One time included .h functions already defined in main.obj - c++

Ok so, simply said : I've included a .h into another .h and i get a compilation error telling me that the functions are already defined in main.obj
But, well i've only included Graphics.h one time so how can it be possible that main.obj also defined the Graphics.h functions ?
I got an Error LNK2005 "Already defined in main.obj".
Graphics.h contain functions that many others files will need, but for the moment we have a problem with just one file so I'd like to fix that first.
EDIT : SOLVED by spliting the header, i kept the header for the functions prototypes and I created a new Graphics.cpp for the functions definition
Here are the most concerned files, I've commented the files content so it is readable.
If I'm wrong by commenting please tell me and I'll put it on pastebin or something like that
main.cpp
#include "main.h"
using namespace std;
int main()
{
sMainData data = {};
main_Initialize(data);
while (data.config.window.isOpen())
{
main_Event(data);
main_Update(data);
main_Draw(data);
}
return 0;
}
main.h file :
#ifndef MAIN_H
#define MAIN_H
#include <SFML/Graphics.hpp>
#include "PlayerClass.h"
// Structures...
// Prototypes...
// Functions...
#endif // !MAIN_H
PlayerClass.h file :
#ifndef PLAYERCLASS_H
#define PLAYERCLASS_H
#include "AliveClass.h" // Including the mother
#include <SFML/Graphics.hpp>
#include <iostream>
#include <string>
#include "Graphics.h" // <-- So here we have our man
//Class definition
#endif // !1
Graphics.h file :
#ifndef GRAPHICS_H
#define GRAPHICS_H
#include "SFML/Graphics.hpp"
// Prototypes...
// Functions...
#endif // !GRAPHICS_H

You didn't provide a minimal reproducible example, but my best guess is, you have some function implemented in the header file, while ending up including that header, either directly or indirectly, in more than one cpp file. The result is exactly the same function with exactly the same signature, being compiled in both cpp files, which causes the linker to complain.
Solutions:
Move the function out of the header and into its own cpp file (probably the best)
Find a way to only include the header in one single cpp file (probably the second best in case the header isnt yours and you don't want to touch it)
Make that function inline (probably the easiest, but technically the worst)

Related

C++ Do I have to include standard libraries for every source file?

I'm a bit confused at the moment because I'm planning to include multiple source and header files for the first time in one of my projects.
So I'm wondering if this would be the right approach?
Do I have to include the string header in every source file that uses it directly?
And what about the "stdafx.hpp" header that Visual C++ wants me to include?
Would that be the way to go?
main.cpp
#include "stdafx.hpp"
#include <string> //?
#include <stringLib1.h>
#include <stringLib2.h>
using std::string;
//use a windows.h function here
//use a stringLib1 function here
//use a stringLib2 function here
stringLib1.h
#include "stdafx.hpp"
#include <string>
using std::string;
class uselessClass1
{
public:
string GetStringBack1(string myString);
};
stringLib1.cpp
#include "stdafx.hpp"
string uselessClass1::GetStringBack1(string myString) {
return myString;
}
stringLib2.h
#include "stdafx.hpp"
#include <string>
using std::string;
class uselessClass2
{
public:
string GetStringBack2(string myString);
};
stringLib2.cpp
#include "stdafx.hpp"
string uselessClass2::GetStringBack2(string myString) {
return myString;
}
A good practice is usually to include only what your code uses in every file. That reduces dependencies on other headers and, on large projects, reduce compilation times (and also helps finding out what depends on what)
Use include guards in your header files
Don't import everything by polluting the global namespace, e.g.
using namespace std;
but rather qualify what you intend to use when you need it
You don't need stdafx.h in your project unless you're using precompiled headers. You can control this behavior in the VS project properties (C/C++ -> Precompiled Headers -> Precompiled Header)
The stdafx.h header is needed if precompiled header is enabled in VS. (Read this one)
You only need to include the stdafx.h in your .cpp files as the first include.
Regarding the header and cpp files (which come in pairs), include things necessary for the declaration in the header, and include everything else (necessary for the definition) in the cpp. Also include the corresponding header in its cpp pair too. And use include guards.
myclass.h
#ifndef MYCLASS_H // This is the include guard macro
#define MYCLASS_H
#include <string>
using namespace std;
class MyClass {
private:
string myString;
public:
MyClass(string s) {myString = s;}
string getString(void) {return myString;}
void generate();
}
myclass.cpp
#include <stdafx.h> // VS: Precompiled Header
// Include the header pair
#include "myclass.h" // With this one <string> gets included too
// Other stuff used internally
#include <vector>
#include <iostream>
void MyClass::generate() {
vector<string> myRandomStrings;
...
cout << "Done\n";
}
#endif
Then in main(...), you can just include myclass.h and call generate() function.
The stdafx include should be at the top of every .cpp file and it should NOT be in .h files.
You could put #include < string > in stdafx.h if you don't want to put it in every other file.
I suppose that you must be having your own header files also which might be requiring in other cpp files and header files. Like the one you gave
#include <stringLib1.h>
#include <stringLib2.h>
In my opinion, its better to create one common header file in which you include all the common library header files and your project header file. This file then you can include in all the other cpp files and header file. And it will be better to use header guards also.
So, considering a common header file "includes.h".
#ifndef INCLUDES_H
#define INCLUDES_H
#include <string>
#include <stringLib1.h>
#include <stringLib2.h>
/***Header files***/
#endif //INCLUDES_H
This is now your common header file. This you can include in all your project files.

Including a Header in Pre Compiled Header AND Outside of it in my Class Header File

I have searched for a while on this, but I keep getting answers that do not answer this specific scenario.
I have a class called VisibleGameObject. I am wondering what happens if I put my normal includes in the header (so that other developers can use the same class), and put the same include in my pre compiled header stdafx.h
I don't want developers dependent on my pch.
// VisibleGameObject.h
#pragma once
#include "SFML\Graphics.hpp"
#include <string>
class VisibleGameObject
{
public:
VisibleGameObject();
virtual ~VisibleGameObject();
virtual void Load( std::string filename );
virtual void Draw( sf::RenderWindow & window );
virtual void SetPosition( float x, float y );
private:
sf::Sprite _sprite;
sf::Image _image;
std::string _filename;
bool _isLoaded;
};
Implementaion:
// VisibleGameObject.cpp
#include "stdafx.h"
#include "VisibleGameObject.h"
...
PCH:
// stdafx.h
#pragma once
#include "targetver.h"
#include <stdio.h>
#include <tchar.h>
// TODO: reference additional headers your program requires here
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/Audio.hpp>
When I build my project (after I have compiled once), does #include <SFML/Graphics.hpp> get recompiled every time? Because it is included in the header file of this class. I think what happens is that the pch is included first in the cpp file's translation unit and then #include <SFML/Graphics.hpp> is include guarded so the pch works normally and my include is ignored. In Visual Studio, it is an error to not include the pch first. I just want to confirm this behaviour. Does the pch get used normally and no <SFML/Graphics.hpp> code is recompiled?
If the author of the header has any salt at all, then no, it won't be recompiled.
The PCH includes the full definition, including the #ifndef, #define, #endif include guard logic. During PCH-creation the file will be pulled in, compiled, and the include guard identifier formally defined. In your source that follows any #include "stdax.h" all that precompiled content is slurped in. The source will include the suspect header for compilation. However, the preprocessor will skip all the content once the include guard's #ifndef id is found as defined. Note: It is possible it can be recompiled for a translation unit that specifically has PCH turned off, but I doubt you've done that.
In short, you're doing it correctly, and your assessment is accurate.

field declared void / struct or variable not declared in this scope

I've been teaching myself some OpenGL using SFML for creating windows/handling inputs, etc. My main.cpp started getting a bit unwieldy so I decided to start splitting my code up. I created a 4X_vertex.h and a 4X_vertex.cpp (4X is the name of the project) and moved the relevant functions and structs out of my main and into these files. However, when I compile, I get the error
variable or field "drawVertexArray" declared void
which from my research seems to be just an unhelpful message relating to the next error, which is
vertex was not declared in this scope
Here's my list of includes from my main.cpp:
#include <iostream>
#include <fstream>
#include <string>
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "4x_vertex.h"
#include "4x_constants.h"
My 4X_vertex.h:
#ifndef _4X_VERT_H
#define _4X_VERT_H
struct vertex{
GLfloat x,y,z;
GLfloat r,g,b;
};
void drawVertexArray(vertex v[]);
vertex* loadVertexData();
#include "4X_vertex.cpp"
#endif
The part of 4X_vertex.cpp that's giving me the trouble:
using namespace std;
void drawVertexArray(vertex v[]){
... openGL stuff...
}
All of this worked before I started moving it around so I'm assuming there's something weird going on with the includes, or something. All help is greatly appreciated!
Just some pointers. Best practice is to divide your project up into multiple source files. Typically, you would use the word "main" in the file name of the main source file (if applicable). So you might have something like...
main.cpp
feature1.cpp
feature2.cpp
tools.cpp
For your other files, you will typically name them after the class they implement. You will most often have both a .h and a .cpp. Put your declarations in the .h and your definitions in the .cpp had have the .cpp include the .h. That might give you...
main.cpp
feature1.cpp feature1.h
feature2.cpp feature2.h
tools.cpp tools.h
The modules that reference one of your classes includes it's .h as well. So, main.cpp might look like...
#include <iostream>
#include "feature1.h"
#include "feature2.h"
using namespace std;
void main(int argc, char **argv)
{ ...
cout << "Done!\n";
}
And feature1.cpp might be...
#include "feature1.h"
#include "tools.h"
feature1_class::feature1_class() { ... }
void feature1_class::AUsefulFeature(int val) { ... }
//etc.
...where feature1.h declares the class, defined constants, etc. f.g.,
#ifndef FEATURE1
#define FEATURE1
#include "tools.h"
class feature1_class
{
public:
feature1_class();
void AUsefulFeature(int val);
int APublicMember;
};
#endif
You may have noticed that tools.h is actually include twice in feature1.cpp. It is included from within the feature1.h and explicitly from the .cpp file. If you use the following pattern in your .h files ...
#ifndef TOOLS_H
#define TOOLS_H
//... do your thing
#endif
... then multiple includes shouldn't cause you any problems. And as you refactor code, it is one less thing to have to worry about cleaning up.
If you have been using a single file for all your source up till now, you may have been compiling like so...
cl main.cpp
Which gives you your .exe and .obj and maybe other files. But with multiple source files involved, it isnt much different. You can say...
cl main.cpp feature1.cpp feature2.cpp tools.cpp
There is much more to learn, but this is a start and helps you on the way to better organization of your coding thoughts.
You need to #include "4X_vertex.h" at the top of your 4X_vertex.cpp file. This will allow the .cpp file to see the declaration for the struct vertex.
In general, each file (both .h and .cpp files) needs to #include any header files which contain declarations for items used in that file. This includes the standard headers and OpenGL headers, as well as your custom ones.

Multiple inclusion error, can't find a solution

I've recently been struggling with multiple file inclusion errors.
I'm working on a space arcade game and have divided my classes/objects into different .cpp
files and to make sure everything still works fine together I have build the following header file:
#ifndef SPACEGAME_H_INCLUDED
#define SPACEGAME_H_INCLUDED
//Some Main constants
#define PI 3.14159265
//Standard includes
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <math.h>
#include <string.h>
#include <iostream>
#include <vector>
using namespace std;
//SDL headers
#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_mixer.h"
#include "SDL_image.h"
//Classes and project files
#include "Player.cpp"
#include "planet.cpp"
#include "Destructable.cpp"
#include "PowerUp.cpp"
#include "PowerUp_Speed.cpp"
#endif // SPACEGAME_H_INCLUDED
And at the top of every one of my files I included (only) this header file which holds all .cpp files and the standard includes.
However, I have a Player/Ship class that has given me errors of the 'redefinition of Ship class' type. I eventually found a workaround by including preprocessor #ifndef and #define commands in the class definition file:
#ifndef PLAYER_H
#define PLAYER_H
/** Player class that controls the flying object used for the space game */
#include "SpaceGame.h"
struct Bullet
{
float x, y;
float velX, velY;
bool isAlive;
};
class Ship
{
Ship(float sX,float sY, int w, int h, float velocity, int cw, int ch)
{
up = false; down = false; left = false; right = false;
angle = 0;
....
#endif
With this workaround I lost the 'class/struct redefinition' erorrs but it gave me weird errors in my class file PowerUp_Speed that requires the Ship class:
#include "SpaceGame.h"
class PowerUp_Speed : public PowerUp
{
public:
PowerUp_Speed()
{
texture = loadTexture("sprites/Planet1.png");
}
void boostPlayer(Ship &ship)
{
ship.vel += 0.2f;
}
};
I've been getting the following errors: 'Invalid use of incomplete type 'struct Ship'' and
'Forward declaration of 'struct ship''
I believe the origin of these errors is still in my trouble with the multiple file inclusion errors.
I described every step I took in order to reduce my amount of errors but so far none of all
the posts I've found on Google helped me so that's why I'm politely asking if any of you could help me find the origin of the problems and a fix.
Usually, You do not include cpp files.
You need to only include the header files!
When you include cpp files, You end up breaking the One Definition Rule(ODR).
Usually, Your header files(.h) will define the class/structures etc and your source(.cpp) files will define the member functions etc.
As per ODR you can have only definition for each variable/function etc, including the same cpp file in multiple files creates more than one definition and hence breaks the ODR.
How should you go about this?
Note that to be able to create objects or call member functions etc, All you need to do is include the header file which defines that class in the source file which needs to create the object etc. You don't need to include source files anywhere.
What about Forward Declarations?
It is always preferred to use forward declaring classes or structures instead of including the header files, doing so has significant advantages, like:
Reduced compilation time
No Pollution of global namespace.
No Potential clash of preprocessor names.
No Increase in Binary size(in some cases though not always)
However, Once you forward declare a type you can only perform limited operations on it because the compiler sees it as an Incomplete Type. So You should try to Forward declarations always but you can't do so always.

Problem In Separating The Interface And The Implementation

Its the first time I am trying to separate the class in a separate header file but I am getting an error.Please help me out.Thanks
CODE:
My main function:
#include <iostream>
#include <MyClass>
int MyClass::data;
int main()
{
cout<<"data="<<MyClass::data;
system("pause");
return 0;
}
MyClass.h
#ifndef MyClass
#define <MyClass>
class MyClass
{
static int data_;
};
#endif
Error: fatal error C1083: Cannot open include file: 'MyClass.h': No such file or directory
You should use
#include "MyClass.h"
angle brackets are for system headers.
Also it's data or data_?
Also it would be better something like
#if !defined(MYCLASS_H_INCLUDED)
#define MYCLASS_H_INCLUDED
...
#endif
#define-ing a name identical to the class name is going to be a source of problems
First good idea to separate definition and implementation in C++. Your #include directive shall use " and not < > as your header is not a system header. Or your header is not lying inside the same directory than the cpp file.
That is another topic but OO is more than just using some classes. Encapsulating static variables inside a class doesn't make them less global... At least they have another namespace...
use #include "Myclass.h" instead of #include