How can I add different names to a vector using classes? - c++

#include <iostream>
#include <string>
#include <vector>
class Enemy
{
private:
std::string rank = "Boss";
std::string rank2 = "Miniboss";
public:
std::string type;
std::string get_rank(){
return rank;
}
std::string get_rank2(){
return rank2;
}
};
int add_enemy(std::vector<Enemy>&enemies, Enemy enemy) // I wanna pass by reference because I want to modify the vector
{
for(size_t i; i < enemies.size(); i++) {
if(enemies.at(i).type == enemy.type){ // here I'm saying, if I add an enemy that's of the same type, I don't wanna add it anymore
return 1; // it returns an error, because they are the same type, so it shouldn't add it?
}
}
enemies.push_back(enemy);
}
int main()
{
Enemy enemy;
enemy.type = "Dragon";
std::cout << enemy.type << " is a " << enemy.get_rank() << std::endl;
Enemy nrone, nrtwo, nrthree, nrfour, nrfive;
// I want to add these and keep them in a vector
std::vector<Enemy> enemies;
nrone.type = "Orc";
nrtwo.type = "Goblin";
nrthree.type = "Troll";
nrfour.type = "Ogre";
nrfive.type = "Orc";
std::cout << nrfour.type << " is of rank " << nrfour.get_rank2() << std::endl;
enemies.push_back(nrone);
enemies.push_back(nrtwo);
enemies.push_back(nrthree);
enemies.push_back(nrfour);
enemies.push_back(nrfive);
std::cout << add_enemy(enemies, enemy) << std::endl;
return 0;
}
Hi, I am studying Classes & Objects in C++ right now, and I'm trying to achieve the following: create a vector of NPC monsters and add a bunch of monster types to the vector. However, if the monster/enemy is of the same type, I don't want to add it to the vector, but discard it.
In my case, I have two Orcs, so the vector should discard one of the orcs, but it doesn't, and instead if showing me a strange number on the screen.
I tried it this way and I still can't figure it out :( Any solutions?

So the reason that both Orcs are added is because by the time you run add_enemy, you've already added them. All the enemies should be using the add_enemy function instead of push_back:
int main()
{
Enemy enemy;
enemy.type = "Dragon";
std::cout << enemy.type << " is a " << enemy.get_rank() << std::endl;
Enemy nrone, nrtwo, nrthree, nrfour, nrfive;
// I want to add these and keep them in a vector
std::vector<Enemy> enemies;
nrone.type = "Orc";
nrtwo.type = "Goblin";
nrthree.type = "Troll";
nrfour.type = "Ogre";
nrfive.type = "Orc";
std::cout << nrfour.type << " is of rank " << nrfour.get_rank2() << std::endl;
enemies.push_back(nrone); //Add one Orc
enemies.push_back(nrtwo);
enemies.push_back(nrthree);
enemies.push_back(nrfour);
enemies.push_back(nrfive); //Add another Orc
std::cout << add_enemy(enemies, enemy) << std::endl; //The Orcs are already in enemies!
return 0;
}
The reason you're seeing a strange number on the screen is that if you DO successfully add an enemy, the function doesn't return anything:
int add_enemy(std::vector<Enemy>&enemies, Enemy enemy) // I wanna pass by reference because I want to modify the vector
{
for(size_t i; i < enemies.size(); i++) {
if(enemies.at(i).type == enemy.type){
return 1; // Return an error
}
}
enemies.push_back(enemy); //OK, so we added the enemy, but where's the return?
}
Your add_enemies function must return a value, since it is declared as type int.
P.S... consider using a range based loop to make things a little easier:
for(Enemy& existingEnemy: enemies) {
if(enemy.type == existingEnemy.type) {
return 1;
}
}

The main problem is that you are not initializing the loop variable (i) in your add_enemy function (so the loop may never run, or it may skip some elements). Also, that function must return a value (presumably, 0) if the loop ends.
Try this:
int add_enemy(std::vector<Enemy>& enemies, Enemy enemy) // I wanna pass by reference because I want to modify the vector
{
for (size_t i = 0; i < enemies.size(); i++) { /// You forgot to initialize "i"!
if (enemies.at(i).type == enemy.type) { // here I'm saying, if I add an enemy that's of the same type, I don't wanna add it anymore
return 1; // it returns an error, because they are the same type, so it shouldn't add it?
}
}
enemies.push_back(enemy);
return 0; // The function MUST return an int value!
}

The strange number is easily explained. In your function you fail to return anything in the case where you do add the enemy. Add a return value and the strange number will go away.
int add_enemy(std::vector<Enemy>&enemies, Enemy enemy)
{
for(size_t i = 0; i < enemies.size(); i++) {
if(enemies.at(i).type == enemy.type){
return 1;
}
}
enemies.push_back(enemy);
return 0; // added a return value
}
The second problem with two orcs is also easily explained. You didn't use your add_enemy function when you added the orcs, you just used the regular vector push_back method so both orcs got added to the vector. You only used your add_enemy method for the dragon.
Also you fail to initialise i in the loop. I didn't spot that but I've corrected the code above.

Related

The object a pointer is pointing to changes values every time a get function is called? C++

I have two classes, one for fuel and the other for miles. Every 24 miles you use 1 fuel. For this assignment I am required to have a pointer in my "miles" class to point to a "fuel" class so we can have "mile" class work with the "fuel" class without having to create a whole object "fuel" object inside the "mile" class. It was going well until I tested it and after some debugs it seems that, for some reason, the fuel object has it's values changed whenever I call the get function in my "miles" class. However, all I am doing is returning a member variable. Why would it change my fuel object? I also do not change the pointer's value anywhere else so it should always point to the fuel object.
Class Specification
#ifndef ODO_H
#define ODO_H
#include "FuelGauge.h"
class Odometer
{
private:
int currentMiles = 0;
int maxMilage = 999999;
FuelGauge* fuelObject = nullptr;
int counter = 0;
public:
Odometer(int, FuelGauge);
int getMiles();
void addMiles();
};
#endif ODO_H
Class Implementation
#include "Odometer.h"
Odometer::Odometer(int currMileage, FuelGauge Gauge) {
if (currMileage >= 0 && currMileage <= maxMilage) {
currentMiles = currMileage;
}
else {
cout << "Starting mileage is invalid" << endl;
}
fuelObject = &Gauge;
}
int Odometer::getMiles() {
return currentMiles;
}
void Odometer::addMiles() {
if (currentMiles < maxMilage) {
currentMiles++;
counter++;
}
else if (currentMiles >= maxMilage) {
cout << "You have reached the max mileage ... resetting to zero!" << endl;
currentMiles = 0;
}
if (counter >= 24) {
fuelObject->useFuel();
counter = 0;
}
}
In main, when I call the getMiles() function; The object pointed to by "fuelObject" has it's values changed to some random large number. Why does this happen?
This should be undefined behavior right here.
Odometer::Odometer(int currMileage, FuelGauge Gauge) {
if (currMileage >= 0 && currMileage <= maxMilage) {
currentMiles = currMileage;
}
else {
cout << "Starting mileage is invalid" << endl;
}
fuelObject = &Gauge;
}
Once your constructor finishes execution, your fuelObject is left pointing to garbage, since the parameter will go out of scope and it is by-val.
Apart from that, I have to agree with #scheff that the error you are seeing is likely not caused by the code you have shown.

How do you delete both a pointer in a vector of pointers of Objects and the Object itself?

I'm trying to code an text-based adventure game builder. I have three classes: Room, Object, and my main class. In my Room class, I have a (private) vector of pointers of Objects: vector<Object*> objectsInRoom
This keeps track of all the Objects stored in each room. I have a function called objects() in the Room class that returns objectsInRooms for when I call that vector in my main class.
vector<Object*> Room::objects() { return objectsInRoom; }
In my main class, in my function pickUpObject(), I've created a vector of pointers of Objects called roomObject. I call objects() in the Room class and store the Objects in objectsInRoom (which is only accessed in the Room class) in roomObject (which is accessible in my function in main). I also have a vector of Objects called allObjects that stores all the items that I want to pick up from the room and carry around with me. It has a global scope.
I want to make it so that if I pick up an item in a particular room, I add the item to allObjects, delete the pointer to that element in roomObjects (and thus the pointer to that element in objectsInRooms in the Room class), and the item itself.
My pickUpObject function is: (Room* current just tells me what room I'm in and thus what Objects I have)
void pickUpObject(vector<Object>&allObjects, Room* current)
{
vector<Object*>roomObjects; int length; string name; char flag;
roomObjects = current->objects();
length = roomObjects.size();
bool repeat = true;
while (repeat)
{
if (length == 0)
{
cout << "There are no objects to pick up in " << current->name() << endl;
repeat = false;
}
else
{
cout << "There is a ";
for (int k = 0; k < roomObjects.size() - 1; k++)
{
cout << roomObjects[k]->getName();
if (length > 2)
cout << ", ";
}
if (length > 1)
cout << " and " << roomObjects[length - 1]->getName() << " here." << endl;
else
cout << roomObjects[length-1]->getName() << "." << endl;
cout << "What object do you want to pick up?" << endl;
cin >> name;
//this is where the deletion happens
for (int i = 0; i < length; i++)
if (name.compare(roomObjects[i]->getName()) == 0)
{
allObjects.push_back(*roomObjects[i]);
roomObjects.erase(roomObjects.begin() + i);
deleteVectorContent(roomObjects, i, i + 1);
}
cout << "roomObject size = " << roomObjects.size() << endl;
cout << "--------------------" << endl;
cout << "allObject size = " << allObjects.size() << endl;
for (int i = 0; i < allObjects.size(); i++)
cout << allObjects[i].getName() << endl;
for (int i = 0; i < roomObjects.size(); i++)
{
cout << roomObjects[i]->getName() << endl;
}
cout << "Do you want to pick up another object? (Y/N): ";
cin >> flag;
if (flag == 'N')
repeat = false;
}
}
}
I've looked up various posts on StackOverflow to try and resolve my dilemma. In main, I've created a method called deleteVectorContent to try and delete the pointer.
void deleteVectorContent(vector<Object*> objectVector, int start, int stop)
{
for (int k = start; k < stop; k++)
delete objectVector[k];
objectVector.clear();
}
I've also tried 'roomObjects.remove()' to remove the item itself from that room. Whenever I compile, however, my compiler also throws me an exception. Help would be greatly appreciated.
P.S. The link to this assignment is here. If you scroll down to the "Extra Credit for the Programming Assignment" and go to the first one marked "10 points," that is what I am working on. Thank you so much for the help!
Room::objects() is returning a copy of objectsInRoom, so any modifications that pickUpObject() makes to that returned vector will not be applied back to objectsInRoom. You would need to make Room::objects() return a reference to objectsInRoom instead, eg:
vector<Object*>& Room::objects()
{
return objectsInRoom;
}
void pickUpObject(vector<Object> &allObjects, Room* current)
{
vector<Object*> &roomObjects = current->objects();
...
}
Otherwise, don't provide direct access to objectsInRoom at all. Introduce new methods to Room to access/remove a given Object* from its objectsInRoom, eg:
int Room::numObjects()
{
return objectsInRoom.size();
}
Object* Room::getObject(int index)
{
return objectsInRoom[index];
}
Object* Room::takeObject(int index)
{
Object *obj = objectsInRoom[index];
objectsInRoom.erase(objectsInRoom.begin()+index);
return obj;
}
void pickUpObject(vector<Object> &allObjects, Room* current)
{
int length = current->numObjects();
...
for (int i = 0; i < length; ++i)
{
if (name == current->getObject(i)->getName())
{
Object *obj = current->takeObject(i);
allObjects.push_back(*obj);
delete obj;
break;
}
}
...
}
Note that allObjects is receiving copies of the actual Objects, not Object* pointers. The code you showed is leaking memory when you make a copy of *roomObjects[i] and then erase() the Object* at i without delete'ing the Object it is pointing at. If Object is so easily copyable, you can save yourself a lot of headaches by simply getting rid of all the Object* pointers and just use Object everywhere:
class Room
{
vector<Object> objectsInRoom;
...
};
int Room::numObjects()
{
return objectsInRoom.size();
}
Object& Room::getObject(int index)
{
return objectsInRoom[index];
}
Object Room::takeObject(int index)
{
Object obj = objectsInRoom[index];
objectsInRoom.erase(objectsInRoom.begin()+index);
return obj;
}
void pickUpObject(vector<Object> &allObjects, Room* current)
{
int length = current->numObjects();
...
for (int i = 0; i < length; ++i)
{
if (name == current->getObject(i)->getName())
{
allObjects.push_back(current->takeObject(i));
break;
}
}
....
}
Otherwise, don't mix Object with Object* like you are, use Object* everywhere.
If you have a fixed set of Objects for the game, I would create a global vector<Object> to hold them all, and then just pass around Object* pointers everywhere as needed. Then you don't have to worry about cleaning up memory manually at all:
vector<Object> allGameObjects;
// fill as needed...
void Room::addObject(Object *obj)
{
objectsInRoom.push_back(obj);
}
Object* Room::takeObject(int index)
{
Object *obj = objectsInRoom[index];
objectsInRoom.erase(objectsInRoom.begin()+index);
return obj;
}
void pickUpObject(vector<Object*> &allObjects, Room* current)
{
...
allObjects.push_back(current->takeObject(i));
...
}
If you absolutely need a vector that owns Object* pointers that have to be cleaned up before the vector is destroyed, consider using vector<unique_ptr<Object>> for that, let the compiler and STL handle the hard work for you. If you ever find yourself having to write something like deleteVectorContent(), rethink your design.

Using delete on pointers in a a vector

I am a hobby coder who is learning by trying to make a text-RPG game on the console. I am just trying to think about how to design my code right now, and I'm getting stuck on how the items and inventory classes will work together. I have the inventory class defined like so:
class Inventory {
private:
vector<Item*> items;
public:
Inventory() {
items.resize(10);
for (int i = 0; i < 10; ++i) {
items[i] = nullptr;//so I can still display an empty inventory
}
};
~Inventory() {
for (int i = 0; i < 10; ++i) {
delete items[i];
}
}
void AddItem(Item* item) {
for (int i = 0; i < items.size(); ++i) {
if (items[i] == nullptr) {//if the slot is empty
items[i] = item;
break;
}
}
}
void Show() const {
for (int i = 0; i < items.size(); ++i) {
cout << "Slot " << i + 1 << ": ";
if (items[i] == nullptr) {
cout << "<Empty Slot>" << endl;
} else {
cout << "<" << items[i]->GetName() << ">" << endl;
}
}
}
};
Eventually I'm planning on having enemies dropping loot when they die, so I'll need to create items using new and then transfer them into the player's inventory. My question is, should I just learn about smart pointers and use them, or is the way I've called delete here okay or completely stupid? Or should I be thinking about this code structure differently? Thanks for answering, if you do! I really appreciate it.
The correct method would be to use iterators. Don't pass pointer of 'Item' in
void AddItem(Item* item) method.
You should create an iterator of 'Item' class and pass this iterator to "AddItem" method. Similarly create another method "RemoveItem" that returns an iterator of 'Item' that can be sent to Player's "CollectMoney" method.
If you don't want to use iterators, you can use "Item * item" as well but you have to call a method "RemoveItem" to get the reference of the "Item" so you can pass it to Player. Since the Items are not created inside the class, they should not be deleted in the class so remove the destructor.
PS use this constructor -> Inventory() {items.resize(10,nullptr);}

How to create and increase the size of an array at runtime in C++

I want to create an array whose size I will only know at runtime, and then further increase that size during execution of the program.
This is from an /r/dailyprogrammer challenge which can be found here https://www.reddit.com/r/dailyprogrammer/comments/3twuwf/20151123_challenge_242_easy_funny_plant/
MSVisual gives me the error std::badd_array_new_length which means that it's having trouble instantiating the array?
I'm so tired with oftentimes copying code letter for letter from websites where it works and I constantly get errors. Is Visual a bad platform for learning C++? Should I try QT?
#include <iostream>
#include <string>
void main(int argc, char* argv[]) {
int currentPlants = std::stoi(argv[2]), targetPeople = std::stoi(argv[1]), currentProduce = 0, week = 0;
int * plants;
plants = new int[currentPlants];
for (int i = 0; i < currentPlants; i++) {
plants[i] = 0;
}
if (plants == nullptr) EXIT_FAILURE;
while (currentProduce < targetPeople) {
currentProduce = 0;
for (int i = 0; i < currentPlants; i++) {
currentProduce += plants[i];
plants[i]++;
}
if (currentProduce >= targetPeople) break;
else {
plants = new int[currentProduce];
for (; currentPlants < currentProduce; currentPlants++) {
plants[currentPlants] = 0;
}
}
week++;
}
std::cout << week;
}
You should use an std::vector.
As a summary :
// Create an array of size 10
std::vector<int> my_vector(10);
// Add '3' to my_vector
my_vector.push_back(3);
// Remove the last element
my_vector.pop_back();
Explanation and example here : www.cplusplus.com/reference/vector/vector/
Edit : you don't need to specify the array size when you construct your object.
// Create an array
std::vector<int> my_vector;
You can't increase the size of an array at runtime. You can create a new bigger array, and copy the contents of the old array to the new array.
The problem with your code is that on the first pass through plants all of your plants[x] are zero. You add all of these together and get zero => currentProduce == 0. You then try to new plants[currentProduce aka 0] which is illegal.
Your second problem is that each time you new you create a new array discarding the old values; new creates a new array, it doesn't know anything about the old one.
I rewrote your code using std::vector, which fixes the crash but produces an endless loop because on the first pass, currentProduce comes out to zero so the array is truncated.
#include <iostream>
#include <string>
#include <vector>
int main(int argc, const char* argv_real[])
{
const char* argv[] = { "programname", "5", "25" };
int currentPlants = std::stoi(argv[2]), targetPeople = std::stoi(argv[1]), currentProduce = 0, week = 0;
std::cout << "targetPeople = " << targetPeople
<< ", currentPlants = " << currentPlants
<< "\n";
std::vector<int> plants;
// Option 1:
// plants.resize(currentPlants);
// Option 2:
for (auto i = 0; i < currentPlants; ++i) {
plants.push_back(0);
}
while (currentProduce < targetPeople) {
std::cout << "cp: " << currentProduce
<< ", tp: " << targetPeople
<< "\n";
currentProduce = 0;
// plantCount is a reference to plants[i] for each i
for (auto& plantCount : plants) {
std::cout << plantCount << ", ";
currentProduce += plantCount;
plantCount++;
}
std::cout << " cp: " << currentProduce << "\n";
if (currentProduce >= targetPeople)
break;
// Option 1:
plants.resize(currentProduce);
// Option 2:
// while (currentPlants < currentProduce) {
// plants.push_back(0);
// }
week++;
}
std::cout << week;
}
Live demo: http://ideone.com/xGpoF6
Outside of using std::vector, you would need to allocate a new array on the heap, copy the contents over, and delete the old one. Then point your int* to the newly allocated array.
This wouldn't technically change the array size, but those accessing the object would see it as though it was changing.
This is dangerous:
int * plants;
plants = new int[currentPlants];
for (int i = 0; i < currentPlants; i++) {
plants[i] = 0;
}
if (plants == nullptr) EXIT_FAILURE;
This is what happens (if you are lucky):
the program attempts to create some memory and returns nullptr if it can't
the program then uses the memory in a loop even if nullptr was returned. (If nullptr was returned this will crash the program, silently corrupt the memory so you get the wrong results or otherwise doing something you don't want)
the program then checks to see if nullptr was returned.
If you are unlucky the compiler does time travel and destroys the entire universe. I am not kidding, have a look at:
https://blogs.msdn.microsoft.com/oldnewthing/20140627-00/?p=633
Undefined behavior causing time travel

Searching a vector of object pointers

I have a Player class where each object of the type Class has a name, wins, losses, and draws. Each object of the Player class is created by calling the_player = new Player(the_name). When the user inputs a new name to add a Player object to the program a pointer is pushed into a vector AllPlayers. The program should check before pushing the new pointer that the desired player does not already exist in said vector. I have to do this check several times throughout my program so I thought I'd write a function for it. Here is my function:
int findPlayer(vector<Player*> &vals, string name_in)
{
for (int i = 0; i < vals.size(); i++){
if (vals[i]->getName() == name_in){
cout << vals[i]->toString() << endl;
return i;
}
else
return -1;
}
};
When the option is requested to add a new Player the following code is used:
do {
cout << "Name: ";
cin >> the_name;
if (findPlayer(AllPlayers, the_name) != -1){
cerr << "Player already exists\n";
}
} while (findPlayer(AllPlayers, the_name) != -1);
the_player = new Player(the_name);
AllPlayers.push_back(the_player);
For some reason, though, every time I try to add a new player it throws "Player already exists" and never leaves the do-while loop. This is even true when the AllPlayers vector is empty. I added a cout << findPlayer(AllPlayers, the_name) for debugging and it printed 4192252 which I assume is the largest element possible in a vector.
So the question is: Why does it return 4192252 rather than -1?
If vals is empty then the for loop is never entered and the function exits without hitting a return statement. Meaning that you get a random value returned instead, in this case 4192252 happens to be in the return register. Your compiler warnings will have told you this if you read them.
What you think, what will be returned from findPlayer if vals is empty?
Is it defined?
If the vector is empty, you don't enter the loop at all, so don't reach a return statement and don't return a valid value. You should enable compiler warnings to catch this error.
Otherwise, you only check the first item, and return immediately whether or not it matched. You want to return if you find a match, but keep looking otherwise, and only return -1 if there is no match:
for (int i = 0; i < vals.size(); i++){
if (vals[i]->getName() == name_in){
cout << vals[i]->toString() << endl;
return i;
}
}
return -1;
The find player function should be something like:
int findPlayer(vector<Player*> &vals, string name_in)
{
if(vals.size() == 0)
return -1;
for (int i = 0; i < vals.size(); i++){
if (vals[i]->getName() == name_in){
cout << vals[i]->toString() << endl;
return i;
}
}
return -1;
};
Rewrite the function the following way
bool findPlayer( const std::vector<Player*> &vals, const std::string &name_in )
{
std::vector<Player*>::size_tyoe i = 0;
while ( i < vals.size() && vals[i]->getName() != name_in ) ++i;
return i != vals.size();
}
Take into account that member function getName has to be defined with qualifier const.
As for your function then it returns nothing in case when the vector is empty or returns -1 in case when the first element of the vector does not coincide with the string.
Take into account that there is standard algorithm std::find_if declared in header <algorithm> that can be used instead of your function.