I'm trying to make something similar to std::Map. I have two classes, NameValue which takes a name and a Value. The class Value can hold data of type int and string. I want the Value class to also accept NameValue to be able to create nested objects. Currently the boost::variant is used to hold the data types allowed to be used.
NameValue.h
#ifndef INC_NAME_VALUE_H_
#define INC_NAME_VALUE_H_
#include <boost/variant.hpp>
#include <iostream>
#include <string>
#include "value.h"
namespace config {
using namespace std;
class Value; // forward declaration
class NameValue {
private:
string name;
Value* valuePtr;
public:
NameValue(){};
NameValue(string name, Value& value)
: name(name)
, valuePtr(&value){};
void Print() {
cout << name << " : ";
// valuePtr->Print();
}
void Set(Value* value) { valuePtr = value; }
};
}
#endif /* INC_NAME_VALUE_H_ */
Value.h
#ifndef INC_VALUE_H_
#define INC_VALUE_H_
#include <boost/variant.hpp>
#include <iostream>
#include <string>
#include "name_value.h"
namespace config {
using namespace std;
using variantDataType = boost::variant<int, string>;
class Value {
private:
variantDataType value;
public:
Value(){};
Value(variantDataType const& value)
: value(value){};
void Print() { cout << value << endl; }
};
}
#endif /* INC_VALUE_H_ */
In Value.h I want to add NameValue to variant like this:
boost::variant<int,string,NameValue> value;
main.cpp
Value i(42);
NameValue nv("meaning", i);
NameValue nv2("nested, NameValue("deep", "value"));//this is what I want
Maybe I'm on the wrong track using variant or the way I'm using dependencies. If there is some other way to make it work I would appreciate the suggestions.
Related
I am coding a little RPG(Role Playing Game)
Here is the situation: I created an object Personnage.
In my classes, I created a method atttaquer. But I would like that after calling my method attaquer it writes something like this: Goliath attaque David . But to that, I need to grab the name of the Object. Because the player may want to edit the name of Object (The personage name) before playing.
There is my code:
Personnage.h
#ifndef Personnage_h
#define Personnage_h
#include <string>
#include "Arme.h"
class Personnage{
//methods
public:
Personnage();
Personnage(std::string nomArme, int degatsArme);
Personnage(int vie, int mana);
// ~Personnage();
void recevoirDegats(int nbDegats);
void attaquer(Personnage &cible);
private:
// Attributs
int m_vie;
int m_magie;
std::string m_nom;
};
#endif
My Personnage.cpp code:
#include "Personnage.h"
#include <string>
#include <iostream>
void Personnage::recevoirDegats(int nbDegats){
m_vie -= nbDegats;
if (m_vie < 0) {
m_vie = 0;
}
}
void Personnage::attaquer(Personnage &cible){
cible.recevoirDegats(m_arme.getDegats());
// if David attacks Goliath I want to write std::cout << David << "attaque "<< Goliath << endl; but I do not know how to grab the name of the object after it's creation
}
There is my main.cpp
#include <iostream>
#include <string>
#include "Personnage.h"
//#include "Personnage.cpp"
#include <ctime>
using namespace std;
int main()
{
Personnage David, Goliath, Atangana("Ak47", 35);
Goliath.attaquer(David);
return 0;
}
If you want to give your objects names, it cannot be the variable names. They are only meant for the compiler and they are fixed. So you need to create a class that can have a name:
class NamedObject
{
private:
std::string m_name;
public:
const std::string& getName() const
{
return m_name;
}
void setName(const std::string& name)
{
m_name = name;
}
}
And if you want your classes to have a name, the easiest way would be to derive from it:
class Personnage : NamedObject {
Then you can say:
Personnage player1, player2;
player1.setName("David");
player2.setName("Goliath");
Alternatively, you can get those string from user input.
And if you need to address one by name:
std::cout << player1.getName() << " please make your move." << std::endl;
I have a class Project and each Project can have different tasks.
Project.h:
#pragma once
#include "Task.h"
#include <vector>
using namespace std;
class Project
{
private:
vector<Task> Tasks;
public:
Project::Project(int inleesgetal);//constructor
vector<Task> GetTasks();
};
Project.cpp:
#include "Project.h"
#include <string>
#include <vector>
Project::Project(int inleesgetal)
{
//constructor
Tasks.resize(Numbertasks);
}
vector<Task> Project::GetTasks()
{
return Tasks;
}
Task.h:
#pragma once
#include <vector>
using namespace std;
class Task
{
private:
//Info:
int StartTime_Solo;
public:
Task(); //constructor
void SetStartTime_Solo(int st_s);
int GetStartTime_Solo();
};
Task.cpp:
#include "Task.h"
#include <string>
#include <vector>
#include <iostream>
using namespace std;
Task::Task()
{
//constructor
StartTime_Solo = 0;
}
int Task::GetStartTime_Solo()
{
return StartTime_Solo;
}
void Task::SetStartTime_Solo(int st_s)
{
StartTime_Solo = st_s;
}
main:
#include <iostream>
#include <vector>
#include "Task.h"
#include "Project.h"
using namespace std;
int main()
{
Project Project1(6);
Project1.GetTasks()[2].SetStartTime_Solo(55);
cout << "test:" << Project1.GetTasks()[2].GetStartTime_Solo();
return 0;
}
Now when I try to set the 3rd task of Project1 to a starttime of 55 and then print the start time out it still gives me 0 as a result.
Why is this? And how can I change my code so it actually sets the starttime to 55?
vector<Task> GetTasks();
should be
const vector<Task>& GetTasks() const;
vector<Task>& GetTasks();
And so with definitions:
vector<Task> Project::GetTasks()
{
return Tasks;
}
should be:
const vector<Task>& Project::GetTasks() const { return Tasks; }
vector<Task>& Project::GetTasks() { return Tasks; }
The problem is that you are returning a copy of the vector<Task> from the GetTasks function. You then modify this copy and throw it away right afterwards. The internal member of Project is not changed.
If you return by reference like this:
vector<Task>& GetTasks();
Then you are basically returning something that points to the internal vector, and so when you modify it, you actually modify the member data of your class.
I need your help please especially to know can I convert a string Variable in an enum variable.
Here is my code:
deco_fill.h
#include <iostream>
using namespace std;
#include <string.h>
class A{
class B{
public:
enum tStrict{
"ST_UNKNOWN"=-1;
"ST_USE"=0;
"ST_DEL"=1;
}
public:
tStrict mType;
void setStrict(tStrict& newStrict ){
return mType=newStrict;
}
}
}
test.h
#include <iostream>
using namespace std;
#include <string.h>
#include <deco_fill.h>
class C
{
public:
A::B::tStrict CnvStrToEnum(const string& str); //This method will return a tStrict type
}
test.cpp
#include <iostream>
using namespace std;
#include <string.h>
#include <test.h>
#include <deco_fill.h>
A::B::tStrict C::CnvStrToEnum(const string& str)
{
if (str=="ST_USE")
return ST_USE;
else if (str=="ST_DEL")
return ST_DEL;
else
return ST_UNKNOWN;
}
test_set.cpp
#include <iostream>
using namespace std;
#include <string.h>
#include <deco_fill.h>
#include <test.h>
string st=ST_USE;
A::B::tStrict strictType=CnvStrToEnum(st);
setStrict(strictType);//I want here to use the setStrict methode to set a new variable of type enum with that. This part is not important
I have a compile error in test.cpp like ST_DEL, ST_USE and ST_UNKNOWN were not declared. What's do I need here and how can I correctly the string type in my enum type. Thanks for your help.
enum is for numeric constants (not strings), so you can't write
enum tStrict{
"ST_UNKNOWN"=-1;
"ST_USE"=0;
"ST_DEL"=1;
}
Also note it's comma (NOT semicolon) after each enum constant.
So instead you should write:
enum tStrict{
ST_UNKNOWN=-1,
ST_USE,
ST_DEL
};
Usually you can then convert enum constants to string counterparts:
const char *tStrictStr( const enum tStrict t )
{
switch( t )
{
case ST_UNKNOWN : return "ST_UNKNOWN" ;
case ST_USE : return "ST_USE" ;
case ST_DEL : return "ST_DEL" ;
default : return "ST_UNKNOWN" ;
}
}
I'm fairly new to C++ and i'm trying to build a linked list with a container class called FlexString. In main() I want to instantiate the FlexString class by simply saying: "FlexString flex_str = new FlexString();" calling the constructor etc. But it won't compile, the error is at the bottom. Here is my code:
//FlexString.h file
#ifndef FLEXSTRING_CAMERON_H
#define FLEXSTRING_CAMERON_H
#include "LinkedList.h"
#include <string>
using namespace std;
using oreilly_A1::LinkedList;
namespace oreilly_A1 {
class FlexString {
public:
FlexString();
void store(std::string& s);
size_t length();
bool empty();
std::string value();
size_t count();
private:
LinkedList data_list;
};
}
#endif
Here is the .cpp file for the FlexString class:
#include "FlexString.h"
#include "LinkedList.h"
#include <string>
using namespace std;
namespace oreilly_A1 {
FlexString::FlexString() {
}
void FlexString::store(string& s) {
data_list.list_head_insert(s);
}
std::string value() {
data_list.list_getstring();
}
}
Here's the main program file.
#include <iostream>
#include <cstdlib>
#include "FlexString.h"
using namespace std;
using oreilly_A1::FlexString;
int main() {
FlexString flex_str = new FlexString();
cout << "Please enter a word: " << endl;
string new_string;
cin >> new_string;
flex_str.store(new_string);
cout << "The word you stored was: "+ flex_str.value() << endl;
}
error: conversion from 'oreilly_A1::FlexString*' to non-scalar type 'oreilly_A1::FlexString' requested. "FlexString flex_str = new FlexString();"
FlexString flex_str = new FlexString();
is wrong since the RHS of the assignment is a pointer to a FlexString while the LHS is an object.
You can use:
// Use the default constructor to construct an object using memory
// from the stack.
FlexString flex_str;
or
// Use the default constructor to construct an object using memory
// from the free store.
FlexString* flex_str = new FlexString();
I am attempting to make part of a program that uses a bank account class as the base class and checking and savings as the derived classes. I have been trying to set up the basic framework before I do any fancy data handling and I've followed some tutorials to get a better understanding of classes and inheritance.
I have looked for answers but the answers I have found don't seem to be my problem but I might just need another set of eyes on my code.
the compiler errors:
In function main':
badriver.cpp:20: undefined reference toChecking::getAccount()'
badriver.cpp:23: undefined reference to Checking::setAccount(int)'
badriver.cpp:24: undefined reference toSavings::setAccount(int)'
badriver.cpp:26: undefined reference to `Checking::getAccount()'
badriver.cpp
#include "BankAccount.cpp"
#include "Checking.cpp"
#include "Savings.cpp"
#include <string>
#include <iostream>
using namespace std;
int main(){
Checking c;
Savings s;
cout << "Checking: " << c.getAccount() << " - Type: " << c.getType() << endl;
cout << "Savings: " << s.getAccount() << " - Type: " << s.getType() << endl;
c.setAccount(9);
s.setAccount(15);
cout << "New Checking: " << c.getAccount() << endl;
cout << "New Savings: " << s.getAccount() << endl;
return 0;
}
BankAccount.h
#ifndef BANKACCOUNT_H
#define BANKACCOUNT_H
#include <string>
using std::string;
using std::ostream;
using std::istream;
class BankAccount{
private:
int myAccount;
const char* color;
public:
// default constructor
BankAccount();
BankAccount(int account);
virtual ~BankAccount();
virtual void setAccount(int)=0;
int getAccount();
//
// void setSAccount(int);
// int getSAccount();
//
virtual const char* getColor();
virtual const char* getType() = 0;
//virtual const char* getCType() = 0;
protected:
void setColor(const char*);
};
#endif // BANKACCOUNT_H
BankAccount.cpp
#include "BankAccount.h"
#include "Checking.h"
#include "Savings.h"
#include <string>
#include <iostream>
#include <cstdlib>
using namespace std;
// default constructor
BankAccount::BankAccount(){
account = 1;
}
BankAccount::~BankAccount(){}
// void BankAccount::setAccount(int account){
// myAccount = account;
// }
int BankAccount::getAccount(){
return myAccount ;
}
BankAccount::BankAccount(int account){
myAccount = account;
}
const char* BankAccount::getColor(){
return color;
}
void BankAccount::setColor(const char* c){
color = c;
}
Checking.h
#ifndef CHECKING_H
#define CHECKING_H
#include "BankAccount.h"
#include <string>
using std::string;
using std::ostream;
using std::istream;
class Checking : public BankAccount{
private:
const char* type;
public:
Checking();
virtual ~Checking();
void setAccount(int account);
virtual const char* getType();
void setChecking(int);
int getChecking();
};
#endif //CHECKING_H
Checking.cpp
#include "Checking.h"
#include <string>
#include <string>
#include <iostream>
#include <cstdlib>
using namespace std;
Checking::Checking() : BankAccount(1), type("Checking"){}
Checking::~Checking(){}
BankAccount::~BankAccount(){}
void BankAccount::setAccount(int account){
myAccount = account;
}
const char* Checking::getType(){
return type;
}
Savings.h
#ifndef SAVINGS_H
#define SAVINGS_H
#include "BankAccount.h"
#include <string>
using std::string;
using std::ostream;
using std::istream;
class Savings: public BankAccount{
private:
const char* type;
public:
Savings();
virtual ~Savings();
void setAccount(int account);
virtual const char* getType();
void setSavings(int);
int getSavings();
};
#endif // SAVINGS_H
Savings.cpp
#include "Savings.h"
#include <string>
#include <string>
#include <iostream>
#include <cstdlib>
using namespace std;
Savings::Savings() : BankAccount(2), type("Savings"){}
Savings::~Savings(){}
BankAccount::~BankAccount(){}
void BankAccount::setAccount(int account){
myAccount = account;
}
const char* Savings::getType(){
return type;
}
Thanks for any help pointing me in the right direction.
Checking.cpp and Savings.cpp contain:
BankAccount::~BankAccount(){}
void BankAccount::setAccount(int account){
myAccount = account;
}
This causes undefined behaviour because you defined those functions in multiple files. You need to delete those lines from Checking.cpp and Savings.cpp, and instead put in definitions for the functions which are listed as being missing in the compiler output:
void Checking::setAccount(int account){
// code here
}
etc.