma = 0;
unsigned int Hunger = 10;
unsigned int Energy = 50;
unsigned int Health = 100;
};
enum Race {
UNKNOWN,
DEAD,
HUMAN,
ORC,
GOBLIN,
ELF,
LIZARD,
CAT,
VAMPIRE,
WEREWOLF,
SNK
};
}
You are getting that error because you are initializing the variables when you are declaring a struct. This is not allowed. Instead, move the initialization into the constructor of the struct.
However that is not the only error in your code. You are defining the struct inside of the Player function (which should be the constructor). You need to switch those, so that you have the Player function inside of the Player struct. This way the struct will have a constructor where you can initialize the values. Another thing, don't #include .cpp files. It's a bad practice.
Your code should be something like this:
struct Player {
int Charma;
unsigned int Hunger;
unsigned int Energy;
unsigned int Health;
Player() : Charma(0), Hunger(10), Energy(50), Health(100)
{
// do other constructor stuff here
}
};
In another approach of idea, if you are planning on doing some mecanics inside Player, you may move the declaration inside a real class. You will then be able to scale your project a little more easily. Something like this:
Header
// #include "Item.h"
typedef enum RaceDef {
UNKNOWN,
DEAD,
HUMAN,
ORC,
GOBLIN,
ELF,
LIZARD,
CAT,
VAMPIRE,
WEREWOLF,
SNK
} PlayerRace;
class Player {
public:
Player(unsigned int Charma=0,
unsigned int Hunger=10,
unsigned int Energy=50,
unsigned int Health=100,
PlayerRace Race=HUMAN);
void attack(Player);
void slap(Player);
//void equipItem(Item);
void exercise(unsigned int duration);
void die();
void etc();
private:
unsigned int m_Charma;
unsigned int m_Hunger;
unsigned int m_Energy;
unsigned int m_Health;
unsigned PlayerRace m_Race;
Race m_Race;
};
CPP
Player::Player(unsigned int Charma,
unsigned int Hunger,
unsigned int Energy,
unsigned int Health,
PlayerRace Race):
m_Charma(Charma),
m_Hunger(Hunger),
m_Energy(Energy),
m_Health(Health),
m_Race(Race) {
//constructor code goes here
//e.g. if player starts with a random item :
// Item randomItem = ItemUtils.getRandomItem();
// equipItem(randomItem);
}
I hope this helps, and good luck :)

Initialize static variables declared in header

I'm changing the class implementation of a large class for a company project that has several static variables declared as private members of the class. There are many arrays and structs declared in the class header that utilize these static variables. I now need to assign the static data members values from my main function somehow. I tried assigning the static variables through the constructor but the header is declared prior to the constructor call so that wasn't possible.
For example, if I have
class Data
{
private:
static unsigned int numReadings = 10;
static unsigned int numMeters = 4;
unsigned int array[numMeters];
}
I would want to change it such that I could set numReadings and numMeters from my main function somehow, so it will allow all of my arrays and structs that utilize numMeters and numReadings to be initialized properly.
Is there a way to do this in C++? Of course I could always change my class design and set these in the constructor somehow but I'd like to avoid that if I can as it will take quite a long time.
You cannot do it in the main function, but you can do it in the main.cpp file:
// Main.cpp
#include <iostream>
#include "T.h"
using namespace std;
int T::a = 0xff;
int main()
{
T t; // Prints 255
return 0;
}
// T.h
#pragma once
#include <iostream>
using namespace std;
class T {
public:
T() { cout << a << endl; }
private:
static int a;
};
Have you tried making them public and accessing them with Data::numReadings = 10?
UPDATE:
#include <cstdlib>
using namespace std;
/* * */
class Asdf
{
public:
static int a;
};
int Asdf::a = 0;
int main(int argc, char** argv) {
Asdf::a = 2;
return 0;
}
Regardless of the accessibility of these variables, you need to define and initialize the static members outside the class definition:
// header
class Data
{
private:
static unsigned int numReadings;
static unsigned int numMeters;
unsigned int array[numMeters]; //<=see edit
};
// class implementation file
unsigned int Data::numReadings = 10;
unsigned int Data::numMeters = 4;
This is part of the implementation of the class and shouldn't be in the header (ODR rule).
Of course, if you want to access these variables (which are shared among all instances of the class) from outside, you need to make them public, or better, foresee and accessor.
Edit:
As the question is formulated around the static issue, I didn't notice the variable length array : this is not standard c++, although some compilers might accept it as a non-standard extension.
To do this properly, you should define a vector and initialize it at construction:
class Data
{
public:
Data ();
private:
static unsigned int numReadings;
static unsigned int numMeters;
vector<unsigned int> mycontainer; //<=for dynamic size
};
Data::Data() : mycontainer(numMeters) { } // initialize object with right size