I have three files:
main.cpp
MyClass.cpp
MyClass.hpp
I have a library header file, "testLib.hpp", that I want to include in MyClass.hpp so that I can have one of testLib's objects be a class attribute.
I include MyClass.hpp in MyClass.cpp and in main.cpp. When attempting to compile the project, I get the following errors
MyClass.cpp multiple definition of 'testLib::testLib::function1()
obj/Release/main.o:main.cpp first defined here
MyClass.cpp multiple definition of 'testLib::testLib::function2()
obj/Release/main.o:main.cpp first defined here
and so on.
Both main.cpp and MyClass.cpp include MyClass.hpp (which includes testLib.hpp). Judging by the error, it looks like MyClass.cpp is attempting to include the library functions after they've already been included by main.cpp. However, I have include guards present in MyClass.hpp so I don't understand how it's trying to include MyClass.hpp twice.
Here's the code:
MyClass.hpp
#ifndef THIS_HEADER_H
#define THIS_HEADER_H
#include <stdint.h>
#include <iostream>
#include "testLib/testLib.hpp"
class MyClass
{
public:
void test();
int foo;
private:
uint32_t bar;
//I want to include an object from the library as part of this class
//TestLib::Device device;
};
#endif
MyClass.cpp
#include <stdio.h>
#include "MyClass.hpp"
void MyClass::test()
{
}
main.cpp
#include <iostream>
#include "MyClass.hpp"
using namespace std;
int main()
{
cout << "Hello world!" << endl;
return 0;
}
Any help would be greatly appreciated!
EDIT
I tried to hide the actual filenames to make the question more general and clear, but it seems like the problem might be resulting from 'testLib.hpp', which I did not write. That file is actually the following "sweep.hpp" file. I got the 'multiple definition of/first defined here' errors for each of the public functions in this file:
sweep.hpp
#ifndef SWEEP_DC649F4E94D3_HPP
#define SWEEP_DC649F4E94D3_HPP
/*
* C++ Wrapper around the low-level primitives.
* Automatically handles resource management.
*
* sweep::sweep - device to interact with
* sweep::scan - a full scan returned by the device
* sweep::sample - a single sample in a full scan
*
* On error sweep::device_error gets thrown.
*/
#include <cstdint>
#include <memory>
#include <stdexcept>
#include <vector>
#include <sweep/sweep.h>
namespace sweep {
// Error reporting
struct device_error final : std::runtime_error {
using base = std::runtime_error;
using base::base;
};
// Interface
struct sample {
const std::int32_t angle;
const std::int32_t distance;
const std::int32_t signal_strength;
};
struct scan {
std::vector<sample> samples;
};
class sweep {
public:
sweep(const char* port);
sweep(const char* port, std::int32_t bitrate);
void start_scanning();
void stop_scanning();
bool get_motor_ready();
std::int32_t get_motor_speed();
void set_motor_speed(std::int32_t speed);
std::int32_t get_sample_rate();
void set_sample_rate(std::int32_t speed);
scan get_scan();
void reset();
private:
std::unique_ptr<::sweep_device, decltype(&::sweep_device_destruct)> device;
};
// Implementation
namespace detail {
struct error_to_exception {
operator ::sweep_error_s*() { return &error; }
~error_to_exception() noexcept(false) {
if (error) {
device_error e{::sweep_error_message(error)};
::sweep_error_destruct(error);
throw e;
}
}
::sweep_error_s error = nullptr;
};
}
sweep::sweep(const char* port)
: device{::sweep_device_construct_simple(port, detail::error_to_exception{}), &::sweep_device_destruct} {}
sweep::sweep(const char* port, std::int32_t bitrate)
: device{::sweep_device_construct(port, bitrate, detail::error_to_exception{}), &::sweep_device_destruct} {}
void sweep::start_scanning() { ::sweep_device_start_scanning(device.get(), detail::error_to_exception{}); }
void sweep::stop_scanning() { ::sweep_device_stop_scanning(device.get(), detail::error_to_exception{}); }
bool sweep::get_motor_ready() { return ::sweep_device_get_motor_ready(device.get(), detail::error_to_exception{}); }
std::int32_t sweep::get_motor_speed() { return ::sweep_device_get_motor_speed(device.get(), detail::error_to_exception{}); }
void sweep::set_motor_speed(std::int32_t speed) {
::sweep_device_set_motor_speed(device.get(), speed, detail::error_to_exception{});
}
std::int32_t sweep::get_sample_rate() { return ::sweep_device_get_sample_rate(device.get(), detail::error_to_exception{}); }
void sweep::set_sample_rate(std::int32_t rate) {
::sweep_device_set_sample_rate(device.get(), rate, detail::error_to_exception{});
}
scan sweep::get_scan() {
using scan_owner = std::unique_ptr<::sweep_scan, decltype(&::sweep_scan_destruct)>;
scan_owner releasing_scan{::sweep_device_get_scan(device.get(), detail::error_to_exception{}), &::sweep_scan_destruct};
auto num_samples = ::sweep_scan_get_number_of_samples(releasing_scan.get());
scan result;
result.samples.reserve(num_samples);
for (std::int32_t n = 0; n < num_samples; ++n) {
auto angle = ::sweep_scan_get_angle(releasing_scan.get(), n);
auto distance = ::sweep_scan_get_distance(releasing_scan.get(), n);
auto signal = ::sweep_scan_get_signal_strength(releasing_scan.get(), n);
result.samples.push_back(sample{angle, distance, signal});
}
return result;
}
void sweep::reset() { ::sweep_device_reset(device.get(), detail::error_to_exception{}); }
} // ns
#endif
A simplified version of your problem:
buggy.hpp
int function() { return 0; }
main.cpp
#include "buggy.hpp"
int main() { return 0; }
other.cpp
#include "buggy.hpp"
The problem is that buggy.hpp is defining function, not just declaring. Once the header inclusion is expanded, that means function is declared in both main.cpp and other.cpp - and that is not allowed.
The fix is to declare function as inline which allows the function to be declared in multiple translation units.
inline int function() { return 0; }
In fact, allowing multiple definitions is the only meaning of inline to the C++ standard. Compilers may treat it as a hint that the function body may be expanded inline. Good ones won't; they are better at making that sort of decision that programmers).
Related
In C++, it is sometimes considered good practice to declare your classes in a header file and define all the methods in a cpp file. I understand this, but a consequence of this seems to be that instead of having all of the class methods tabbed-in inside curly braces, they are just out in the open in the cpp file. Is there any way to group the methods of a class together in the cpp file while still declaring them in a header file? I like being able to collapse things in my IDE... I'd just get over it, but it's been a while since I've coded anything in C++ and I'm wondering if there's a way to do it that I just forgot about.
To be clear what I mean, here's an example:
test.h:
class Testing {
public:
Testing(int x);
void print();
int x;
};
test.cpp:
#include <iostream>
#include "test.h"
using namespace std;
// class Testing {
// public:
// Testing(int x){
// this->x = x;
// }
// void print(){
// cout << this->x << endl;
// }
// };
Testing::Testing(int x){
this-> x = x;
}
void Testing::print(){
cout << this->x;
}
int main(){
Testing t(100);
t.print();
}
I'd like to do what is commented above in test.cpp instead, but that doesn't work, right? (I think it'd be like declaring a new class distinct from the one in the header file?)
You could do this:
== h.h ==
namespace H_DEFS {
class H {
public:
int A();
int B();
};
}
using namespace H_DEFS;
== h.cpp file ==
#include "h.h"
namespace H_DEFS {
int H::A() { return 4;};
int H::B() { return 5;};
}
== main.cpp ==
#include "h.h"
int main() {
return H().A() + H().B();
}
but it's a weird idiom for other programmers to read just for the benefit of your IDE.
There are 1 main class and 3 classes: Main, MLME, MAC and Network.
I would want an MLME object to be created within the MAC object upon calling the constructor of the MAC. Then share the same object to the Network object when calling the Network constructor.
This without making the MLME object global or allocating memory with malloc() or new.
I believe this should be done with references which I don't understand fully. Also there might have to be some initializer-list in Network.cpp? I am more experienced with C than C++ and have tried a lot in order to understand all of this.
This is some of my thoughts of the structure, header and cpp files:
Main.cpp
#include "MAC.h"
#include "Network.h"
int main() {
MAC mac();
Network network(mac);
return 0;
}
Here is the MLME part to be shared:
MLME.h
#ifndef MLME_H_INCLUDED
#define MLME_H_INCLUDED
class MLME {
public:
MLME();
};
#endif
MLME.cpp
#include "MLME.h"
MLME::MLME() {}
The MAC class:
MAC.h
#ifndef MAC_H_INCLUDED
#define MAC_H_INCLUDED
#include "MLME.h"
class MAC {
private:
MLME mlme; // NULLED ?
public:
MAC();
MLME getMLME();
};
#endif
MAC.cpp
#include "MAC.h"
MAC::MAC() {
mlme = MLME:MLME();
}
MLME MAC::getMLME() {
return mlme;
}
The Network class:
Network.h
#ifndef NETWORK_H_INCLUDED
#define NETWORK_H_INCLUDED
#include "MLME.h"
class Network {
private:
MLME& mlme;
public:
Network(MAC mac);
};
#endif
Network.cpp
#include "Network.h"
class MAC;
Network::Network(MAC mac) {
mlme = mac.getMLME();
}
You're close, but:
The Network::Network constructor should take MAC by reference, like so: Network::Network(MAC& mac). Currently you take a copy, which means taking a copy of MLME as well.
In addition, the Network::Network constructor should use an initializer list to initialize mlme. So the full form would be:
Network::Network(MAC& mac) : mlme(mac.getMLME()) {}
MAC::getMLME() should return a reference to MLME: MLME& MAC::getMLME(). Otherwise you return a copy.
The explicit construction of MLME in the MAC constructor is not needed: it is already default-constructed.
You may want to prevent copying of MLME instances by saying MLME(const MLME&) = delete. If it is really a shared resource, you want any changes to go back to the shared instance. Making it impossible to copy MLME instances will prevent you from accidentally making or modifying a copy.
In your main function: MAC mac() does not do what you think it does. Remove the () or you get a "most vexing parse" error.
Main.cpp
int main() {
MAC mac;
Network network(mac);
mac.set(10);
mac.print();
network.print();
mac.set(11);
mac.print();
network.print();
return 0;
}
MLME.h
#ifndef MLME_H_INCLUDED
#define MLME_H_INCLUDED
#include "iostream"
using namespace std;
class MLME {
private:
int i;
public:
MLME();
void print();
void set(int in);
};
#endif
MLME.cpp
#include "MLME.h"
MLME::MLME() {}
void MLME::print() { cout << 'i' << i << endl; }
void MLME::set(int in) {
i = in;
}
MAC.h
#ifndef MAC_H_INCLUDED
#define MAC_H_INCLUDED
#include "MLME.h"
class MAC {
private:
MLME mlme; // NULLED ?
public:
MAC();
MLME& getMLME();
void print();
void set(int in);
};
#endif
MAC.cpp
#include "MAC.h"
MAC::MAC() {
mlme = MLME();
}
MLME& MAC::getMLME() {
return mlme;
}
void MAC::print() {
mlme.print();
}
void MAC::set(int in) {
mlme.set(in);
}
Network.h
#ifndef NETWORK_H_INCLUDED
#define NETWORK_H_INCLUDED
#include "MAC.h"
class Network {
private:
MLME& mlme;
public:
Network(MAC& mac);
void print();
};
#endif
Network.cpp
#include "Network.h"
Network::Network(MAC& mac) : mlme(mac.getMLME()) {}
void Network::print() {
mlme.print();
}
output
i10
i10
i11
i11
I'm facing a problem using forward declaration, and I don't know how to fix it. Here's my files:
BubblePlug.h
#ifndef _BUBBLEPLUG_
#define _BUBBLEPLUG_
#include "IPlug_include_in_plug_hdr.h"
#include "resource.h"
#include "IControl.h"
class IPianoRoll;
class IMidiEngine;
class BubblePlug: public IPlug
{
private:
public:
IMidiEngine *pMidiEngine;
IPianoRoll *pPianoRoll;
BubblePlug(IPlugInstanceInfo instanceInfo);
~BubblePlug();
};
#endif // !_BUBBLEPLUG_
BubblePlug.cpp
#include "BubblePlug.h"
#include "IPlug_include_in_plug_src.h"
#include "IPianoRoll.h"
#include "IMidiEngine.h"
BubblePlug::BubblePlug(IPlugInstanceInfo instanceInfo) : IPLUG_CTOR(10, 1, instanceInfo) {
pPianoRoll = new IPianoRoll(this, 8, 8);
pMidiEngine = new IMidiEngine(this);
}
BubblePlug::~BubblePlug() {
delete pPianoRoll;
delete pMidiEngine;
}
IPianoRoll.h
#ifndef _IPIANOROLL_
#define _IPIANOROLL_
#include "IMidiEngine.h"
class IPianoRoll : public IControl
{
private:
BubblePlug *pBubblePlug;
public:
IPianoRoll(BubblePlug *bubbleplug, int x, int y) : IControl(bubbleplug, IRECT(x, y, x + 10, y + 10)), pBubblePlug(bubbleplug) {
}
~IPianoRoll() {
};
bool Draw(IGraphics *pGraphics) {
return true;
}
void Random(bool onlyScore = false) {
pBubblePlug->pMidiEngine->Init();
}
void Start() {
}
};
#endif // !_IPIANOROLL_
IMidiEngine.h
#ifndef _IMIDIENGINE_
#define _IMIDIENGINE_
class IMidiEngine
{
private:
BubblePlug *pBubblePlug;
public:
IMidiEngine(BubblePlug *bubbleplug) : pBubblePlug(bubbleplug) {
}
~IMidiEngine() {
};
void Init(bool randomScore = true) {
pSamplwhk->pPianoRoll->Start();
}
};
#endif // !_IMIDIENGINE_
when I compile, it says around pSamplwhk->pPianoRoll->Start();:
use of undefined type 'IPianoRoll'
left of '->Start' must point to class/struct/union/generic type
VS2015 find each element writing the code (I've no problem), it happens only when I compile (Build).
Why? I pass BubblePlug and I do forward of both IPianoRoll and IMidiEngine, including them in order (on BubblePlug.cpp).
IMidiEngine should know everythings about IPianoRoll (which it is included first).
At least, I should have problem at "runtime", why at compile?
Can you help me to understand the problem and how to fix it? Thanks.
IPianoRoll.h includes IMidiEngine.h, so no matter in which order you include the two files, the definition of IPianoRoll will always come after the init function where it is being used.
One way to avoid this is to move the body of the init function into a separate .cpp file:
In IMidiEngine.h:
void Init(bool randomScore=true);
In IMidiEngine.cpp:
void IMidiEngine::Init(bool randomScore) {
pSamplwhk->pPianoRoll->Start();
}
First post so take it easy on me :). I don't think I really need to put up any actual code for this, but let me know if I'm wrong. This is for a homework assignment in my college programming class. I am confused as to how to properly use my #include statements. Here is my file structure:
Header Files-->
header.h (Main header file, contains #include for various libraries, declares namespace, and provides my name and class info)
room.h (Blueprint for the room class)
ship.h (Blueprint for the ship class)
Source Files-->
main.cpp (Main Program)
functions.cpp (Functions for the main program)
room.cpp (Functions in the Room class)
ship.cpp (Functions in the Ship class)
Basically, my first instinct was to " #include "header.h" " in room.h, ship.h, main.cpp, and functions.cpp. Then " #include "ship.h" in ship.cpp, and " #include room.h " in room.cpp. However I began getting errors up the wazoo. I was having a similar problem during class but I had my teacher there to sort it out and I'm not exactly sure how we did it, and I also know that tons of errors usually indicates an include error.
Its annoying because I had it working somehow before I added the functions.cpp, but I really want to keep main.cpp pretty clean, so I would rather have functions in a separate file.
What is the best pattern for includes in a situation like this?
EDIT: I'll post my 3 header files
header.h
/*
Author: *********
Class : **********
Assignment : Programming Assignment 2
Description :
This program will construct a ship for the user. It accepts input from a file
containing information on various rooms. It will then check the rooms
validity and add it to the ship if it's valid. Once all of the rooms have been added,
the program will determine if the entire ship is valid and let the user know.
Certification of Authenticity :
I certify that this is entirely my own work, except where I have given
fully - documented references to the work of others.I understand the
definition and consequences of plagiarism and acknowledge that the assessor
of this assignment may, for the purpose of assessing this assignment :
-Reproduce this assignment and provide a copy to another member of
academic staff; and / or
- Communicate a copy of this assignment to a plagiarism checking
service(which may then retain a copy of this assignment on its
database for the purpose of future plagiarism checking)
*/
#ifndef header_h
#define header_h
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
using namespace std;
#endif
room.h
#ifndef room_h
#define room_h
#include "header.h"
enum RoomType
{
UNKNOWN = -1,
BAY,
LATRINE,
CABIN,
BRIDGE,
NUM_ROOM_TYPES
};
const string ROOM_STRINGS[NUM_ROOM_TYPES] = { "Bay",
"Latrine",
"Cabin",
"Bridge"
};
class Room
{
public:
//default constructor
Room();
//constructor
Room( RoomType type, int width, int breadth, int height );
//destructor
~Room(){};
//accessors
inline RoomType getType() const { return mType; };
inline int getHeight() const { return mHeight; };
inline int getWidth() const { return mWidth; };
inline int getBreadth() const { return mBreadth; };
inline int getVolume() const { return getWidth() * getBreadth() * getHeight(); }; //currently unused
inline string getRoomName(){ return ROOM_STRINGS[mType]; };
string getDescription();
//mutators
void setType(RoomType type) {mType = type; };
void setHeight(int height) {mHeight = height; };
void setWidth(int width) {mWidth = width; };
void setBreadth(int breadth) {mBreadth = breadth; };
private:
//type of room
RoomType mType;
//floor dimensions - in feet
int mWidth;
int mBreadth;
//ceiling height - in feet
int mHeight;
};
#endif
ship.h
#ifndef ship_h
#define ship_h
#include "header.h"
const int MAX_BAY = 4;
const int MAX_LATRINE = 15;
const int MAX_BRIDGE = 1;
const int MAX_CABIN = 25;
const int MIN_BAY = 1;
const int MIN_LATRINE = 1;
const int MIN_BRIDGE = 1;
const int MIN_CABIN = 0;
const int MIN_ROOM_HEIGHT = 7;
const int MIN_ROOM_AREA = 20;
class Ship{
public:
Ship();
bool addRoom(const Room& theRoom);
string getDescription();
//Accessors
int getNumBays(){ return bayTotal; };
int getNumLatrines(){ return latrineTotal; };
int getNumBridges(){ return bridgeTotal; };
int getNumCabins(){ return cabinTotal; };
int getTotalSquareFootage(){ return totalSquareFootage; };
private:
Room Bay[MAX_BAY];
Room Latrine[MAX_LATRINE];
Room Bridge[MAX_BRIDGE];
Room Cabin[MAX_CABIN];
int bayTotal;
int latrineTotal;
int bridgeTotal;
int cabinTotal;
int totalSquareFootage;
bool isShipValid();
void addSquareFootage(float);
};
#endif
What kind of errors? Your issue might be including the same header more than once.
Try adding this to each header:
#ifndef ROOM_H
#define ROOM_H
... code ...
#endif
To be clear the 'ROOM_H' above needs to be unique to each header.
If you use #include "room.h" in different cpp files then you probably get a linker error because this below here is not a type declaration.
const string ROOM_STRINGS[NUM_ROOM_TYPES] = { "Bay",
"Latrine",
"Cabin",
"Bridge"
};
You are creating and allocating a variable with name ROOM_STRINGS. By declaring it in different cpp files you will have multiple copies of the same global variable which is an error. You could replace it with
static const string ROOM_STRINGS[NUM_ROOM_TYPES] = { "Bay",
"Latrine",
"Cabin",
"Bridge"
};
You will still have multiple copies but each cpp file will have its own private copy. A better solution is to move this declaration into the room cpp file together with the code of the getRoomName.
Or you could declare ROOM_STRINGS as extern in the header and then you still need to add the variable allocation in a cpp file.
I am trying to understand a few examples of pragma and header compilation with include guards
I am not asking about the difference between them. I am asking specifically if based on the example I provided that I am following, am I illustrating it correct in my class?
I can not tell if its working or not when I run my program.
In the examples they show this,
#pragma once
#if !defined(x_header_included)
#define x_header_included
class X { … };
#endif
Which in my c++ ignorance I have translated to this,
#include <iostream>
#pragma once
#if !defined(my_headers)
#define my_headers
#include "npc.h"
#include "pc.h"
#include "health.h"
class game {
private:
npc n;
pc p;
health h;
public:
game(const npc& init_n, const pc& init_p, const health& init_h):
n(init_n),
p(init_p),
h(init_h)
{}
game(std::string gen, std::string abil, bool use, int lvl, int h, int arm) :
n(gen, abil),
p(use, lvl),
h(h, arm)
{
}
friend std::ostream& operator<<(std::ostream& s, const game& g) {
g.n.output(s);
g.p.output(s);
g.h.output(s);
return s;
}
npc get_n() { return n; }
pc get_p() { return p; }
health get_h() { return h; }
void set_n(npc init_n) { n = init_n; }
void set_p(pc init_p) { p = init_p ; }
void set_h(health init_h) { h = init_h; }
};
#endif
Is that all I do or am I missing something? Does anything else need to be added to the .cpp files from here?
The class I am showing is the composite top level class included in my main.cpp and my game.cpp file.