I have a class Employee with pointer variables tag and values of type char and a self reference pointer children. We also have another two integer variables "numAttributes" and "numChildren". "numChildren" specifies how may children can be added to the class. "numAttributes" is for future purpose. I have to allocate and deallocate memory. For this I'm trying to implement a copy constructor and a destructor. The problem I am facing is, I couldn't able to deep copy the whole class when it has the children var not NULL. I have tried using memcpy() and also the solution mentioned here. But I couldn't able to do it properly. When everything goes well it fails in destructor. What I have tried so far is:
#include<iostream>
#include<stdlib.h>
#include<string>
#include<map>
#define _CRT_SECURE_NO_WARNINGS
using namespace std;
class Employee
{
public:
char* tag;
char* value;
int numAttributes;
int numChildren;
Employee* children;
Employee(const Employee &attr)
{
cout << "Copy constructor called" << endl;
numAttributes = attr.numAttributes;
numChildren = attr.numChildren;
tag = (char*)malloc(sizeof(char)*strlen(attr.tag) + 1);
value = (char*)malloc(sizeof(char)*strlen(attr.value) + 1);
strcpy(tag, attr.tag);
strcpy(value, attr.value);
if (attr.children == NULL)
children = NULL;
else
children = attr.children; // shallow copy happening. Have to do deep copy if it has children
}
Employee(){
cout << " constructor called" << endl;
tag = NULL;
value = NULL;
children = NULL;
numAttributes = 0;
numChildren = 0;
}
~Employee(){
cout << "Destructor called" << endl;
if (tag != NULL){
free(tag);
tag = NULL;
}
if (value != NULL){
free(value);
value = NULL;
}
if (children != NULL){
free(children);
children = NULL;
}
}
};
Employee createNode(const char* tag, const char* value, unsigned int numAttributes, unsigned int numChildren)
{
Employee retNode;
retNode.tag = (char*)malloc(sizeof(char)* (strlen(tag) + 1));
strcpy(retNode.tag, tag);
retNode.value = (char*)malloc(sizeof(char)* (strlen(value) + 1));
strcpy(retNode.value, value);
retNode.numAttributes = numAttributes;
retNode.numChildren = numChildren;
//use this block if we are not initializing the children in the createOffset() method
/*if (numChildren == 0){
retNode.children = NULL;
}
else{
retNode.children = (Employee*)malloc(sizeof(Employee)*numChildren);
}*/
return retNode;
}
Employee createOffset()
{
//Create and tag initial root node
Employee retNode = createNode("offset", "value", 0, 1);
retNode.children = (Employee*)malloc(sizeof(Employee)*retNode.numChildren);
retNode.children[0] = createNode("prnt", "0000", 0, 0);
return retNode; // Until here it is fine. This return calls the copy constructor first. As it has children the children must also be deep copied. Getting error here. Have to do deep copy the entire the class
}
Employee get(){
return createOffset();
}
int main(){
Employee node = get();
getchar();
return 0;
}
struct Employee {
std::string tag;
std::string value;
int numAttributes = 0;
std::vector<Employee> children;
};
no need to write a copy constructor or destructor, the C++ language makes one for you that does the right thing here.
This is known as the rule of 0.
Employee createNode(const char* tag, const char* value, unsigned int numAttributes, unsigned int numChildren)
{
return {tag, value, numAttributes, std::vector<Employee>(numChildren)};
}
also a lot shorter.
Employee createOffset()
{
//Create and tag initial root node
Employee retNode = createNode("offset", "value", 0, 1);
retNode.children[0] = createNode("prnt", "0000", 0, 0);
return retNode;
}
and done.
Related
I delete the pointer aStudent in the destroyStudent() function, then I set aStudent to nullptr. However, after running the function, aStudent is not set to nullptr anymore, so I have to set it to nullptr again.
#include <cstring>
using namespace std;
struct Student {
char * name;
float gpa;
};
Student * createStudent(const char name[], float gpa) {
struct Student * student = new Student;
student->name = (char*)malloc(strlen(name + 1)); //allocate only enough memory to fit the given name
strcpy(student->name, name);
student->gpa = gpa;
return student;
}
bool destroyStudent(Student * aStudent) {
if(aStudent) { //check whether this pointer is already null.
free(aStudent->name);
delete aStudent; // ******This is where the issue is******
aStudent = nullptr;
return true;
}
return false; //aStudent is already null
}
int main() {
Student * student1 = createStudent("Charles", 2.5);
cout << student1->name << " and " << student1->gpa << endl;
destroyStudent(student1);
if(student1) {
cout << "Pointer is NOT null!!!" << endl;
student1 = nullptr;
}
if(!student1) {
cout << "The pointer is null now." << endl;
}
return 0;
}
The problem is that aStudent is a local copy of the pointer.
You need to pass the pointer in by reference like this:
bool destroyStudent(Student*& aStudent) {
if(aStudent) { //check whether this pointer is already null.
free(aStudent->name);
delete aStudent; // ******This is where the issue is******
aStudent = nullptr;
return true;
}
return false; //aStudent is already null
}
That way it is the outside pointer you change, not a local copy.
C++ uses pass-by-value.
You're setting the variable local to your destroyStudent() method to nullptr, not the variable in your main().
I'm still a bit stuck on another part on my assignment.
Here is what the prompt is asking:
Now you can modify the LoadMovies function to create a MovieList
object and add each of the Movie objects to it. The function
LoadMovies should return a pointer to the MovieList object. That means
you need to create the MovieList object dynamically and on the heap.
Change the main function and store the returned MovieList pointer in a
variable. To test if everything works as expected, you can use the
PrintAll function of the MovieList object.
Here is my code so far:
class MovieList {
public:
Movie* movies;
int last_movie_index;
int movies_size;
int movie_count = 0;
MovieList(int size) {
movies_size = size;
movies = new Movie[movies_size];
last_movie_index = -1;
}
~MovieList() {
delete [] movies;
}
int Length() {
return movie_count;
}
bool IsFull() {
return movie_count == movies_size;
}
void Add(Movie const& m)
{
if (IsFull())
{
cout << "Cannot add movie, list is full" << endl;
return;
}
++last_movie_index;
movies[last_movie_index] = m;
}
void PrintAll() {
for (int i = 0; i < movie_count; i++) {
movies[last_movie_index].PrintMovie();
}
}
};
void ReadMovieFile(vector<string> &movies);
void LoadMovies();
enum MovieSortOrder
{
BY_YEAR = 0,
BY_NAME = 1,
BY_VOTES = 2
};
int main()
{
LoadMovies();
// TODO:
// You need to implement the Movie and MovieList classes and
// the methods below so that the program will produce
// the output described in the assignment.
//
// Once you have implemented everything, you should be able
// to simply uncomment the code below and run the program.
MovieList *movies = LoadMovies();
// // test methods for the Movie and MovieList classes
//PrintAllMoviesMadeInYear(movies, 1984);
//PrintAllMoviesWithStartLetter(movies, 'B');
//PrintAllTopNMovies(movies, 5);
//delete movies;
return 0;
}
void LoadMovies()
{
vector<string> movies;
ReadMovieFile(movies);
string name;
int year;
double rating;
int votes;
for (int i = 0; i < movies.size(); i++)
{
istringstream input_string(movies[i]);
getline(input_string, name, '\t');
input_string >> year >> rating >> votes;
Movie movie (name, year, votes, rating);
movie.PrintMovie();
}
}
Now where I'm stuck at is where the professor asks me to modify the LoadMovies in the prompt and turn it into a pointer. I'm drawing blanks. Also for some reason if I try to compile it says:
C:\Users\Andy\Documents\C++ Homework\MovieStatisticsProgram\MovieStatsProgram.cpp:163: error: void value not ignored as it ought to be
MovieList *movies = LoadMovies();
^
The order of your constructor is wrong
MovieList(int size) {
movies = new int[movies_size]; // movies_size hasn't been initialized yet!
movies_size = size;
last_movie_index = -1;
}
It should be
MovieList(int size)
: movies_size{size}, movies{new int[size]}, last_movie_index{0}
{}
Though as #ScottMcP-MVP noted your array should be
Movie* movie;
So your constuctor would be
MovieList(int size)
: movies_size{size}, movies{new Movie[size]}, last_movie_index{0}
{}
Some advice for getting started on the remaining functions
Length function will return how many are current used from last_movie_index.
IsFull will check if last_movie_index == movies_size - 1
Add will need to use last_movie_index to figure out what element in your array to store the movie.
PrintAll will have to iterate from [0] to [movie_count] and print out each element.
Your Add function would look something like
void MovieList::Add(Movie const& m)
{
if (IsFull())
{
std::cout << "Cannot add movie, list is full" << std::endl;
return;
}
movies[last_movie_index] = m; // assigns a copy to your array
++last_movie_index; // Increment the movie index
}
New to programming , but when I try to create this link list I receive an error 'no matching function for call to 'meetings::meetings()' Been through it a few times and I'm just not seeing what it causing the issue.
class meetings{
public:
void duplicatetest (string,memberlist *&head);
void menufn(memberlist *&head);
void meetinginfo( memberlist *&head,string);
string timestamp ( memberlist *&head,string);
memberlist *&head;
string UID;
string timestp;
meetings *timest;
meetings *link;
int meetnum;
string dt;
};
void meetings::meetinginfo(memberlist *&head, string dt ){
string meetingNum;
memberlist *currptr;
meetings *meetptr , *nnmeet ,*meetcurr, *meethead;
meethead= NULL;
if (currptr->meetnum == 0 ) {
meethead = new meetings; // <<< Error appears here!
meetingNum = currptr->UID;
meethead->UID = meetingNum;
meethead->timestp = dt;
meetcurr=meethead;
system ("pause");
}
else {
nnmeet = new meetings;
meetcurr->link= nnmeet;
nnmeet->UID=currptr->UID;
nnmeet->timestp = dt;
}
cout << "Meeting number : ";
menufn(head);
}
using namespace std;
#include "memberlist.h"
#include "meeting.h"
int main(){
system("color f0");
memberlist *member,entermember;
meetings menu, *meet;
entermember.createlinklist(member);
menu.menufn(member);
system("pause");
return 0;
}//End of main
This is the other class I refer to from the meetings class
class memberlist {
public:
void createlinklist (memberlist *&head);
void displaylist (memberlist *&head);
memberlist *link;
string name[2];
string UID;
int meetnum;
};
void memberlist::createlinklist (memberlist *&head)
{
ifstream fin;
memberlist *currptr , *nnptr;
head = NULL;
fin.open ("members.txt");
while (fin)
{
if(head==NULL)
{
head = new memberlist;
fin>>head->UID >> head->name[0] >> head->name[1];
head->meetnum = 0;
currptr = head;
}
nnptr = new memberlist;
currptr->link = nnptr;
fin>>nnptr->UID >> nnptr->name[0] >> nnptr->name[1];
nnptr->meetnum = 0;
currptr = nnptr;
}
currptr->link = NULL;
currptr = NULL;
displaylist(head);
}
void memberlist::displaylist (memberlist *&head)
{
//memberlist *meetptr;
cout << " Student information " << endl;
memberlist *currptr;
currptr = head;
//meetptr = meethead;
while (currptr->link!= NULL)
{
cout << setw(10) << left << currptr->UID << " " << currptr->name[0] <<" " <<
currptr->name[1] <<endl;
currptr= currptr->link;
}
}
The problem is that data member head is defined as a reference.
memberlist *&head;
The compiler is unbale to generate the default constructor becuase it does not know how to initialize the reference. You have to define the constructor yourself.
According to the C++ Standard
A defaulted default constructor for class X is defined as deleted if:
— any non-static data member with no brace-or-equal-initializer is of
reference type,
Also take into account that referebces can be initialized only in the ctor initializer. For example
meetings::meetings( memberlist * &ptr ) : head( ptr )
{
// possible some additional code
}
Or as it is said in the quote I cited in the class definition using brace-or-equal-initializer.
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I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it.
Would you please help me figure out the problem?
card.cpp
#include <iostream>
#include <cctype>
#include "card.h"
using namespace std;
// ====DECL======
Card::Card()
{
abilities = 0;
flavorText = 0;
keywords = 0;
artifact = 0;
classType = new char[strlen("Card") + 1];
classType = "Card";
}
Card::~Card (){
delete name;
delete abilities;
delete flavorText;
artifact = NULL;
}
// ------------
Card::Card(const Card & to_copy)
{
name = new char[strlen(to_copy.name) +1]; // creating dynamic array
strcpy(to_copy.name, name);
type = to_copy.type;
color = to_copy.color;
manaCost = to_copy.manaCost;
abilities = new char[strlen(to_copy.abilities) +1];
strcpy(abilities, to_copy.abilities);
flavorText = new char[strlen(to_copy.flavorText) +1];
strcpy(flavorText, to_copy.flavorText);
keywords = new char[strlen(to_copy.keywords) +1];
strcpy(keywords, to_copy.keywords);
inPlay = to_copy.inPlay;
tapped = to_copy.tapped;
enchanted = to_copy.enchanted;
cursed = to_copy.cursed;
if (to_copy.type != ARTIFACT)
artifact = to_copy.artifact;
}
// ====DECL=====
int Card::equipArtifact(Artifact* to_equip){
artifact = to_equip;
}
Artifact * Card::unequipArtifact(Card * unequip_from){
Artifact * to_remove = artifact;
artifact = NULL;
return to_remove;
// put card in hand or in graveyard
}
int Card::enchant( Card * to_enchant){
to_enchant->enchanted = true;
cout << "enchanted" << endl;
}
int Card::disenchant( Card * to_disenchant){
to_disenchant->enchanted = false;
cout << "Enchantment Removed" << endl;
}
// ========DECL=====
Spell::Spell()
{
currPower = basePower;
currToughness = baseToughness;
classType = new char[strlen("Spell") + 1];
classType = "Spell";
}
Spell::~Spell(){}
// ---------------
Spell::Spell(const Spell & to_copy){
currPower = to_copy.currPower;
basePower = to_copy.basePower;
currToughness = to_copy.currToughness;
baseToughness = to_copy.baseToughness;
}
// =========
int Spell::attack( Spell *& blocker ){
blocker->currToughness -= currPower;
currToughness -= blocker->currToughness;
}
//==========
int Spell::counter (Spell *& to_counter){
cout << to_counter->name << " was countered by " << name << endl;
}
// ============
int Spell::heal (Spell *& to_heal, int amountOfHealth){
to_heal->currToughness += amountOfHealth;
}
// -------
Creature::Creature(){
summoningSick = true;
}
// =====DECL======
Land::Land(){
color = NON;
classType = new char[strlen("Land") + 1];
classType = "Land";
}
// ------
int Land::generateMana(int mana){
// ... //
}
card.h
#ifndef CARD_H
#define CARD_H
#include <cctype>
#include <iostream>
#include "conception.h"
class Artifact;
class Spell;
class Card : public Conception
{
public:
Card();
Card(const Card &);
~Card();
protected:
char* name;
enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER};
enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON };
CardType type;
CardColor color;
int manaCost;
char* abilities;
char* flavorText;
char* keywords;
bool inPlay;
bool tapped;
bool cursed;
bool enchanted;
Artifact* artifact;
virtual int enchant( Card * );
virtual int disenchant (Card * );
virtual int equipArtifact( Artifact* );
virtual Artifact* unequipArtifact(Card * );
};
// ------------
class Spell: public Card
{
public:
Spell();
~Spell();
Spell(const Spell &);
protected:
virtual int heal( Spell *&, int );
virtual int attack( Spell *& );
virtual int counter( Spell*& );
int currToughness;
int baseToughness;
int currPower;
int basePower;
};
class Land: public Card
{
public:
Land();
~Land();
protected:
virtual int generateMana(int);
};
class Forest: public Land
{
public:
Forest();
~Forest();
protected:
int generateMana();
};
class Creature: public Spell
{
public:
Creature();
~Creature();
protected:
bool summoningSick;
};
class Sorcery: public Spell
{
public:
Sorcery();
~Sorcery();
protected:
};
#endif
conception.h -- this is an "uber class" from which everything derives
class Conception{
public:
Conception();
~Conception();
protected:
char* classType;
};
conception.cpp
Conception::Conception{
Conception(){
classType = new char[11];
char = "Conception";
}
game.cpp -- this is an incomplete class as of this code
#include <iostream>
#include <cctype>
#include "game.h"
#include "player.h"
Battlefield::Battlefield(){
card = 0;
}
Battlefield::~Battlefield(){
delete card;
}
Battlefield::Battlefield(const Battlefield & to_copy){
}
// ===========
/*
class Game(){
public:
Game();
~Game();
protected:
Player** player; // for multiple players
Battlefield* root; // for battlefield
getPlayerMove(); // ask player what to do
addToBattlefield();
removeFromBattlefield();
sendAttack();
}
*/
#endif
game.h
#ifndef GAME_H
#define GAME_H
#include "list.h"
class CardList();
class Battlefield : CardList{
public:
Battlefield();
~Battlefield();
protected:
Card* card; // make an array
};
class Game : Conception{
public:
Game();
~Game();
protected:
Player** player; // for multiple players
Battlefield* root; // for battlefield
getPlayerMove(); // ask player what to do
addToBattlefield();
removeFromBattlefield();
sendAttack();
Battlefield* field;
};
list.cpp
#include <iostream>
#include <cctype>
#include "list.h"
// ==========
LinkedList::LinkedList(){
root = new Node;
classType = new char[strlen("LinkedList") + 1];
classType = "LinkedList";
};
LinkedList::~LinkedList(){
delete root;
}
LinkedList::LinkedList(const LinkedList & obj)
{
// code to copy
}
// ---------
// =========
int LinkedList::delete_all(Node* root){
if (root = 0)
return 0;
delete_all(root->next);
root = 0;
}
int LinkedList::add( Conception*& is){
if (root == 0){
root = new Node;
root->next = 0;
}
else
{
Node * curr = root;
root = new Node;
root->next=curr;
root->it = is;
}
}
int LinkedList::remove(Node * root, Node * prev, Conception* is){
if (root = 0)
return -1;
if (root->it == is){
root->next = root->next;
return 0;
}
remove(root->next, root, is);
return 0;
}
Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL)
{
if (root==0)
return NULL;
if (root->it == is){
return root-> it;
}
holder = find(root->next, is);
return holder;
}
Node* LinkedList::goForward(Node * root){
if (root==0)
return root;
if (root->next == 0)
return root;
else
return root->next;
}
// ============
Node* LinkedList::goBackward(Node * root){
root = root->prev;
}
list.h
#ifndef LIST_H
#define LIST_H
#include <iostream>
#include "conception.h"
class Node : public Conception {
public:
Node() : next(0), prev(0), it(0)
{ it = 0;
classType = new char[strlen("Node") + 1];
classType = "Node";
};
~Node(){
delete it;
delete next;
delete prev;
}
Node* next;
Node* prev;
Conception* it; // generic object
};
// ----------------------
class LinkedList : public Conception {
public:
LinkedList();
~LinkedList();
LinkedList(const LinkedList&);
friend bool operator== (Conception& thing_1, Conception& thing_2 );
protected:
virtual int delete_all(Node*);
virtual int add( Conception*& ); //
virtual Conception* find(Node *&, const Conception*, Conception* ); //
virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& );
virtual Node* goForward(Node *);
virtual Node* goBackward(Node *);
Node* root;
// write copy constrcutor
};
// =============
class CircularLinkedList : public LinkedList {
public:
// CircularLinkedList();
// ~CircularLinkedList();
// CircularLinkedList(const CircularLinkedList &);
};
class DoubleLinkedList : public LinkedList {
public:
// DoubleLinkedList();
// ~DoubleLinkedList();
// DoubleLinkedList(const DoubleLinkedList &);
protected:
};
// END OF LIST Hierarchy
#endif
player.cpp
#include <iostream>
#include "player.h"
#include "list.h"
using namespace std;
Library::Library(){
root = 0;
}
Library::~Library(){
delete card;
}
// ====DECL=========
Player::~Player(){
delete fname;
delete lname;
delete deck;
}
Wizard::~Wizard(){
delete mana;
delete rootL;
delete rootH;
}
// =====Player======
void Player::changeName(const char[] first, const char[] last){
char* backup1 = new char[strlen(fname) + 1];
strcpy(backup1, fname);
char* backup2 = new char[strlen(lname) + 1];
strcpy(backup1, lname);
if (first != NULL){
fname = new char[strlen(first) +1];
strcpy(fname, first);
}
if (last != NULL){
lname = new char[strlen(last) +1];
strcpy(lname, last);
}
return 0;
}
// ==========
void Player::seeStats(Stats*& to_put){
to_put->wins = stats->wins;
to_put->losses = stats->losses;
to_put->winRatio = stats->winRatio;
}
// ----------
void Player::displayDeck(const LinkedList* deck){
}
// ================
void CardList::findCard(Node* root, int id, NodeCard*& is){
if (root == NULL)
return;
if (root->it.id == id){
copyCard(root->it, is);
return;
}
else
findCard(root->next, id, is);
}
// --------
void CardList::deleteAll(Node* root){
if (root == NULL)
return;
deleteAll(root->next);
root->next = NULL;
}
// ---------
void CardList::removeCard(Node* root, int id){
if (root == NULL)
return;
if (root->id = id){
root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing
}
return;
}
// ---------
void CardList::addCard(Card* to_add){
if (!root){
root = new Node;
root->next = NULL;
root->prev = NULL;
root->it = &to_add;
return;
}
else
{
Node* original = root;
root = new Node;
root->next = original;
root->prev = NULL;
original->prev = root;
}
}
// -----------
void CardList::displayAll(Node*& root){
if (root == NULL)
return;
cout << "Card Name: " << root->it.cardName;
cout << " || Type: " << root->it.type << endl;
cout << " --------------- " << endl;
if (root->classType == "Spell"){
cout << "Base Power: " << root->it.basePower;
cout << " || Current Power: " << root->it.currPower << endl;
cout << "Base Toughness: " << root->it.baseToughness;
cout << " || Current Toughness: " << root->it.currToughness << endl;
}
cout << "Card Type: " << root->it.currPower;
cout << " || Card Color: " << root->it.color << endl;
cout << "Mana Cost" << root->it.manaCost << endl;
cout << "Keywords: " << root->it.keywords << endl;
cout << "Flavor Text: " << root->it.flavorText << endl;
cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl;
cout << " ******************************************" << endl;
cout << endl;
// -------
void CardList::copyCard(const Card& to_get, Card& put_to){
put_to.type = to_get.type;
put_to.color = to_get.color;
put_to.manaCost = to_get.manaCost;
put_to.inPlay = to_get.inPlay;
put_to.tapped = to_get.tapped;
put_to.class = to_get.class;
put_to.id = to_get.id;
put_to.enchanted = to_get.enchanted;
put_to.artifact = to_get.artifact;
put_to.class = to_get.class;
put.to.abilities = new char[strlen(to_get.abilities) +1];
strcpy(put_to.abilities, to_get.abilities);
put.to.keywords = new char[strlen(to_get.keywords) +1];
strcpy(put_to.keywords, to_get.keywords);
put.to.flavorText = new char[strlen(to_get.flavorText) +1];
strcpy(put_to.flavorText, to_get.flavorText);
if (to_get.class = "Spell"){
put_to.baseToughness = to_get.baseToughness;
put_to.basePower = to_get.basePower;
put_to.currToughness = to_get.currToughness;
put_to.currPower = to_get.currPower;
}
}
// ----------
player.h
#ifndef player.h
#define player.h
#include "list.h"
// ============
class CardList() : public LinkedList(){
public:
CardList();
~CardList();
protected:
virtual void findCard(Card&);
virtual void addCard(Card* );
virtual void removeCard(Node* root, int id);
virtual void deleteAll();
virtual void displayAll();
virtual void copyCard(const Conception*, Node*&);
Node* root;
}
// ---------
class Library() : public CardList(){
public:
Library();
~Library();
protected:
Card* card;
int numCards;
findCard(Card&); // get Card and fill empty template
}
// -----------
class Deck() : public CardList(){
public:
Deck();
~Deck();
protected:
enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED };
char* deckName;
}
// ===============
class Mana(int amount) : public Conception {
public:
Mana() : displayTotal(0), classType(0)
{ displayTotal = 0;
classType = new char[strlen("Mana") + 1];
classType = "Mana";
};
protected:
int accrued;
void add();
void remove();
int displayTotal();
}
inline Mana::add(){ accrued += 1; }
inline Mana::remove(){ accrued -= 1; }
inline Mana::displayTotal(){ return accrued; }
// ================
class Stats() : public Conception {
public:
friend class Player;
friend class Game;
Stats() : wins(0), losses(0), winRatio(0) {
wins = 0; losses = 0;
if ( (wins + losses != 0)
winRatio = wins / (wins + losses);
else
winRatio = 0;
classType = new char[strlen("Stats") + 1];
classType = "Stats";
}
protected:
int wins;
int losses;
float winRatio;
void int getStats(Stats*& );
}
// ==================
class Player() : public Conception{
public:
Player() : wins(0), losses(0), winRatio(0) {
fname = NULL;
lname = NULL;
stats = NULL;
CardList = NULL;
classType = new char[strlen("Player") + 1];
classType = "Player";
};
~Player();
Player(const Player & obj);
protected:
// member variables
char* fname;
char* lname;
Stats stats; // holds previous game statistics
CardList* deck[]; // hold multiple decks that player might use - put ll in this
private:
// member functions
void changeName(const char[], const char[]);
void shuffleDeck(int);
void seeStats(Stats*& );
void displayDeck(int);
chooseDeck();
}
// --------------------
class Wizard(Card) : public Player(){
public:
Wizard() : { mana = NULL; rootL = NULL; rootH = NULL};
~Wizard();
protected:
playCard(const Card &);
removeCard(Card &);
attackWithCard(Card &);
enchantWithCard(Card &);
disenchantWithCard(Card &);
healWithCard(Card &);
equipWithCard(Card &);
Mana* mana[];
Library* rootL; // Library
Library* rootH; // Hand
}
#endif
At least one of your problems is that in "player.h" you have
#ifndef player.h
#define player.h
"player.h" is not a legal pre-processor symbol. Did you mean
#ifndef player_h
#define player_h
?
Secondly, conception.cpp doesn't #include anything.
Third, your class definitions are largely invalid.
class Foo()
is not legal, nor is
class Foo() : public class Bar()
What does '()' have to do with a class name? Are you thinking of the constructor?
Then there is this
char = "Conception";
You can't assign a value to a type.
----- Feedback to help you clean up the code -----
. Choose a style
Or - if you are working with someone else's code, take theirs.
But stick with it.
A huge percentage of software defects that make it past initial development are there because they were hard to spot - missing semi-colons, missing {s around compound statements, etc. C.f. "CARD_H" vs "player.h".
. Inconsistency is the mother of most bugs
classType = new char[11];
char = "Conception";
You probably mean
classType = new char[11];
classType = "Conception";
but this is a memory leak and a bug waiting to happen. In Card:: you do it more correctly
name = new char[strlen(to_copy.name) +1]; // creating dynamic array
strcpy(to_copy.name, name);
The version you use elsewhere
classType = new ...
classType = "String";
allocates some memory, stores the address in classType. Then it looks up the variable of the compiled char* array "String\0" and stores it's address in classType instead.
When the class goes away, it will try to delete the static string and crash.
If this is a learning exercise and you're trying to learn about memory management, this general approach may be fair enough. But placing ownership of pointers in your classes like this is a sure-fire way to wind up with memory leaks and undefined behavior bugs.
It's best to encapsulate pointers in an RAII-style class (a class which owns the pointer and does the delete when it goes out of scope). Take a look into "std::unique_ptr", "std::shared_ptr" and "std::weak_ptr". For your purposes, "std::string" may help you reduce the number of defects by eliminating a lot of the managerial overhead.
. Try to avoid mixing initializer lists with assignment lists.
It's generally better to use one or the other. You can probably get away with using initializer lists when all of your members can be initialized that way, but if they can't, it may be better to use assignment.
Foo() : m_a(), m_b(), m_c() { m_b = 1; m_c = 2; } // is m_a not having a value a bug or intentional?
. Distinguish member variables from ordinary variables.
You're going to run into bugs where values dissapear on you as a result of shadowing: Shadowing variables
#include <iostream>
int i = 0;
int main() {
int i = 1;
for (int i = 0; i < 10; ++i) {
int i = 2 * i;
std::cout << i << std::endl;
}
return 0;
}
when you don't distinguish your member variables (a lot of people use an "m_" prefix, others use a "_" suffix) this is GOING to happen to you frequently.
. Don't assign numeric values to pointers.
name = 0;
while this compiles, you're setting yourself up for less obvious cases appearing to be numbers and Bad Things Ensuing.
abilities = 0;
No, I'm superman, I have ALL the abilities.
abilities = 42;
Two more correct ways to do this would be
name = NULL; // Traditional C++
or
name = nullptr; // C++11
You've done this in someplaces, again consistency is failing you.
. (minor but it'll bite you in the ass in a few weeks) "it" is generally used to reference an "iterator", you might want to use "data" or "value" or "element".
. avoid making members of classes/objects public.
Your "Node" class looks incredibly buggy (the destructor deletes both prev and next???) and you can't tell, from looking at the class, how the "it" pointer gets set, presumably because that happens elsewhere. Where else do you tamper with the "it", prev and next pointers? Encapsulate.
. 'const' can be your friend (by being a pain in your ass)
if (to_get.class = "Spell"){
This will assign "Spell" to to_get.class, causing a memory leak and other issues, and then succeed -- "Spell" evaluates to a fixed const char* address, which is non-zero, which is therefore true.
(It also doesn't compile because 'class' is a keyword and the actual variable is 'className').
You can prevent this by protecting your actual members and only exposing them thru carefully chosen accessors.
const char* Class() const { return m_className; }
Let me break this one down:
const char* :- you cannot modify the contents,
Class() :- instead of to_get.class you'll use to_get.Class()
const :- this function does not have side-effects on the object
The last part means that it can be used on a const object.
class Beer {
bool m_isFull;
public:
Beer() : m_isFull(true) {}
// non-const function, has side-effects (changes isFull);
void drink() { m_isFull = false; }
// const function, returns a copy of "m_isFull". you can
// change the value that's returned, but it doesn't affect us.
void isFull() const { return m_isFull; }
// example of a non-const accessor, if you REALLY want
// the caller to be able to modify m_isFull for some reason.
const bool& getIsFull() { return m_isFull; }
};
. Lastly: Learn to isolate concepts and algorithms.
A lot of the mistakes/bugs/errors in the code appear to be because you're not 100% with some of the nuances or even details. That's not unreasonable, but you need to find a way to be able to try out the little bits of the language.
Take a little time to learn to roll out micro-programs on something like ideone.com. If you are using Linux, make yourself a "srctest" directory with a "test.cpp" and "test.h" and a Makefile
Makefile
all: srctest
srctest: srctest.cpp srctestextern.cpp srctest.h
g++ -o srctest -Wall -ggdb srctest.cpp srctestextern.cpp
srctest.cpp
#include "srctest.h"
#include <iostream>
// add your other includes here and just leave them.
int main() {
return 0;
}
srctest.h
#ifndef SRCTEST_SRCTEST_H
#define SRCTEST_SRCTEST_H
// anything I want to test in a .h file here
#endif
srctestextern.cpp
#include "srctest.h"
// Anything you want to test having in a separate source file goes here.
If you're using visual studio, set yourself up something similar.
The idea is to have somewhere you can go and drop in a few lines of code and be comfortable stepping thru what you're trying in a debugger.
Being able to quickly localize problems is a key part of being a successful programmer as opposed to being an employed code monkey.
I'm am fairly new to C++.
I have this code from an assignment, i don't quite understand all of it, but i have to make the program give an option at the end for the user to recall any partnumber and model year/engine no. that was entered.
I have no idea on how to go about doing this task... maybe have some kind of id for each node so i can recall it?
Or is it my only option to rewrite the program using an array or vector data structure?
#include <iostream>
using namespace std;
typedef unsigned long ULONG;
typedef unsigned short USHORT;
// **************** Part ************
// Abstract base class of parts
class Part
{
friend void showPart();
public:
Part():itsPartNumber(1) {}
Part(ULONG PartNumber):itsPartNumber(PartNumber){}
virtual ~Part(){};
ULONG GetPartNumber() const { return itsPartNumber; }
virtual void Display() const =0; // must be overridden
private:
ULONG itsPartNumber;
};
// implementation of pure virtual function so that
// derived classes can chain up
void Part::Display() const
{
cout << "\nPart Number: " << itsPartNumber << endl;
}
// **************** Car Part ************
class CarPart : public Part
{
friend void showPart();
public:
CarPart():itsModelYear(94){}
CarPart(USHORT year, ULONG partNumber);
virtual void Display() const
{
Part::Display(); cout << "Model Year: ";
cout << itsModelYear << endl;
}
private:
USHORT itsModelYear;
};
CarPart::CarPart(USHORT year, ULONG partNumber):
itsModelYear(year),
Part(partNumber)
{}
// **************** AirPlane Part ************
class AirPlanePart : public Part
{
friend void showPart();
public:
AirPlanePart():itsEngineNumber(1){};
AirPlanePart(USHORT EngineNumber, ULONG PartNumber);
virtual void Display() const
{
Part::Display(); cout << "Engine No.: ";
cout << itsEngineNumber << endl;
}
private:
USHORT itsEngineNumber;
};
AirPlanePart::AirPlanePart(USHORT EngineNumber, ULONG PartNumber):
itsEngineNumber(EngineNumber),
Part(PartNumber)
{}
// **************** Part Node ************
class PartNode
{
public:
PartNode (Part*);
~PartNode();
void SetNext(PartNode * node) { itsNext = node; }
PartNode * GetNext() const;
Part * GetPart() const;
private:
Part *itsPart;
PartNode * itsNext;
};
// PartNode Implementations...
PartNode::PartNode(Part* pPart):
itsPart(pPart),
itsNext(0)
{}
PartNode::~PartNode()
{
delete itsPart;
itsPart = 0;
delete itsNext;
itsNext = 0;
}
// Returns NULL if no next PartNode
PartNode * PartNode::GetNext() const
{
return itsNext;
}
Part * PartNode::GetPart() const
{
if (itsPart)
return itsPart;
else
return NULL; //error
}
// **************** Part List ************
class PartsList
{
public:
PartsList();
~PartsList();
// needs copy constructor and operator equals!
Part* Find(ULONG & position, ULONG PartNumber) const;
ULONG GetCount() const { return itsCount; }
Part* GetFirst() const;
static PartsList& GetGlobalPartsList()
{
return GlobalPartsList;
}
void Insert(Part *);
void Iterate(void (Part::*f)()const) const;
Part* operator[](ULONG) const;
private:
PartNode * pHead;
ULONG itsCount;
static PartsList GlobalPartsList;
};
PartsList PartsList::GlobalPartsList;
// Implementations for Lists...
PartsList::PartsList():
pHead(0),
itsCount(0)
{}
PartsList::~PartsList()
{
delete pHead;
}
Part* PartsList::GetFirst() const
{
if (pHead)
return pHead->GetPart();
else
return NULL; // error catch here
}
Part * PartsList::operator[](ULONG offSet) const
{
PartNode* pNode = pHead;
if (!pHead)
return NULL; // error catch here
if (offSet > itsCount)
return NULL; // error
for (ULONG i=0;i<offSet; i++)
pNode = pNode->GetNext();
return pNode->GetPart();
}
Part* PartsList::Find(ULONG & position, ULONG PartNumber) const
{
PartNode * pNode = 0;
for (pNode = pHead, position = 0;
pNode!=NULL;
pNode = pNode->GetNext(), position++)
{
if (pNode->GetPart()->GetPartNumber() == PartNumber)
break;
}
if (pNode == NULL)
return NULL;
else
return pNode->GetPart();
}
void PartsList::Iterate(void (Part::*func)()const) const
{
if (!pHead)
return;
PartNode* pNode = pHead;
do
(pNode->GetPart()->*func)();
while (pNode = pNode->GetNext());
}
void PartsList::Insert(Part* pPart)
{
PartNode * pNode = new PartNode(pPart);
PartNode * pCurrent = pHead;
PartNode * pNext = 0;
ULONG New = pPart->GetPartNumber();
ULONG Next = 0;
itsCount++;
if (!pHead)
{
pHead = pNode;
return;
}
// if this one is smaller than head
// this one is the new head
if (pHead->GetPart()->GetPartNumber() > New)
{
pNode->SetNext(pHead);
pHead = pNode;
return;
}
for (;;)
{
// if there is no next, append this new one
if (!pCurrent->GetNext())
{
pCurrent->SetNext(pNode);
return;
}
// if this goes after this one and before the next
// then insert it here, otherwise get the next
pNext = pCurrent->GetNext();
Next = pNext->GetPart()->GetPartNumber();
if (Next > New)
{
pCurrent->SetNext(pNode);
pNode->SetNext(pNext);
return;
}
pCurrent = pNext;
}
}
int main()
{
PartsList pl = PartsList::GetGlobalPartsList();
Part * pPart = 0;
ULONG PartNumber;
USHORT value;
ULONG choice;
while (1)
{
cout << "(0)Quit (1)Car (2)Plane: ";
cin >> choice;
if (!choice)
break;
cout << "New PartNumber?: ";
cin >> PartNumber;
if (choice == 1)
{
cout << "Model Year?: ";
cin >> value;
pPart = new CarPart(value,PartNumber);
}
else
{
cout << "Engine Number?: ";
cin >> value;
pPart = new AirPlanePart(value,PartNumber);
}
pl.Insert(pPart);
}
void (Part::*pFunc)()const = &Part::Display;
pl.Iterate(pFunc);
cout << "\n\n\nThere are " << pl.GetCount() << " items in the list" << endl;
return 0;
}
I tried using The Find() in the PartsList class. Does Find() take the partnumber and return the address of the part?
I wrote this to dereference the retrieved address, but it gives me the error no match for 'operator<<' in 'std::cout << * show':
int findnumber;
ULONG position;
cout << "Enter Partnumber" << endl;
cin >> findnumber;
Part* show = pl.Find(position, findnumber);
cout << *show;
Am i doing this all wrong? D: Show me please...
The function Find does take a part number, but returns a pointer to a part, which is not the same as the address of the part (that would be a reference, denoted by an &). In addition, Find takes a reference to a variable called 'position', so after calling the Find function, the variable that was passed in for 'position' will contain the value of where the part is in the linked list.
The reason you can't use the << operator, is that it hasn't been provided for the Part class. However, from the source code provided, it looks like the objective is for you to understand Polymorphism and rather than trying to use <<, call the Display function on the part that you have found. e.g: -
Part* part = pl.Find(position, findnumber);
part->Display();
This will display the text for the relevant type of part, so if the part returned was a CarPart, the CarPart's Display function will be called, whereas if the part is an AirPlane part, its Display function is called.
If you wanted to use the stream operator (<<) you'd need to overload the io operators, which you can read more about here.
The class PartsList already has a Find() method that could be used to retrieve any part based on its partnumber. You can then call the Display() method of that part.