reference to non-static member function must be called error - c++

Im using C++ to create a timer. Ive look up the internet but not find anything that i can understand.Here is my code:
struct Timer{
bool timerRunning;
int time;
void Timer_Service(void* param){
timerRunning = true;
time = 0;
while(timerRunning){
wait(10);
time += 10;
}
}
void startTimer(){
Timer_Service((void*)"PROS");
pros::Task timerservice(Timer_Service,(void*)"PROS");// <- error here "reference to non-static member function must be called"
}
void stopTimer(){
timerRunning = false;
}
int getTime(){
return time;
}
};
How do i solve this error?
BTW pros::Task timerservice(Timer_Service,(void*)"PROS"); is a function that initializes a multitask loop.
Thanks all for your kind help.

The pros::Task constructor takes a function pointer.
Function pointers and pointers-to-member-functions are not the same thing.
You will have to pass a pointer to a non-member function (or a static member), ideally a forwarding delegate. You can create a class that contains a Timer_Service*, and pass it through the void* argument. In fact, in this case, since you only need to pass the object pointer, there's no need for a wrapping class.
struct Timer
{
bool timerRunning;
int time;
static void Timer_Service_Delegate(void* param) {
Timer* ptr = reinterpret_cast<Timer*>(param);
ptr->Timer_Service();
}
void Timer_Service() {
timerRunning = true;
time = 0;
while(timerRunning){
wait(10);
time += 10;
}
}
void startTimer() {
pros::Task timerservice(
Timer_Service_Delegate,
reinterpret_cast<void*>(this)
);
}
void stopTimer() {
timerRunning = false;
}
int getTime() {
return time;
}
};
I suspect you'll also need to keep the pros::Task in scope, but I don't know enough about the library to train you on that. Refer to its documentation.

Related

Modifying a pointer pointer field from a method

I'm trying to modify a bool field in a method. The method accepts a pointer pointer bool, but can't seem to figure it out how to do this correctly.
This is a basic example of something similar I want to do:
class WarningManager {
bool seenWarningA;
void updateWarnings() {
pushWarning(&seenWarningA)
}
void pushWarning(bool ** warning) {
**warning = true;
}
}
This code example errors (sending bool* but needs to be bool**) and I've tried other ways with no luck. Can't find any online examples but maybe I'm searching for the wrong terms. What is the right way to do this?
Since you have a class, no parameters are required.
class WarningManager {
bool seenWarningA;
void updateWarnings() {
pushWarning()
}
void pushWarning() {
seenWarningA = true;
}
}
Using references rather than pointers is more elegant.
class WarningManager {
bool seenWarningA;
void updateWarnings() {
pushWarning(seenWarningA)
}
void pushWarning(bool & warning) {
warning = true;
}
}
If you want to use pointers, the & operator just gives single pointer rather than a double point:
class WarningManager {
bool seenWarningA;
void updateWarnings() {
pushWarning(&seenWarningA)
}
void pushWarning(bool * warning) {
*warning = true;
}
}
You appear to be trying to pass an argument of bool* into a function that takes bool**. Remove one of the layers of indirection from the parameter list, or add one to the value you're passing in. Either should work.
Two mistakes:
First- your declaration of pushWarning is with parameter of type bool**, and you are trying to send bool*.
Second- you can simply use reference:
using namespace std;
class WarningManager {
public:
bool seenWarningA;
void updateWarnings() {
pushWarning(seenWarningA);
}
void pushWarning(bool &warning) { // You can simply use refference instead of pointer to pointer, or pointer at all..
warning = true;
}
};
int main()
{
WarningManager w;
w.seenWarningA = false;
w.updateWarnings();
cout << w.seenWarningA; // Prints 1
return 0;
}

pointer on method as an argument

To avoid code duplication, I'm tring to pass pointers to functions as arguments of a static method.
I have a class (Geo) with only static methods. One of this methods (+++Geo::traceRay(+++)) should just display(Geo::display(+++)) few things, then return an int.
Another class (Las) needs to use the Geo::traceRay(+++) method, but should display(Las::display(+++)) someting else.
So I try to pass a pointer to function argument to the Geo::traceRay(+++, pointer to function) method. the pointed functon will the right "display()" method.
Up to now, passing the first pointer to display() is not an issue, but I can't find how to do it with the second one.
class Geo
{
public:
static bool display(int pix);
static int traceRay(int start, int end, bool (*func)(int) = &Geo::display); // no issue with this default parameter
};
class Las
{
public:
bool display(int pix);
void run();
};
int Geo::traceRay(int start, int end, bool (*func)(int))
{
for (int i = start; i < end ; ++i )
{
if((*func)(i)) return i;
}
return end;
}
bool Geo::display(int pix)
{
cout << pix*100 << endl;
return false;
}
bool Las::display(int pix)
{
cout << pix << endl;
if (pix == 6) return true;
return false;
}
void Las::run()
{
bool (Las::*myPointerToFunc)(int) = &display; // I can just use display as a non member class, but it should stay a member
Geo::traceRay(0,10, myPointerToFunc); // issue here!
}
int main()
{
Geo::traceRay(0,10); // use the "normal display" = the default one// OK
Las myLas;
myLas.run();
return 0;
}
You can't pass a member function pointer as a function pointer. I presume making Las::display static is not an option. In that case, I would suggest taking a std::function and using std::bind to bind the current instance:
static int traceRay(int start, int end, std::function<bool(int)> func = &Geo::display);
...
Geo::traceRay(0,10, std::bind(&Las::display, this, std::placeholders::_1));
Also, in both cases, you can call func by:
func(i);
No need to dereference it first.
What Chris suggests is great if that's as far as it goes.
Another approach to this, which would be beneficial if you have several shared functions like that, would be to use an interface (with a virtual method Display(+++)) with two implementations, put an instance of the implementation in question in each of Geo and Las (or Las could directly implement the interface). Then traceRay takes a reference to the interface base class and calls the display method on it.

Passing a member function as parameter of a member function

I'm busy with making a leveleditor class in an engine but I'm stuck at passing a member function as parameter of another member function.
First I've made a typedef
typedef void (LevelEditor::*CallFunctionPtr)();
Then I have made a member function to check if the user clicks with his mouse on a hitregion. If so, another function needs to be called. So I've my first member function with 2 parameters
LevelEditor.h
void CheckClickCollision(HitRegion* region, CallFunctionPtr callFunctionPtr);
LevelEditor.cpp
void LevelEditor::CheckClickCollision( HitRegion* region, CallFunctionPtr callFunctionPtr)
{
if(GAME_ENGINE->GetLButtonMouseState())
{
if(!m_bIsLeftPressed && region->HitTest(m_MousePosition))
(this->*callFunction)();
m_bIsLeftPressed = true;
}
else
m_bIsLeftPressed = false;
}
Then I've two stupid example member functions:
LevelEditor.h
void LevelUp();
void LevelDown();
LevelEditor.cpp
void LevelEditor::LevelUp()
{
++m_iCurrentLevel;
}
void LevelEditor::LevelDown()
{
if(m_iCurrentLevel > 0)
--m_iCurrentLevel;
else
return;
}
And now I want to call that function every tick to check if there is a hit. So in my tick function:
CheckClickCollision(m_LeftArrowRegionPtr, LevelDown);
CheckClickCollision(m_RightArrowRegionPtr, LevelUp);
And here I get the error on LevelDown and Levelup:
Error: argument of type void (LevelEditor::*)()" is incompatible with parameter of type "CallFunctionPtr *"
Dont know how to fix it. Tried different things, nothing worked
Try
CheckClickCollision(m_LeftArrowRegionPtr, &LevelEditor::LevelDown);
CheckClickCollision(m_RightArrowRegionPtr, &LevelEditor::LevelUp);
For your convenience, here's the working sample (the compiler is GCC 4.7):
#include <stdio.h>
class LevelEditor;
typedef void (LevelEditor::*CallFunctionPtr)();
class LevelEditor
{
public:
LevelEditor() {}
void CheckClickCollision(void* region, CallFunctionPtr callFunction)
{
(this->*callFunction)();
}
void LevelUp() { printf("up\n"); }
void LevelDown() { printf("down\n"); }
void Test()
{
CheckClickCollision(NULL, &LevelEditor::LevelDown);
CheckClickCollision(NULL, &LevelEditor::LevelUp);
}
};
int main()
{
LevelEditor e;
e.Test();
return 0;
}
The other way to call this:
void Test()
{
CallFunctionPtr p;
p = &LevelEditor::LevelDown;
CheckClickCollision(NULL, p);
p = &LevelEditor::LevelUp;
CheckClickCollision(NULL, p);
}
You need to use std::function and std::bind, or lambdas if you have a supporting compiler.
void LevelEditor::CheckClickCollision( HitRegion* region, std::function<void()> callFunction)
{
if(GAME_ENGINE->GetLButtonMouseState())
{
if(!m_bIsLeftPressed && region->HitTest(m_MousePosition))
callFunction();
m_bIsLeftPressed = true;
}
else
m_bIsLeftPressed = false;
}
void Test()
{
// lambda
CheckClickCollision(NULL, [this] { LevelDown(); });
// bind
CheckClickCollision(NULL, std::bind(&LevelEditor::LevelDown, this));
}

Static function needing to deal with members of a C++ class

I have to make some kind of bridge between two pieces of software, but am facing an issue I don't know how to deal with. Hopefully someone will have interesting and (preferably) working suggestions.
Here is the background : I have a C++ software suite. I have to replace some function within a given class with another function, which is ok. The problem is that the new function calls another function which has to be static, but has to deal with members of the class. This is this second function which is making me mad.
If the function is not static I get the following error :
error: argument of type ‘void (MyClass::)(…)’ does not match ‘void (*)(…)’
If I set it to static I get either the following error :
error: cannot call member function ‘void
MyClass::MyFunction(const double *)’ without object
or
error: ‘this’ is unavailable for static member functions
depending on if I use or not the "this" keyword ("Function()" or "this->Function()").
And finally, the class object requires some arguments which I cannot pass to the static function (I cannot modify the static function prototype), which prevents me to create a new instance within the static function itself.
How would you deal with such a case with minimal rewriting ?
Edit : Ok, here is a simplified sample on what I have to do, hoping it is clear and correct :
// This function is called by another class on an instance of MyClass
MyClass::BigFunction()
{
…
// Call of a function from an external piece of code,
// which prototype I cannot change
XFunction(fcn, some more args);
…
}
// This function has to be static and I cannot change its prototype,
// for it to be passed to XFunction. XFunction makes iterations on it
// changing parameters (likelihood maximization) which do not appear
// on this sample
void MyClass::fcn(some args, typeN& result)
{
// doesn't work because fcn is static
result = SomeComputation();
// doesn't work, for the same reason
result = this->SomeComputation();
// doesn't work either, because MyClass has many parameters
// which have to be set
MyClass *tmp = new MyClass();
result = tmp->SomeComputation();
}
Pointers to non-static member functions are a bit tricky to deal with. The simplest workaround would just be to add an opaque pointer argument to your function which you can then cast as a pointer to 'this', then do what you need with it.
Here's a very simple example:
void doSomething(int (*callback)(void *usrPtr), void *usrPtr)
{
// Do stuff...
int value = callback(usrPtr);
cout << value << "\n";
}
class MyClass
{
public:
void things()
{
value_ = 42;
doSomething(myCallback, this);
}
private:
int value_;
static int myCallback(void *usrPtr)
{
MyClass *parent = static_cast<MyClass *>(usrPtr);
return parent->value_;
}
};
int main()
{
MyClass object;
object.things();
return 0;
}
In this example myCallback() can access the private value_ through the opaque pointer.
If you want a more C++-like approach you could look into using Boost.Function and Boost.Bind which allow you to pass non-static member functions as callbacks:
void doSomething(boost::function<int ()> callback)
{
// Do stuff...
int value = callback();
cout << value << "\n";
}
class MyClass
{
public:
void things()
{
value_ = 42;
doSomething(boost::bind(&MyClass::myCallback, this));
}
private:
int value_;
int myCallback()
{
return value_;
}
};
int main()
{
MyClass object;
object.things();
return 0;
}
If you really can't change the function prototype you could use a global pointer, but that opens up all sorts of issues if you will ever have more than one instance of your class. It's just generally bad practice.
class MyClass;
static MyClass *myClass;
void doSomething(int (*callback)())
{
// Do stuff...
int value = callback();
cout << value << "\n";
}
class MyClass
{
public:
void things()
{
value_ = 42;
myClass = this;
doSomething(myCallback);
}
private:
int value_;
static int myCallback()
{
return myClass->value_;
}
};
int main()
{
MyClass object;
object.things();
return 0;
}
Following spencercw's suggestion below the initial question I tried the "static member variable that you set to point to this" solution (the global variable would have been tricky and dangerous within the context of the software suite).
Actually I figured out there was already something like this implemented in the code (which I didn't write) :
static void* currentObject;
So I just used it, as
((MyClass*)currentObject)->SomeComputation();
It does work, thanks !!!
non-reentrant and non-thread-safe way is to pass "this" address using global variable.
You can move the result = SomeComputation(); out of your static function and place it in BigFunction right before your call to the static function.

VC++ "Re-use" a function?

How can I re-use a function?
Okay lets say I have this "main" function below:
bool A = false;
bool B = true;
void MainFunction(bool Whatever) {
if(!Whatever) {
A = true;
if(A) {
B = false;
} else if(!A) {
B = true;
}
}
}
Now I want to make a new function using the MainFunction, something like this:
MainFunction ANewFunction(false);
MainFunction AnotherNewFunction(true);
Obviously that won't work, so is there any way to "re-use" a function as a different function?
You're welcome to have one function call another. For example:
void ANewFunction() {
MainFunction(false);
}
void AnotherNewFunction() {
MainFunction(true);
}
You can even get fancy:
#include <functional>
auto ANewFunction = std::bind(&MainFunction, false);
auto AnotherNewFunction = std::bind(&MainFunction, true);
Either way, you can call ANewFunction or AnotherNewFunction, and MainFunction will get called with the given argument. (In the latter case, they're not really functions anymore. They're called function objects, or functors, but you cal still call them just like ordinary functions: ANewFunction().)
You can't "re-use" functions, at least not in the way I understand your question.
But you can create a new function that calls the original function and then does some additional work of its own. For example:
void PrevFunction(int one)
{
int i = one;
// do whatever
}
void NewFunction(int one)
{
PrevFunction(one);
// do new stuff
// ...
}
You could also define a class, and then use inheritance and virtual functions to modify the behavior of a particular set of functions from the base class.
typedef int (*function_t)(int); // new type - defines function type - address of function
// your function, PrevFunction is simply variable holding address of the function:
int PrevFunction(int one) { return one; }
// new variable of type function_t initialized by PrevFunction address:
function_t NewFunction = PrevFunction;
//And finally we can use either PrevFunction or NewFunction - they point to the same function body:
int a = PrevFunction(1); // a == 1
int b = NewFunction(2); // a == 2
Simply call MainFunction from your other function?
void ANewFunction()
{
MainFunction(false);
}
void AnotherNewFunction()
{
MainFunction(true);
}
If your question is how do you make AnotherNewFunction refer to a different A and B than ANewFunction, the answer is you can't, at least not without help from MainFunction. You can, however, update MainFunction:
void MainFunction(bool Whatever, bool& A, bool& B) {
if(!Whatever) {
A = true;
if(A) {
B = false;
} else if(!A) {
B = true;
}
}
}
bool A1 = false;
bool B1 = true;
void ANewFunction()
{
MainFunction(false, A1, B1);
}
bool A2 = false;
bool B2 = true;
void AnotherNewFunction()
{
MainFunction(true, A2, B2);
}
Another new-fangled solution, using lambda's:
auto ANewFunction = [](){ MainFunction(false); }
auto AnotherNewFunction = [](){ MainFunction(true); }