I have two distinct 'struct' 'student' & 'employee'. I want to choose it according to string mentioned in the message.
struct student {
string name;
float score;
}
struct employee {
int id;
string dep;
}
I get message like; $ST,16,JOHN,A or $EM,16,IT
From the keyword like ST or EM i have to decide which structure to populate.
I managed to extract the type like ST or EM but when i write,
if (type == "ST")
student x;
else if (type == "EM")
employee x;
// long code goes on here to sort and populate `struct`
it says xis undefined. I know it is wrong but i can't solve this riddle.
How to choose struct based on the condition?
First of all, it looks as if your scope is wrong. So x may not be visible.
No clue how your code looks, but you could define a base class, a pointer before the conditional and assign memory via the conditional (I would not do that). Alternatively, you need to work within the right scope.
struct base {
//whatever
};
struct student : public base {
};
struct employee : public base {
};
base *ptr;
if (type == "ST")
ptr = new student;
else if (type == "EM")
ptr = new employee;
The if statement is equivalent to
if (type == "ST") {
student x;
} else if (type == "EM") {
employee x;
}
// other code accessing x
You can see there's a scope around student x and employee x. When the scope ends, object x goes out of scope too.
To populate the struct properly, you must process the struct inside the scope
if (type == "ST") {
student x;
// populate student
} else if (type == "EM") {
employee x;
// populate employee
}
If you want something common in your case. There is nothing except reading from string itself. You could create the object, then read from string in-place. OR this solution using (kind of) abstract factory pattern:
using namespace std;
// "Marker interface" common between the two structs.
// Virtual destructor to make this object polymorphic.
class ReadableFromString { public: virtual ~ReadableFromString() {} };
struct student: public ReadableFromString {
string name;
int score;
char grade;
};
struct employee: public ReadableFromString {
int id;
string dept;
};
// Abstract factory function that creates a ReadableFromString
// from a string.
shared_ptr<ReadableFromString> readFromString(const string &source) {
std::stringstream s(source);
std::stringbuf buf(ios_base::out);
string type;
s.get(buf, ',');
s.get(); // This is to skip the comma
type = buf.str();
if (type == "$ST") {
shared_ptr<student> studentObj = make_shared<student>();
s >> studentObj->score;
s.get(); // This is to skip the comma
buf = std::stringbuf(ios_base::out);
s.get(buf, ',');
studentObj->name = buf.str();
s.get(); // This is to skip the comma
studentObj->grade = s.get();
s.get(); // This is to skip the comma
return studentObj;
}
else if (type == "$EM") {
shared_ptr<employee> employeeObj = make_shared<employee>();
s >> employeeObj->id;
s.get(); // This is to skip the comma
buf = std::stringbuf(ios_base::out);
s.get(buf, ',');
employeeObj->dept = buf.str();
s.get(); // This is to skip the comma
return employeeObj;
}
return shared_ptr<ReadableFromString>(); // A null pointer
}
int main() {
string sources[] = { "$ST,16,JOHN,A", "$EM,16,IT"};
for(int i=0;i<2;i++) {
shared_ptr<ReadableFromString> firstOne = readFromString(sources[i]);
// Try to cast to student
if (dynamic_pointer_cast<student>(firstOne)) {
shared_ptr<student> studentObj = dynamic_pointer_cast<student>(firstOne);
cout << "Student: " << "\n";
cout << studentObj->name << "\n";
cout << studentObj->score << "\n";
cout << studentObj->grade << "\n";
} else if (dynamic_pointer_cast<employee>(firstOne)) {
// If not student, it could be an employee
shared_ptr<employee> employeeObj = dynamic_pointer_cast<employee>(firstOne);
cout << "Employee: " << "\n";
cout << employeeObj->id << "\n";
cout << employeeObj->dept << "\n";
} else {
cout << "Not student nor employee" << "\n";
}
}
return 0;
}
Related
I am trying to develop a text adventure in C++ where users can input string commands (ex. "take apple").
Here is a very naive sample of code I came up with:
# include <iostream>
using namespace std;
class fruit{
public:
string actual_name;
fruit(string name){
actual_name = name;
}
take() {
cout << "You take a " << actual_name << "." << endl;
}
};
fruit returnObjectFromName(string name, fruit Fruits[]){
for(int i = 0; i <= 1; i++){ // to be modified in future depending on Fruits[] in main()
if (Fruits[i].actual_name == name)
return Fruits[i];
}
}
int main(){
string verb;
cout << "Enter verb: ";
cin >> verb;
string object;
cout << "Enter object: ";
cin >> object;
fruit apple("apple");
fruit Fruits[] = { apple }; // to be extended in future
// returnObjectFromName(object, Fruits). ??? ()
}
How can I possibly get the fruit method with something similar to the function returnObjectFromName, if this is even possible?
I began the development with Python (independently), and there I can at least use eval(), but as I understand in C++ this is not an option.
I tried also with map, but I didn't manage to make it work with methods.
Thank you all for your answers.
Its not good way to rely on reflection in C++ and i think there is no way to list methods in classes. Maybe you can use function pointers but pointer to instance methods are hell.
I recommend to use polymorphism and good design. If some items might be taken, then use interface like this:
#include <iostream>
using namespace std;
class ITakeable {
public:
virtual bool isTakeable() = 0;
virtual void take() = 0;
virtual void cannotTake() = 0;
};
class fruit : public ITakeable {
public:
string actual_name;
fruit(string name){
actual_name = name;
}
bool isTakeable() {
return true;
}
void take() {
cout << "You take a " << actual_name << "." << endl;
}
void cannotTake() {
cout << "not needed to be implemented";
}
};
class airplane : public ITakeable {
public:
string actual_name;
airplane(string name){
actual_name = name;
}
bool isTakeable() {
return false;
}
void take() {
cout << "not needed to be implemented";
}
void cannotTake() {
cout << "You CANNOT take a " << actual_name << "." << endl;
}
};
int main() {
fruit apple("apple");
if (apple.isTakeable()) {
apple.take();
}
airplane plane("boeing");
if (plane.isTakeable()) {
plane.take();
} else {
plane.cannotTake();
}
// use of interface in general
ITakeable * something = &apple;
if (something->isTakeable()) {
something->take();
}
something = &plane;
if (something->isTakeable()) {
something->take();
} else {
something->cannotTake();
}
return 0;
}
Since fruit is a user defined type, you have to declare your own methods for your type or you inherit from one previously defined.
There are a lot of method for "built-in" string type
that Performs virtually the same job as eval (...) in python.
Also I noticed your function need not be defined independently outside of class fruit.
I have multiple classes and each of them has their own methods. All of these methods perform the same task, as you can see in my code. The only unique thing is the values of the title, code and credit members that are defined inside the classes.
Is there a way to write this code such that a single set of methods can do the required tasks (using the specific values within the class that made the request to the method) for each and every class?
I'm a university student, and due to this I don't want to use inheritance since we haven't learned it yet.
class seng305
{
string title = "Software design and architecture", code = "SENG305";
int credit = 4;
public:
seng305();
~seng305();
string get_info();
string get_title();
int get_credit();
};
class comp219
{
string title = "Electronics in computer engineering", code = "COMP219";
int credit = 4;
public:
comp219();
~comp219();
string get_info();
string get_title();
int get_credit();
};
seng305::seng305()
{
cout << '\t' << "Created" << endl;
}
seng305::~seng305()
{
cout << '\t' << "Destroyed" << endl;
}
string seng305::get_info()
{
return (code + "-" + title);
}
string seng305::get_title()
{
return title;
}
int seng305::get_credit()
{
return credit;
}
//--------------------------------------------------
comp219::comp219()
{
cout << '\t' << "Created" << endl;
}
comp219::~comp219()
{
cout << '\t' << "Destroyed" << endl;
}
string comp219::get_info()
{
return (code + "-" + title);
}
string comp219::get_title()
{
return title;
}
int comp219::get_credit()
{
return credit;
}
As you can see, the get_info(), get_title(), and get_credit() methods do the same thing.
I would like for a single get_info(), get_title(), get_credit() to be able to do the task for each class.
There is no reason to use separate classes at all in this example. A single class will suffice, eg:
class course
{
string title, code;
int credit;
public:
course(const string &title, const string &code, int credit);
~course();
string get_info() const;
string get_title() const;
int get_credit() const;
};
course::course(const string &title, const string &code, int credit)
: title(title), code(code), credit(credit)
{
cout << '\t' << "Created" << endl;
}
course::~course()
{
cout << '\t' << "Destroyed" << endl;
}
string course::get_info() const
{
return (code + "-" + title);
}
string course::get_title() const
{
return title;
}
int course::get_credit() const
{
return credit;
}
Then, you simply create instances of your class as needed, eg:
course seng305("Software design and architecture", "SENG305", 4);
course comp219("Electronics in computer engineering", "COMP219", 4);
...
I know you said that you don't want to use inheritance, but that could be the next logical step, using the above code as a base:
class courseSeng305 : public course
{
public:
courseSeng305() : course("Software design and architecture", "SENG305", 4) {}
};
class courseComp219 : public course
{
public:
courseComp219() : course("Electronics in computer engineering", "COMP219", 4) {}
};
courseSeng305 seng305;
courseComp219 comp219;
...
I am needing help with polymorphism. I have no clue how to work with this. I have to write a program that creates an Orc and a Human and demonstrates the behavior of the classes. I am just needing some help with setting this program up. I have set up the classes with the information, but how do I get the createCharacter function to work? Would I have characterTotal = characterStrength + characterDexterity + characterIntelligence in the createCharacter function? I know my program is not correct right now and I have some errors and things, but I am still just trying to get a better understanding of this.
UPDATE:
I am having trouble with the createCharacter function. It is a pure virtual function and I am needing some help on how to get it to work.
For Human class createCharacter will:
Get the values of STR, DEX and INT. Will calculate the total of the values.
(Let’s assume STR = 17, DEX = 12 and INT = 10. It will store 37 into characterTotal.Itwill print out a message: “The strong human Paladin, has a total scoreof 37.” (Strong adjective comes due to STR being 17. If something is above 17 you should say something related. STR = strong, DEX = dexterous, INT =
intelligent).
For Orc class createCharacter will:
Get the values of STR, DEX and INT. Will calculate the total of the values.
However Orcs receive -2 to INT and DEX. They receive +2 to STR. (Let’s
assume STR = 16, DEX = 10 and INT = 8. It will store 16+2,10-2,8-2 = 28 into
characterTotal.
It will print out a message “The berserker Orc has a total score of 28.” (Here the
Orcs get their adjectives from their clan names so you do not need to do
something specific to STR, DEX or INT.)
CODE:
//character.h
#ifndef CHARACTER_H
#define CHARACTER_H
using namespace std;
class Character
{
protected:
float characterTotal;
public:
virtual void createCharacter() = 0; //Pure virtual function
};
#endif
//human.h
#ifndef HUMAN_H
#define HUMAN_H
#include "Character.h"
using namespace std;
class Human
{
private:
int characterStrength;
int characterDexterity;
int characterIntelligence;
string characterType;
public:
Human();//Constructor
int getStength
{
cout << "Enter a number from 0 to 18\n";
cin >> characterStrength;
return characterStrength;
}
int getDexterity
{
cout << "Enter a number from 0 to 18\n";
cin >> characterDexterity;
return CharacterDexterity;
}
int getIntelligence
{
cout << "Enter a number from 0 to 18\n";
cin >> characterIntelligence;
return characterIntelligence;
}
string getType
{
cout << "Please choose one of the following\n";
cout << "A -- Paladin \n";
cout << "B -- Ranger \n";
cout << "C -- Wizard \n";\
cin >> characterType;
return characterType;
}
};
#endif
//orc.h
#ifndef ORC_H
#define ORC_H
#include "Character.h"
#include "Human.h"
using namespace std;
class orc
{
private:
int characterStrength;
int characterDexterity;
int characterIntelligence;
string characterClan;
public:
orc(); //Constructor
int getStrength
{
cout << "Enter a number between 0 to 18\n";
cin >> characterStrength;
return characterStrength;
}
int getDexterity
{
cout << "Enter a number between 0 to 18\n";
cin >> characterDexterity;
return characterDexterity;
}
int getIntelligence
{
cout << "Enter a number between 0 to 18\n";
cin >> characterIntelligence;
return characterIntelligence;
}
string getClan
{
cout << "Please choose one of the following\n";
cout << "A -- Barbarian \n";
cout << "B -- Berserker \n";
cout << "C -- Vanguard \n";\
cin >> characterClan;
return characterClan;
}
};
#endif
Example: A class called Account posesses a container with Character. Your classes Human and Orc inherit both from Character. Inside of your Human class you may want to set spell ABC to all characters which are created (in createCharacter). But if the player creates an Orc, you might want to set another spell XYZ to it, instead of ABC. Base classes come in handy here. In this example you see one of these abstract functions in action (Character::initCharacter).
You can put in more abstract functions inside of Character IF the classes which are supposed to inherit from Character MUST / NEED TO implement these functions.
This is only an example. If you want to do it properly, you need more than this and would have to modify all for database access and further abstraction.
enum CharacterType
{
CHAR_INVALID = 0x0,
CHAR_HUMAN = 0x1,
CHAR_ORC = 0x4
};
class Character
{
public:
Character(unsigned int charGUID) //You might want to set data in the constructor already
: m_charGUID(charGUID) //right after it has been load from Account::LoadAccountInformation()
{
std::cout << "Constructor of \"Character\"" << std::endl;
}
virtual ~Character(void) //Cleanup if needed
{
std::cout << "Destructor of \"Character\"" << std::endl;
}
virtual void createCharacter(void) = 0;
virtual void initCharacter(void) = 0;
CharacterType GetTypeID(void)
{ return m_typeID; }
protected:
void SetTypeID(CharacterType ct)
{ m_typeID = ct; }
private:
Character(const Character &);
unsigned int m_charGUID;
CharacterType m_typeID;
};
class Human : public Character
{
public:
Human(unsigned int charGUID)
: Character(charGUID)
{
SetTypeID(CHAR_HUMAN);
std::cout << "Constructor of \"Human\"" << std::endl;
}
virtual ~Human(void) //Cleanup if needed
{
std::cout << "Destructor of \"Human\"" << std::endl;
}
void createCharacter(void) override
{
//Set data...
}
void initCharacter(void) override
{
std::cout << "You initialized a character of type \"Human\"" << std::endl;
}
};
class Orc : public Character
{
public:
Orc(unsigned int charGUID)
: Character(charGUID)
{
SetTypeID(CHAR_ORC);
std::cout << "Constructor of \"Orc\"" << std::endl;
}
virtual ~Orc(void) //Cleanup if needed
{
std::cout << "Destructor of \"Orc\"" << std::endl;
}
void createCharacter(void) override
{
//Set data...
}
void initCharacter(void) override
{
std::cout << "You initialized a character of type \"Orc\"" << std::endl;
}
};
class Account
{
public:
Account(unsigned int accountGUID)
{ m_accGUID = accountGUID; }
//#Return: False if load from database failed
bool LoadAccountInformation(void) //You could give it data also
{
//You could also load data directly from a database here if you'd like to
//Here are just some sample values (partially hardcoded)
characters.clear();
const int charsOnAccount = 1; //Load from database
for (int i = 0; i < charsOnAccount; ++i)
{
CharacterType ct = CHAR_HUMAN; //Load from database
unsigned int characterGUID = i;
switch (ct)
{
case CHAR_HUMAN:
{
characters[characterGUID] = std::move(std::shared_ptr<Character>(new Human(characterGUID)));
} break;
case CHAR_ORC:
{
characters[characterGUID] = std::move(std::shared_ptr<Character>(new Orc(characterGUID)));
} break;
default:
{
std::cout << "Invalid character type: " << ct << std::endl; //Or log to file
} break;
}
}
return true;
}
void InitCharacters(void)
{
for (auto itr = std::begin(characters); itr != std::end(characters); ++itr)
itr->second->initCharacter();
}
private:
//A unique account-GUID
unsigned int m_accGUID;
//Let's say a unique char-GUID and the Character object
std::map<unsigned int, std::shared_ptr<Character> > characters;
//And more information...
};
int main(int argc, char *argv[])
{
Account ac = Account(1);
ac.LoadAccountInformation();
ac.InitCharacters();
return 0;
}
I have a Spieler class and a Verein class with a vector of Spieler members.
Now if I change something of the Players like the Staerke(german for strength) by using a function of this class in the player class it does not automatically change the value for this player.
Here is the code:
#include <vector>
#include<iostream>
#include <string>
using namespace std;
class Spieler
{
public:
void setinformation(int a, string b, string c, int d)
{
ID = a;
Vorname = b;
Nachname = c;
Staerke = d;
}
void getinformation()
{
cout << "ID: " << ID << endl;
cout << "Vorname: " << Vorname << endl;
cout << "Nachname: " << Nachname << endl;
cout << "Staerke: " << Staerke << endl << endl;
}
void setStaerke(int x)
{
Staerke = x;
}
int getStaerke()
{
return Staerke;
}
private:
string Vorname, Nachname;
int Staerke, ID;
};
class Verein
{
public:
void setSpielerListe(vector<Spieler> x)
{
Spielerliste = x;
}
vector<Spieler> getSpielerListe()
{
return Spielerliste;
}
string getVereinsName()
{
return VereinsName;
}
int getVereinsID() const
{
return VereinsID;
}
void setVereinsID(int x)
{
VereinsID = x;
}
int getGesamtstaerke()
{
Gesamtstaerke = 0;
vector<Spieler> b;
b = getSpielerListe();
for (size_t i = 0; i < b.size(); i++)
{
Gesamtstaerke = Gesamtstaerke + b[i].getStaerke();
}
return Gesamtstaerke;
}
void Vereinsinformationen()
{
vector<Spieler> list;
int id;
string vereinsname;
int gesamtstaerke;
id = getVereinsID();
vereinsname = getVereinsName();
gesamtstaerke = getGesamtstaerke();
list = getSpielerListe();
cout << "VereinsID: " << id << endl;
cout << "Vereinsname: " << vereinsname << endl;
cout << "Gesamstaerke: " << gesamtstaerke << endl << endl;
cout << "Spieler: " << endl;
for (size_t i = 0; i < list.size(); i++)
list[i].getinformation();
}
private:
vector<Spieler> Spielerliste;
int VereinsID, Gesamtstaerke;
string VereinsName;
};
vector<Spieler> spieler;
int main()
{
Spieler Spieler1;
Spieler1.setinformation(0, "Peter", "Pan", 10);
spieler.emplace_back(Spieler1);
Verein Team1;
Team1.setSpielerListe(spieler);
Spieler1.setStaerke(20);
Team1.Vereinsinformationen();
cin.get();
return 0;
}
I'm really new into c++ and programming so the code might be terrible.
Guess it has to do with pointers, I'm really not into the concept of storing data in c++, try to get it by trial & error; So how to change the Staerke in a way that it is changed in the Teams Playerlist too?
The problem is you are storing full object in the vector and not pointers. When you run this line:
spieler.emplace_back(Spieler1);
a copy of Spieler1 is made and put in the vector. So modifying it in the main will have no effect in the vector. Also not that you are copying the vector when setting in Verein class.
You should use pointer if this is what you are after or better yet have a function to modify strength from Verein class taking its id and new strength as parameters might be a good idea. Something like this:
void setStaerke(int id, int x)
{
vector<Spieler>::iterator it = Spielerliste.begin();
while (it != Spielerliste.end())
{
if ((*it).GetId() == id)
{
(*it).setStaerke(x);
break;
}
}
}
If you have access to C++11, it could be made more elegantly.
Hereby you pass and store a copy from the vector into the object:
Team1.setSpielerListe(spieler);
Therefore changes to the original vector and the contained objects will not affect the member.
Further, I don't have much experience with emplace_back, but the more usual way to append an object to a std::vector would also append a copy:
spieler.push_back(Spieler1);
Therefore changes to the original object would not affect the object you've appended to the container.
Make sure you better understand when objects are copied.
For reference:
http://en.cppreference.com/w/cpp/container/vector/emplace_back
http://en.cppreference.com/w/cpp/container/vector/push_back
How to pass objects to functions in C++?
I am trying to use a paymentList vector which has Cash, Cheque and Credit objects (which are derived classes of Payment) inside of the vector.
I declare the vector like this:
typedef std::vector<Payment*> ListOfPayments;
I add payments like this:
std::cout << "How would you like to pay?" << std::endl;
std::cout << "1. Cash" <<std::endl;
std::cout << "2. Credit"<<std::endl;
std::cout << "3. Cheque"<<std::endl;
std::cin >> choice;
while(choice < 1 || choice > 3)
{
std::cout<<"Please enter a correct number from 1 to 3"<<std::endl;
std::cin >> choice;
}
if(choice == 1)
{
paymentList->push_back(addCash(paymentId,orderId));
}
else if(choice == 2)
{
paymentList->push_back(addCredit(paymentId,orderId));
}
else
{
paymentList->push_back(addCheque(paymentId,orderId));
}
I now want to save this vector to a file. I have started a save function but I'm unsure where to go from here:
void savePayment(ListOfPayments *paymentList)
{
int method;
Cheque * pCheque = dynamic_cast<Cheque *>(paymentList->at(paymentList->size()-1));
Cash * pCash = dynamic_cast<Cash *>(paymentList->at(paymentList->size()-1));
Credit * pCredit = dynamic_cast<Credit *>(paymentList->at(paymentList->size()-1));
std::ofstream* save = new std::ofstream(); // creates a pointer to a new ofstream
save->open("Payments.txt"); //opens a text file called payments.
if (!save->is_open())
{
std::cout<<"The file is not open.";
}
else
{
*save << paymentList->size() << "\n";
ListOfPayments::iterator iter = paymentList->begin();
while(iter != paymentList->end()) //runs to end
{
method = (*iter)->getMethod();
*save << method << "\n";
if(method == 1)
{
pCash->saveCashPayments(save);
}
else if(method == 2)
{
pCredit->saveCreditPayments(save);
}
else
{
pCheque->saveChequePayments(save);
}
iter++;
}
save->close();
delete save;
}
}
It works if I save one type of payment, but as soon as I have two or more payments in the list I get a violation reading location error. I'm guessing it has to do with the type casts being wrong or something? In case I'm wrong here is an example of my save function that runs based on the method variable.
void Cash::saveCashPayments(std::ofstream* save)
{
*save << this->cashTendered << "\n";
*save << this->getId() << "\n";
*save << this->getAmount() << "\n";
*save << this->getOrderId() << "\n";
*save << this->getMethod() << "\n";
}
Any help would be appreciated :)
That is completely wrong approach.
A better approach would be runtime polymorphism. Declare a virtual function called Save in base class and define it in each derived class.
For example, if Payment is the base class, then do this:
class Payment
{
public:
virtual void Save(std::ostream & out) = 0;
};
Then implement Save in all derived classes.
class Cheque : public Payment
{
public:
virtual void Save(std::ostream & out)
{
//implement it
}
};
class Cash : public Payment
{
public:
virtual void Save(std::ostream & out)
{
//implement it
}
};
class Credit : public Payment
{
public:
virtual void Save(std::ostream & out)
{
//implement it
}
};
And then call Save using pointer of Payment* type.
void savePayment(ListOfPayments & payments)
{
std::ofstream file("Payments.txt");
for(ListOfPayments::iterator it = payments.begin(); it != payments.end(); ++it)
{
it->Save(file);
}
}
No need to pass payment by pointer; also don't use new std::ofstream.
Read about Runtime Polymorphism in C++.