So in my program, I'm using polymorphism, which could also explain some of the issues that I'm having.
This is my pure abstract class:
class Event {
public:
Event();
~Event();
virtual int returnType();
};
Then I have a room class that sets events to a particular room:
class Room {
private:
Event * e;
bool player = false;
bool bEvent = false;
public:
Room();
~Room();
Event * getEvent();
void setEvent(Event *);
bool getPlayer();
void setPlayer(bool);
bool getBoolEvent();
void setBoolEvent(bool);
};
And here are my function definitions:
Event * Room::getEvent() {
return e;
}
void Room::setEvent(Event * n) {
e = n;
}
bool Room::getPlayer() {
return player;
}
void Room::setPlayer(bool p) {
player = p;
}
bool Room::getBoolEvent() {
return bEvent;
}
void Room::setBoolEvent(bool b) {
bEvent = b;
}
Here is my bats class which is a derived class from event: The functions are the same, so here are the function definitions:
int Bats::returnType() {
return 1;
}
So in my program, I am using a 2d vector of Rooms, and then assigning events to these rooms via polymorphism. The problem is that I don't think the changes are persisting, at least with the polymorphism, even when passing by reference.
Here is the function where I am setting the bat event to a certain room in the 2d vector:
vector<vector<Room>> Game::setEvents(vector<vector<Room>> &grid) {
Bats b1;
Event * eb1 = &b1;
//Set player
int r1 = rand()%gridSize;
int r2 = rand()%gridSize;
grid[r1][r2].setPlayer(true);
//Set bats
grid[0][0].setBoolEvent(true);
grid[0][0].setEvent(eb1);
cout << "Function example: " << grid[0][0].getEvent()->returnType() << endl;
return grid;
}
As an output I get Function example: 1;
However, when we move into the main (in this case Game::play()) function, these changes don't hold.
void Game::play() {
srand(time(NULL));
//Create vector
vector<vector<Room>> grid;
//Fill vector
fillGrid(grid);
//Set player and events
grid = setEvents(grid);
for (int i = 0; i < gridSize; i++) {
for (int j = 0; j < gridSize; j++) {
if (grid[i][j].getBoolEvent() == true) {
cout << i << " " << j << endl;
cout << grid[i][j].getEvent()->returnType() << endl;
}
}
}
}
As an output I get 0 0 and then a seg fault.
Although the boolEvent is still true, for some reason I get a segmentation fault when trying to call returnType(), even though it worked in the setEvents() function. What am I doing wrong with polymorphism?
Related
I'm trying to create a Monopoly game in C++ and I've been messing with object-oriented-programming, the problem happens with the classes "Game" and "Player", I would like to know how to use "Game"'s functions inside "Player" and "Player"'s functions inside "Game", but I've been getting a compiler error saying that the class is not defined.
Switching class positions won't work (obviously) but I tried anyways.
Code (reduced and minimized to the Game and Player classes):
namespace Monopoly {
typedef enum { normal, train, company, incometax, luxurytax, start, chancecard, chestcard, jail } type;
class Game {
private:
bool running = false;
int turn = 1;
int currentPlayerID;
int startingMoney = 1000;
std::vector<Player> players;
public:
// Functions
void createPlayer() {
++currentPlayerID;
Player newPlayer(currentPlayerID, startingMoney);
players.push_back(newPlayer);
++currentPlayerID;
}
void createPlayers(int playerAmount) {
for (int i = 0; i <= playerAmount; ++i) {
createPlayer();
}
}
Player getPlayer(int index) {
Player p = players[index];
return p;
}
};
class Player {
private:
int playerID;
int money;
std::vector<int> propertiesOwned;
void addProperty(int id) {
this->propertiesOwned.push_back(id);
}
public:
// Constructor
Player(int pID, int sMoney) {
this->playerID = pID;
this->money = sMoney;
}
// Functions
Player payMoney(int payAmount, unsigned int destinationID, Game engine) {
this->money -= payAmount;
if (destinationID > 0) {
// Checks if you're paying to a player or bank
bool playerFound = false;
for (int i = 0; i <= engine.getPlayerAmount(); ++i) {
if (engine.getPlayer(i).getID() == destinationID) {
playerFound = true;
break;
}
}
if (playerFound) {
// Player was found
engine.getPlayer(destinationID).giveMoney(payAmount);
return;
}
else {
std::cout << "\nERROR: Invalid player ID at function payMoney\n";
return;
}
}
else {
// You're paying to the bank
}
return;
}
void buyProperty(int id, int price, Game engine) {
payMoney(price, 0, engine);
addProperty(id);
}
void giveMoney(int payMoney) {
this->money += payMoney;
}
// Returns
inline int getMoney() { return this->money; }
inline int getID() { return this->playerID; }
inline auto getProperties(int index) {
auto p = propertiesOwned[index];
return p;
}
inline int getPropertyAmount() {
int amount = std::size(propertiesOwned);
return amount;
}
};
}
I expected the classes to run the other classes function normally, but it seens like that in C++, classes are defined in certain order, and you can only access classes (in a class) declared before the class you're using, feedback and alternatives that fix this would help
You are correct that in C++ declaration order matters, and that is the cause of your errors, however there are a few other issues with the code.
Firstly, you should swap the order that Game and Player are defined. This will make it easier, as Player relies on Game fewer times than Game relies on Player.
Next, add a forward declaration for Game before the definition of Player:
class Game;
This tells the compiler that a class named Game exists and allows you to use it in scenarios where it doesn't need to know the contents (i.e. definition) of the class.
Next, make payMoney and buyProperty accept their engine parameter by reference instead of by value by changing the parameter specifier to Game &engine. This is important for two reasons. First, passing by value can only be done if you have already defined the type, which we have not (we've only declared it). Second, passing by value creates a copy of the object, which in this case means a completely new vector of completely new Player objects, and the changes will not synchronize back to the old object. See here for a better explanation of references.
Next, you need to extract the definition of payMoney to after the definition of Game. The reason is that while the parameter list of payMoney no longer relies on the definition of Game, the code in the function body does (because it calls functions on the engine object). See the end for what this looks like.
This fixes all the problems with declaration/definition order. You also should make payMoney return void as its return value is never provided and never used, pick a consistent type for IDs (either int or unsigned int, not a mix), and add the getPlayerAmount to Game.
Here's what the final code could look like:
namespace Monopoly {
typedef enum { normal, train, company, incometax, luxurytax, start, chancecard, chestcard, jail } type;
class Game;
class Player {
private:
int playerID;
int money;
std::vector<int> propertiesOwned;
void addProperty(int id) {
this->propertiesOwned.push_back(id);
}
public:
// Constructor
Player(int pID, int sMoney) {
this->playerID = pID;
this->money = sMoney;
}
// Functions
void payMoney(int payAmount, int destinationID, Game &engine);
void buyProperty(int id, int price, Game &engine) {
payMoney(price, 0, engine);
addProperty(id);
}
void giveMoney(int payMoney) {
this->money += payMoney;
}
// Returns
inline int getMoney() { return this->money; }
inline int getID() { return this->playerID; }
inline auto getProperties(int index) {
auto p = propertiesOwned[index];
return p;
}
inline int getPropertyAmount() {
int amount = std::size(propertiesOwned);
return amount;
}
};
class Game {
private:
bool running = false;
int turn = 1;
int currentPlayerID;
int startingMoney = 1000;
std::vector<Player> players;
public:
// Functions
void createPlayer() {
++currentPlayerID;
Player newPlayer(currentPlayerID, startingMoney);
players.push_back(newPlayer);
++currentPlayerID;
}
void createPlayers(int playerAmount) {
for (int i = 0; i <= playerAmount; ++i) {
createPlayer();
}
}
Player getPlayer(int index) {
Player p = players[index];
return p;
}
int getPlayerAmount() {
int amount = players.size();
return amount;
}
};
void Player::payMoney(int payAmount, int destinationID, Game &engine) {
this->money -= payAmount;
if (destinationID > 0) {
// Checks if you're paying to a player or bank
bool playerFound = false;
for (int i = 0; i <= engine.getPlayerAmount(); ++i) {
if (engine.getPlayer(i).getID() == destinationID) {
playerFound = true;
break;
}
}
if (playerFound) {
// Player was found
engine.getPlayer(destinationID).giveMoney(payAmount);
return;
}
else {
std::cout << "\nERROR: Invalid player ID at function payMoney\n";
return;
}
}
else {
// You're paying to the bank
}
return;
}
}
Side note: it's technically better C++ to use size_t instead of int for variables storing the size of vectors, as that is what the size functions return (and it's an unsigned integer type whereas int is signed), but that's not especially important.
This code isn't compiled. All problems in virtual function attack() in basic class.
It hasn't got acces to massive in class Team. I was trying do theese classes friend.But it do not work whatever. Also I've done function ptr but it don't work.
Virtual function don't work in inherited classes too. Visual studio 2015 shows errors:
C2228, C2227, C2027.
Please help.
class Team;
class Unit
{
protected:
int hp;
int dmg;
int doodge;
public:
Unit(int hp, int dmg, int doodge): hp(hp), dmg(dmg), doodge(doodge){}
int GetHP()
{
return hp;
}
void SetHP(int hp)
{
this->hp = hp;
}
virtual void attack(Team &T)
{
int id = rand() % 3;
for (int i = 0; i < 3; i++)
if (typeid(*this) == typeid(T.arr[i]))
{
id = i;
break;
}
if (T.arr[id] <= 0)
return;
else
T.arr[id]->SetHP(T.arr[id]->GetHP() - this->dmg);
}
};
class Swordsman:public Unit
{
public:
Swordsman():Unit(15,5,60){}
//virtual void attack(Team & T)override
//{
// int id = rand() % 3;
// for (int i = 0; i < 3; i++)
// if (typeid(Swordsman) == typeid())
// {
// id = i;
// break;
// }
// if (*T.arr[id]->GetHP <= 0)
// return;
// else
// *T.arr[id]->SetHP(T.arr[id]->GetHP() - dmg);
//}
};
class Archer :public Unit
{
public:
Archer() :Unit(12, 4, 40) {}
//virtual void attack(Team & T)override
//{
// int id = rand() % 3;
// for (int i = 0; i < 3; i++)
// if (typeid(Archer) == typeid())
// {
// id = i;
// break;
// }
// if (*T.arr[id]->GetHP <= 0)
// return;
// else
// *T.arr[id]->SetHP(T.arr[id]->GetHP() - dmg);
//}
};
class Mage :public Unit
{
public:
Mage() :Unit(8, 10, 30) {}
/*virtual void attack(Team & T)override
{
int id = rand() % 3;
for (int i = 0; i < 3; i++)
if (typeid(*this) == typeid())
{
id = i;
break;
}*/
};
class Team
{
static short counter;
string name;
Unit* arr[3];
public:
Team()
{
name = "Team " + counter++;
for (int i = 0; i < 3; i++)
{
int selecter = rand() % 3;
switch (selecter)
{
case 0:
arr[i] = new Swordsman();
break;
case 1:
arr[i] = new Archer();
break;
case 2:
arr[i] = new Mage();
break;
}
}
}
~Team()
{
delete[]arr;
}
Unit * ptr(int id)
{
return arr[id];
}
bool check()
{
bool res = false;
for (int i = 0; i < 3; i++)
if (arr[i]->GetHP() > 0)
res = true;
return res;
}
void print()
{
cout << endl << "\t\t" << name << endl << endl;
cout << "\t" << typeid(*arr[0]).name() << endl;
cout << "\t" << typeid(*arr[1]).name() << endl;
cout << "\t" << typeid(*arr[2]).name() << endl;
}
friend class Unit;
};
short Team::counter = 0;
class Game
{
Team A, B;
public:
int Play()
{
while (true)
{
A.ptr(1)->attack(B);
if (A.check())
return 1;
else if (B.check())
return 2;
}
}
};
int main()
{
return 0;
}
Omitting anything irrelevant:
class Team;
class Unit
{
public:
virtual void attack(Team &T)
{
if(typeid(*this) == typeid(T.arr[i]))
// ^^^
{ }
}
};
You are accessing a member of class Team, but at the time given, you only have provided the declaration of Team... Side note: this is not specific to virtual functions, but would occur with any code you write.
Your problem now is that function implementations of both classes Team as well as Unit rely on the complete definition of the other class. So only solution to the problem is to implement one of the functions outside the class, e. g.:
class Team;
class Unit
{
public:
// requires Team, so only declared, not implemented!
virtual void attack(Team &T);
// ^
};
class Team
{
// complete definition!
};
void Unit::attack(Team& t)
{
// now implementation of...
}
Another minor problem is that arr member is private. Well, you provided a getter already (ptr), so use it (and give it a better name...).
If you want to go further towards a clean design, split your units and the team into different compilation units, each coming with a header and a source file:
unit.h:
class Team;
class Unit
{
// private members
public:
// only declarations as above, including constructor/destructor
// by the way: you are lacking a virtual destructor!!!
virtual ~Unit();
};
unit.cpp:
#include "unit.h"
#include "team.h" // fetch the definition of Team!
Unit(/*...*/) { }
Unit::~Unit() { }
// function definitions as shown above...
You would do the same for Team and even your Unit derived classes as well as the Game class. Be aware, though, that you need the complete class definition available if you want to inherit, so you need to include unit.h already int the headers:
archer.h:
#include "unit.h"
class Archer : public Unit
{
// again, only function declarations...
// as base class has already a virtual destructor, own destructor
// gets virtual implicitly (even the default one), so if you do
// not need it, you do not have to define it...
};
archer.cpp:
#include "archer.h"
// and whatever else needed, solely, unit.h already comes with archer.h
// implementations...
Recently, I started working with classes and, today, class inheritance. I created a simple program to expand my perception of inheritance. The program calculates the average grade of a class. I understand the vast majority of the code I have written, but there are some exceptions (listed below the code). Any and all help would be appreciated.
Code
#include "stdafx.h"
#include <iostream>
using namespace std;
class CAverage {
private:
double VSubCount, VAverage, VMark, VSum, VNum;
public: CAverage(int); // Constructor.
void MTake_action() {
MAsk_input(); // Calls the method “MAsk_input()“ within this class.
MCalculate_average(); // Calls the method “MCalculate_average()“ within
// this class.
MPrint_result(); // Calls the method “MPrint_result()“ within this class.
}
void MCalculate_average() {
VAverage = VSum / VNum;
}
void MAsk_input() {
VSum = 0;
VNum = 0;
int VNumber;
for (int i = 0; i < VSubCount; i++) {
cout << "Enter your " << i + 1 << " mark: ";
cin >> VNumber;
if (VNumber > 0) {
VMark = VNumber;
VSum += VMark;
VNum++;
}
}
}
void MPrint_result()
{
system("cls");
if (((VSum / 3) <= 0) || ((VSum / 3) > 10)) {
cout << "Incorrect input." << endl;
} else {
cout << "Average: " << VAverage << endl;
}
}
};
// Creates a child class and makes that this class could view/get public methods,
// variables, etc of “CAverage“.
class CGroup : public CAverage {
private:
int VClassMembers;
void MAsk_input() {
for (int i = 0; i < VClassMembers; i++) {
system("cls");
cout << "[" << i + 1 << " student]" << endl;
CAverage::MAsk_input(); // Calls the method “MAsk_input()“ within
// the parent class (“CAverage“).
}
}
public: CGroup(int, int);
void MTake_action() {
MAsk_input(); // Calls the method “MAsk_input()“ within this class.
CAverage::MCalculate_average(); // Calls the method “MCalculate_average()“
// within the parent class (“CAverage“).
CAverage::MPrint_result(); // Calls the method “MPrint_result()“ within the
// parent class (“CAverage“).
}
};
CAverage::CAverage(int VSubjectCount) {
VSubCount = VSubjectCount;
}
CGroup::CGroup(int VOther, int VInteger) : CAverage(VOther) {
VClassMembers = VInteger;
}
int main() {
CGroup avg(2, 5); // Creates an object, named “avg“.
avg.MTake_action(); // Calls the child classes' method “MTake_action()“.
return 0;
}
So, how would one explain these parts?
CAverage::CAverage(int VSubjectCount) {
VSubCount = VSubjectCount;
}
CGroup::CGroup(int VOther, int VInteger) : CAverage(VOther) {
VClassMembers = VInteger;
}
I think that this
CAverage(int);
and this
CGroup(int, int);
call the constructors? Or, are they themselves the constructors?
And, are all of the comments, made by me, correct?
I think that this
CAverage(int);
and this
CGroup(int, int);
call the constructors? Or, are they themselves the constructors?
Your second presumption is correct, both are constructors.
CAverage::CAverage(int VSubjectCount) {
VSubCount = VSubjectCount;
}
This snippet initializes the variable VSubCount within the superclass.
CGroup::CGroup(int VOther, int VInteger) : CAverage(VOther) {
VClassMembers = VInteger;
}
This is a little more complex, and shows key concepts of inheritance.
: CAverage(VOther)
Is calling the parent constructor, to initialize the private member VSubCount, in CAverage, since CGroup cannot access it.
VClassMembers = VInteger;
initializes the member VClassMembers in the subclass. Otherwise, your comments are correct.
I'd like to access to a double pointer which is located in another class "Board".
class Board
{
public:
Board(void);
Board(unsigned int xSize, unsigned int ySize);
~Board(void);
void SetObjectManager(ObjectManager* pObm);
void SetBlock(Block* block);
void LoadBoard(void);
void InitBoard(void);
//Other Functions...
private:
ObjectManager* m_obm;
Block* m_block;
//pointer to pointer to a int. (for 2 dimensional-array)
int **m_board;
};
First, the Board class. at the last line of class, you can see m_board.
I want to change this value in outside of this class.
Like this,
void Block::InitBlock(void)
{
int randPiece = Random::GIRand().RandInt(0, 1);
int randPos = Random::GIRand().RandInt(0, 10);
switch (randPiece)
{
case 0:
m_piece[2][1] = 1;
m_piece[2][2] = 1;
m_piece[2][3] = 1;
m_piece[3][3] = 1;
break;
//Other cases are here...
}
std::cout << "RandPos : " << randPos << std::endl;
std::cout << "RandPiece : " << randPiece << std::endl;
for (int y = 0; y < m_ySize; ++y)
{
for (int x = 0, pX = randPos; x < m_xSize; ++x, ++randPos)
{
if (m_piece[x][y] != 0)
m_board->SetBoardStatus(randPos, y, 1);
}
}
}
But, When I run this program, It blows up at SetBoardStatus(int, int, int)
SetBoardStatus looks like this,
void Board::SetBoardStatus(int x, int y, int value)
{
m_board[x][y] = value; //Visual Studio breaks the program here.
}
I allocate the double pointer properly.
And I set the board at the outside of this classes.
void Block::SetBoard(Board* board)
{
m_board = board;
}
And this is my block class.
class Block
{
public:
Block(void);
~Block(void);
void SetObjectManager(ObjectManager* pObm);
void LoadBlock (void);
void InitBlock (void);
void UpdateBlock (void);
void ReleaseBlock (void);
void SetBoard(Board* board);
private:
ObjectManager* m_obm;
Board* m_board;
int **m_piece;
int m_xSize;
int m_ySize;
};
Consider inheriting Block in Board; This will eliminate any possible de-referencing errors or bugs, as you can access the pointer right away.
I'm working on inheritance right now. I have a base class called Shape, and few others as sub class. There is no compilation error. But after when i enter all the coordinates, segmentation error pops out. Inside the driver class, option when when i tried using this d[count].toString();
Shape.h
class Shape
{
protected:
string name;
bool containsWarpSpace;
public:
Shape();
Shape(string, bool);
string toString();
virtual double computeArea();
void setName (string);
// some other codes here
};
Square.h
class Square : public Shape
{
protected:
int *x;
int *y;
int area;
int vertices;
public:
double computeArea();
void setSquare(string, string, int*, int*);
string toString();
};
Square.cpp
void Square::setSquare(string name, string type, int* a, int* b)
{
setName(name);
setContainsWarpSpace (type);
vertices = 4;
x = new int[vertices];
y = new int[vertices];
for (int i = 0; i < vertices; i++)
{
x[i] = a[i];
y[i] = b[i];
}
}
string Square::toString()
{
ostringstream convert;
string s;
string type;
for (int i = 0; i < vertices; i++)
{
convert << "point " << i + 1
<< " ( "
<< x[i] << " , " << y[i]
<< " ) "<< endl;
}
s = convert.str();
return s;
}
Driver class with int main()
class Driver
{
public:
Driver();
Shape *d[];
Square *s;
int count;
int noSquare;
int noRectangle;
int noCross;
void printDetails();
void printPlan();
void option1();
void option2();
void option3();
void option4();
string convertString(string);
};
Driver.cpp. This is the default constructor,
Driver :: Driver()
{
Shape d [MAX];
s = new Square [MAX];
count = 0;
int noSquare = 0;
int noRectangle = 0;
int noCross = 0;
}
Driver::option1()
{
if (shape.compare("square") == 0)
{
tempx = new int[4];
tempy = new int[4];
for (int i = 0; i < 4; i++)
{
int j = i + 1;
cout << "Please enter x-ordinate of pt " << j << ": ";
cin >>tempx[i];
cout << "Please enter y-ordinate of pt " << j << ": ";
cin >>tempy[i];
}
s[noSquare].setSquare(shape,type, tempx,tempy);
d[count] = &s[noSquare];
d[count].toString();
}
}
int main ()
{
option1();
}
Change the way you declared your shape in Driver class. In the header, declare it as :
Shape* d;
and in your CPP initialize it:
d = new Shape[MAX];
Also, since you are doing inheritance and arrays and pointers, you should manage your own destructors. Because if the chil object gets destroyed, it will take parent destructor. Therefore, your destructors should be:
virtual ~Shape();
And square:
virtual ~Square();
In them, delete the pointers:
delete x; // in case of square
delete y;
And when you have arrays:
delete [] d; // in case of driver class
Otherwise it will not free memory properly. That would probably fix your problems.