I am new to classes and constructors. This program requires user to input name for two circles. I defined a default constructor to set parameters for radius and name and another constructor to accept them as arguments. I believe there is an issue with setName and also it tells me the constructors have already been defined. Any help is appreciated!
#include <iostream>
#include <cstring>
#include <string>
using namespace std;
class Circle
{
private:
double pi = 3.14;
double radius;
string *name;
public:
Circle();
Circle(double, string);
Circle::Circle()
{
radius = 0.0;
*name = nullptr;
}
Circle::Circle(double r, string n)
{
radius = r;
*name = n;
}
~Circle()
{
delete[] name;
}
void setRadius(double r)
{
if (r >= 0)
radius = r;
else
{
cout << "Invalid radius\n";
exit(EXIT_FAILURE);
}
}
double getRadius()
{
return radius;
}
double getArea()
{
return pi* radius * radius;
}
double getCircumference()
{
return 2 * pi * radius;
}
void setName(string n)
{
*name = n;
}
string getName()
{
return *name;
}
};
int main()
{
Circle circle1;
Circle circle2;
double circRad1;
double circRad2;
string name1;
string name2;
cout << "Enter the name for circle 1: ";
getline(cin, name1);
cout << "Enter the name for circle 2: ";
getline(cin, name2);
cout << "Enter the radius for cirle 1: ";
cin >> circRad1;
cout << "Enter the radius for cirle 2: ";
cin >> circRad2;
circle1.setRadius(circRad1);
circle2.setRadius(circRad2);
circle1.setName(name1);
circle2.setName(name2);
cout << "Circle 1 name: " << circle1.getName() << "\n";
cout << "Circle 1 radius: " << circle1.getRadius() << "\n";
cout << "Circle 1 area: " << circle1.getArea() << "\n";
cout << "Circle 1 circumfrence: " << circle1.getCircumference() << "\n";
cout << "\n";
cout << "Circle 2 name: " << circle2.getName() << "\n";
cout << "Circle 2 radius: " << circle2.getRadius() << "\n";
cout << "Circle 2 area: " << circle2.getArea() << "\n";
cout << "Circle 2 circumfrence: " << circle2.getCircumference() << "\n";
return 0;
}
Problems I see:
Constructors
You have:
Circle();
Circle(double, string);
Circle::Circle()
{
radius = 0.0;
*name = nullptr;
}
Circle::Circle(double r, string n)
{
radius = r;
*name = n;
}
That is not correct since the first two lines declare the constructors while you declare, and define, them again with incorrect syntax.
Remove the first two lines.
Use of name
It's not clear why you are using string* for name. Make it an object, not a pointer.
string name;
Then, change the constructors to:
// Use the default constructor to initialize name
Circle() : radius(0.0) {}
Circle(double r, string n) : radius(r), name(n) {}
You may remove the destructor altogether. If you insist on having one, change it to (there is no need for delete name any more):
~Circle() {}
Change setName() to:
void setName(string n)
{
name = n;
}
Change getName() to:
string getName() const
{
return name;
}
PS Your attempted code indicates to me that you will benefit from going through the fundamentals of the language from a good book. See The Definitive C++ Book Guide and List for ideas.
I just want to add to the previous answer since I don't have enough points to comment.
In his constructor, he's using what's called an initializer list:
i.e.
Circle() {
foo = 0;
bar = 0;
}
versus (initializer list):
Circle() : foo(0), bar(0) {}
When you're just initializing variables, the preferred practice is almost always the list format. This is because it provides the arguments to construct your object before it is instantiated. This would allow you to construct objects whose "identity" isn't known until runtime (i.e. a variable-type object, or an object which could take on more than one type, although these aren't quite native to c++), or a const value.
I am a little suspicious about your instructor having you create dynamic objects in your first programming course, but since this seems to be the case,
The reason you can't simply pass in a string object and assign the pointer to it is because a pointer is strictly an address to an already existing object. This would only work if the string were passed in by reference, and then the syntax might be:
void foo(std::string& str) {
name = &str;
}
When you pass in by value (without the ampersand) a copy of your object is being made to pass in via the parameter. This copy doesn't exactly have it's own home in memory yet, and it's definitely not the same home as what you passed in the parameter. So when you try to give it's address to the pointer, the compiler wants to complain because the address you're trying to save is going to disappear as soon as this scope is over with (the next } is hit).
You can, however, create a permanent object with a copied value. This is when you allocate dynamic memory on heap (normally it's on the stack). This would look something like:
void foo(std::string str) {
name = new std::string(str);
}
This will allow your name pointer to point to a newly created object on the heap. This is why you need the delete[] expression in your deconstructor, because the compiler can't manage dynamic memory for you, so you have to make sure to free it before the program ends.
Note that the [] are needed because a string is actually an array of characters. When you dynamically allocate an array, the [] notation will ensure that the memory until a sentinel value is read is freed. A sentinel character almost always refers to NULL or 0 on the ASCII chart.
If it were an int being freed, the syntax would just be:
delete x;
One last note. In your private section you have a variable called pi which is default initialized to 3.14. This is presumably because this is a value which will often be referred to and is common amongst all circles. When you have such common variables which will be the same in every instance of that class, you'll want to use what are called static variables. This is a variable which is allocated once, and which everyone associated with that variable has access to. Also, because you don't want pi to change, it should be const. It might look like this:
private:
static const double PI = 3.14;
What this will do is create one object called PI, and that exact same PI object will be used in every single circle you create. This will vastly cut down on the memory usage of that object, assuming you may create many. It is also good to note that typically const variables are capitalized, and non-const variables are not.
I agree with all of the points made by #RSahu, but will attempt to answer your specific issues.
Disclaimer: Using pointers as you do in this assignment is unnecessary and dangerous. It is even more unusual to require the use of them in this situation as pointers are a notoriously difficult concept for beginners to grasp.
Defining Constructors
You are defining each constructor twice.
Circle();
Circle::Circle()
{
// ...
}
and then
Circle(double, string);
Circle::Circle(double r, string n)
{
// ...
}
You only need to define them once. If you are declaring and defining them at the same time then the following is sufficient:
Circle()
{
// ...
}
If you want to declare and define them separately then you can do:
class Circle
{
public:
// Declare the constructor
Circle();
};
// Then later in some source, define it
Circle::Circle()
{
// ...
}
Implementing Constructors
You have crucial mistakes in both constructors (ignoring the fact that you are forced to use string*).
First,
Circle()
{
radius = 0.0;
*name = nullptr;
}
When you perform *name = nullptr you are dereferencing the name pointer and assigning it to nullptr.
This is bad for multiple reasons:
name has not been set. You are dereferencing a garbage pointer and setting it to nullptr. This is a crash.
Even if name had been initialized, you are setting the string object that it points to to nullptr which is another crash.
The proper way to initialize this would be as:
Circle()
: radius{ 0.0 },
name{ nullptr }
{
}
Let us look at the other constructor now.
Circle(double r, string n)
{
radius = r;
*name = n;
}
Again, radius is set correctly (mostly) but we have major issues with name.
name once again is uninitialized. So we are setting a non-existant string that name points to to n.
Now, here we are actually spared a bit of good luck. If you instead were performing
name = &n;
Then that would be bad as n is a temporary object. Once we leave the constructor our name would be pointing to garbage and you would crash the next time you try to access it.
But so how do we fix this constructor? I would do it like so:
Circle(double const r, string n)
: radius{ r },
name{ new string{n} }
{
}
In name{ new string{n} } we are setting name to a new string object that is initialized by the value in n.
Hope you are beginning to understand why in my disclaimer I do not approve of the requirement of using string* ...
Fixing setName
So, your implementation of setName is almost OK.
If we created an object of Circle using the second constructor it would be fine. Our string that name points to would simply be set the value of n.
But what if we are using a Circle created via the first constructor? Then we would be dereferencing a nullptr and attempting to set it the value of n. Crash.
I would actually fix this problem in your first constructor by changing it to:
Circle()
: radius{ 0.0 },
name{ new string }
{
}
So now we know name always points to a valid string object.
Finally, the Destructor
In the destructor you are using the incorrect delete[].
Use delete[] when deleting a dynamic array of objects. string is a single object, and thus should use delete.
I personally also think it is a good habit to set any deleted pointer to nullptr so that any common nullptr checks will work and not fail due to garbage.
~Circle()
{
delete name;
name = nullptr;
}
Related
I had this question on a test about a month ago and I still can't seem to understand it completely and quite frankly it's driving me crazy. I will include the question at the bottom. But, it's asking to create a single parameter constructor that creates a new "Vector" (the name of the class) which is the sum of two others. The vector class I made has a function set/get x and set/get y. My hang up is I can't seem to figure out how to make a function that adds the two x's and y's together from vector and vector1 to create a new Vector...call it vector2. I'll include everything I got so far. Thanks to anyone willing to make it through the wall of text as confusing as it must be haha.
Write a class Vertor with the following properties and place the class in a separate header file :
Add member function with a single parameter of another vector and returns a new vector that is the sum of the two (to add vectors you sum the components, for example, Cx = Ax + Bx and Cy = Ay + By).
Write a program that includes the Vector header file, constructs two different vectors and demonstrates the magnitude, angle, and add functions.
Data Members
vector
x component
y component
Member Functions
Set and Get functions for all data members
Magnitude member function
Angle member function (angle = inverse tangent(y / x))
ps I hope I am not doing anything wrong by uploading this and asking I have waited this entire time because I didn't want to break some sort of rule in the community....that I am honestly desperate to become a part of. I've dreamed of doing this my whole life and finally....ahh i digress sorry thanks guys
Oh...my code
#include "Vertor.h"
#include <iostream>
int main()
{
// creates a vector class
Vector vector;
vector.setXcom(4); // sets X
vector.setYcom(12); // sets Y
Vector vector1; // Creates another vector
vector1.setXcom(3);
vector1.setYcom(52);
Vector vector2; // constructs another vector that returns the sum of two other vectors
cout << vector.getXcom() << endl;
cout << vector.getYcom() << endl;
cout << vector.getMag() << endl;
cout << vector.getAng() << endl;
cout << vector1.getXcom() << endl;
cout << vector1.getYcom() << endl;
cout << vector1.getMag() << endl;
cout << vector1.getAng() << endl;
}
#include<iostream>
using namespace std;
// initalize variables
double xcomponent, ycomponent;
double ans, anns, annns;
class Vector // creates Vector class
{
public:
void setXcom(double x) // setX function
{
xcomponent = x;
}
void setYcom(double y) // setY function
{
ycomponent = y;
}
double getXcom() // getX function
{
return xcomponent;
}
double getYcom() // getY function
{
return ycomponent;
}
double getMag() // get magnitude function
{
double ans = sqrt((xcomponent * xcomponent) + (ycomponent * ycomponent));
return ans;
}
double getAng() // get angle function
{
double annns = atan(xcomponent / ycomponent);
return annns;
}
// setnewvec function to make a new vector from two others
void setNewVec(int a, int b)
{
xcomponent = a;
ycomponent = b;
}
// NOT SURE
Vector getNewVec(int a, int b)
{
return a + a;
return b + b;
}
};
So you have an absolutely fundamental misunderstanding or gap in your knowledge about how objects work, and this task will be impossible until you sort that out.
To illustrate here's a simpler example written in the style of your code above. I'll follow that with the same example written as it should be. This example is a simple Person class which has an age 'component'.
int age;
class Person
{
public:
void setAge(int a) { age = a; }
int getAge() { return age; }
};
int main()
{
Person fred;
fred.setAge(22);
Person mary;
mary.setAge(33);
cout << "Fred is " << fred.getAge() << " and Mary is " << mary.getAge() << endl;
}
If you run this program the output will be Fred is 33 and Mary is 33. Both the people have the same age even though you set them as different in the program.
The problem is that although this program has two people it only has one age. So it's literally impossible for the two people to have different ages.
Here's the program written correctly. The crucial difference is that the age variable is inside the class. This means that each Person object gets it's own age.
class Person
{
public:
void setAge(int a) { age = a; }
int getAge() { return age; }
private:
int age;
};
int main()
{
Person fred;
fred.setAge(22);
Person mary;
mary.setAge(33);
cout << "Fred is " << fred.getAge() << " and Mary is " << mary.getAge() << endl;
}
Now the output is Fred is 22 and Mary is 33 as it should be.
First thing you need to do, is to move xcomponent and ycomponent to inside the object. Right now they are global variables which means they share values in all objects you create (and outside object too).
I'm gonna assume you've learned about structures before moving to objects. It's pretty hard to understand object without knowing structures first.
Structures and classes are very similar. They both are containers for variables. Classes are a little more advanced version that usually hides the raw data and instead provides member functions (sometimes called methods) that allow to manipulate the data inside in a more convenient way.
Anyway, when you create a new object of a class, you create it with a new copy all member variables (fields) inside. This way, they can have different values for each object.
Your code is pretty easy to fix in that regard. Just move definition of these variables inside your class.
Old code:
double xcomponent, ycomponent;
double ans, anns, annns;
class Vector // creates Vector class
{
public:
//...
};
New code:
class Vector // creates Vector class
{
double xcomponent, ycomponent;
double ans, anns, annns;
public:
//...
};
Now we can work on the return value.
Your return value of getNewVec is all right. You've declared that you want to return an object of type Vector and this is exactly what you want.
However, the function should also take a single vector as an argument. Right now you have tho arguments int a and int b, none of which is a Vector. We need to change that to Vector otherVector to do what your assignment said.
The call of the function looks like this: someVector.getNewVec(someOtherVector).
When it runs, you have two vectors accessible inside of it. The first of them is the one on which the function was called. You have direct access to its fields. The second one is of course the argument otherVector. You can access its fields through its member functions. (Or you can access directly its private fields because you're in a member function of its class.)
Now you need to construct the new vector.
The simplest way is to just create it and assign the values one by one:
Vector getNewVec(Vector otherVector)
{
Vector newVector;
newVector.setXcom(xcomponent + otherVector.getXcom());
newVector.setYcom(ycomponent + otherVector.getYcom());
return newVector;
}
or:
Vector getNewVec(Vector otherVector)
{
Vector newVector;
newVector.setXcom(xcomponent + otherVector.xcomponent);
newVector.setYcom(ycomponent + otherVector.ycomponent);
return newVector;
}
or if you really want:
Vector getNewVec(Vector otherVector)
{
Vector newVector;
newVector.setXcom(this->getXcom() + otherVector.getXcom());
newVector.setYcom(this->getYcom() + otherVector.getYcom());
return newVector;
}
(this is a pointer the object your inside of. You have access to it from each member function.)
I recommend the second option.
Some additional stuff you can read about if your interested...
(I'm not gonna go into any details here.)
Constructors
You can have a special member function that is called when object it's created that is supposed to set initial values to the fields.
It is written similar to a function, except is doesn't have a return value and it's name is always the same as the name of the class.
Vector(int x, int y)
{
xcomponent = x;
ycomponent = y;
}
That allows to create an abject and assign the values in one line so instead of:
Vector newVector;
newVector.setXcom(12);
newVector.setYcom(42);
you can have:
Vector newVector(12, 42);
You can have more than one constructor with different list of arguments.
You can create an operator instead of a normal function. An operator is a function with specific name and arguments that can be called similarly to built-in mathematical operations.
Operator for addition looks like this:
Vector operator+(Vector otherVector)
//the body is the same as getNewVec
You could call it like a normal member function:
someVector.operator+(someOtherVector)
but a better way of writing it is:
someVector + someOtherVector
So my program is intended to accept input from the user to create an object with several attributes(variables) and those objects are put into vector. I'm having a particular issue with being able to change the quantity of a particular item in question. It remains unchanged regardless of how many times I call the function from main.cpp.
class ClassA {
public:
void SetQuantity(int quantityToGet);
...
private:
int itemQuantity;
...
};
void ClassA::SetQuantity(int quantityToGet) {
itemQuantity = quantityToGet;
}
class ClassB {
public:
ClassB();
void UpdateItemQnty();
int FindItemLoc(string targetItem);
...
private:
vector<ClassB> itemsInVector;
...
};
void ClassB::UpdateItemQnty() {
ClassA currItem;
string targetName;
int newQuantity;
int itemLoc = -1;
cout << "Enter the item name: ";
getline(cin, targetName);
itemLoc = FindItemLoc(targetName);
cout << "Enter the new quantity: ";
cin >> newQuantity;
cin.ignore();
if (itemLoc > -1) {
currItem = itemsInVector.at(itemLoc);
currItem.SetQuantity(newQuantity); // FIXME (???)
}
else {
cout << "Item not found in vector. Nothing modified." << endl;
}
}
I'm not getting any errors and the functions I didn't mention or show definition/declarations for, all work properly. I think I need to use a pointer, but I'm not sure how.
I'll likely delete this after I receive an answer based on the response
Thank You
I can see two strange things in your code:
Your are assigning a ClassA object with ClassB object (above the call of setQuantity). That should give an error, but I guess you made a typo in your post...
when retrieving the data from the list, your are copying it to the local variable currItem! Hence you are only changing a local copy, not the data in the list.
Declaring currItem as a reference would do the trick in this case, but the declaration of a reference object requires an assignment:
ClassA &currItem = itemsInVector.at(itemLoc);
currItem.SetQuantity(newQuantity);
You're simply setting the temporary variable's value. Try this,
itemsInVector[itemLoc].SetQuantity(newQuantity);
Scenario
I am in the process of learning C++, so please forgive my naivety. I have attempted to build my own class, objects and methods - each of which seem to work as expected. However I am running into issues with what seems to be uninitialized storage (and possibly the use of local objects?) however I would like to know how to fix it, if indeed it is meant to be, or an alternative. My current train of thought is that the object needs to be passed...however that could be way off...
Code
//header
class Car{
public:
USHORT GetMin();
void SetMin(USHORT min);
private:
USHORT itsMinPrice;
};
USHORT Car::GetMin(){
return itsMinPrice;
}
void Car::SetMin(USHORT min){
itsMinPrice = min;
}
-
void StartingPrices(){
Car Mercedes;
std::cout << Mercedes.GetMin() << "\n";
Mercedes.SetMin(50);
std::cout << Mercedes.GetMin()<< "\n";
}
int main(){
float input;
Car Mercedes;
Mercedes.SetMin(100);
StartingPrices();
std::cout << Mercedes.GetMin() << "\n";
std::cin >> input;
return 0;
}
Expected output
100, 50, 50
Actual output
debug win32 - 52428, 50, 100
release win32 - 0, 50, 100
In your StartingPrices function, the Mercedes object you call GetMin is created on the line before, i.e., not the same object as the one you create in the main function.
That means that the object do not yet have itsMinPrice set to anything, hence the value will be garbage (that is, a value which you don't really have control over), in this case 52428 in debug and 0 in release.
What I think you wish to do is pass a reference of the Mercedes object from the main function into the StartingPrices function:
void StartingPrices(Car& mercedes){
std::cout << Mercedes.GetMin() << "\n"; // Here the GetMin method will return 100.
...
}
int main(){
....
Car Mercedes;
Mercedes.SetMin(100);
StartingPrices(Mercedes);
....
}
Its also a good idea to set the default value of the members in the constructor of the class.
In your Car class you do not initialize your member variable itsMinPrice except when you call SetMin, this means there is a risk that you will use an uninitialized Car instance if you forget to call SetMin on it. Normally it is good to have initialization in a constructor of the class with some value e.g.
Car() : itsMinPrice(0) {
}
or create a constructor that takes an initial value
Car(USHORT minValue) : itsMinPrice(minValue) {
}
As you can see I am new to C++, but I can't understand why y = new Person() in function foo is wrong. Thanks for your help.
I get the this error:
error: no match for ‘operator=’ in ‘y = (((Person*)operator new(32u)),
(, ))’
UPDATE:
I will accept the answer with the most upvotes by tonight or the one that is more convincing.
The argument between me and my friend is wether the function foo can change the object and propagate the change outside the function like when doing y = Person(), then also brother will change or will it remain intact?
.
CODE:
#include <iostream>
using namespace std;
class Person {
public:
int age;
char name[25];
Person() {
age = 0;
}
};
void foo(Person &y)
{
y = new Person();
}
int main()
{
Person *brother = new Person();
brother->age = 20;
cout << "age = " << brother->age << endl;
foo(*brother);
cout << "age = " << brother->age << endl;
return 0;
}
You probably come from a language were objects can only be created with new. In C++, this is not the case. And unless you really need it, you should not use new. Just create it as a normal variable:
#include <iostream>
#include <string>
class Person
{
public:
unsigned age;
std::string name;
Person(unsigned age, std::string name)
: age(age)
, name(std::move(name)) // move is C++11
{}
};
int main()
{
Person brother(8, "Tim John");
std::cout << "age = " << brother.age << '\n';
// Edit regarding the question in the comments:
brother = Person(16, "John Tim");
std::cout << "age = " << brother.age << '\n';
}
Your problem with the code above is that new returns a Pointer, and you are trying to assign a pointer to a Person, which obviously can't work.
void foo(Person &y)
{
y = new Person();
}
y is a reference, not a pointer. To reassign to y, you'd use
y = Person();
but if you really want to allocate a new person, you'd use
void foo(Person* &y) // reference to pointer to Person
With a reference, you basically say that you modify the value at the calling site.
Note that your current code leak. If you have a bare pointer that you want to manage yourself, you have to delete it first:
void foo (Person*& y)
{
delete y;
y = new Person;
}
But as you see, the code is already becoming messy without knowing your target. It might be more appropriate to delete at the calling site, or to not allocate y at all before calling foo(...).
Also note that using foo (Person* y) instead would not solve the issue of newing at the calling site:
void foo (Person *y)
{
y = new Person();
}
This of course compiles, but modifies only foo's own y variable. The caller will have an unchanged pointer.
Note that you'd better use value types or smart pointers, as it is non-trivial to write exception safe code that manually manages memory.
In function foo the line should be
y = Person();
y is not a pointer.
EDIT: actually, this is the wrong answer (even though you're currently accepted it from Jon). You are not supposed to mix heap and stack, and cause memory leaks like that. The right way to do it is to change members of the object directly. Assignment operator (operator=) will change the members of the object. Because the question is not about mixing heap and stack, but about changing object here's the code that better explains the problem. Note that there's no new here to complicate the issue.
void foo(Person &y)
{
y = Person();
}
int main()
{
Person brother;
brother.age = 20;
...
foo(brother);
...
return 0;
}
After y = Person() the brother object will be changed because y is brother and assignment operator changes the members of the object.
Never confuse yourself with the & and * operators when dealing with pointer operations.
'&' is used in different context.
&, when used in a function's formal parameters is a reference parameter , this operator passes a variable by reference(by its address).However the variable y still acts like a normal variable.
So this block of code..
void foo(Person &y)
{
y = new Person();
}
would not work as new Person() is parsing a pointer to a variable.
For example,
int * intp = new int;
int variable = intp;
this is the type of thing that's happening here.A reference parameter acts like a variable but actually has direct access to the variable due to the fact that it's a call by referance operation.
The correct way to write this function will look like this
void foo(Person ** y)
{
*y = new Person();
}
That is if you're trying to initialize a class pointer via a function.
As cooky said this is a misconception people make in c++ whom program in languages that require the new keywork in order to create an object/variable.
SOURCES
http://fredosaurus.com/notes-cpp/functions/refparams.html
you are tryng to call the "new" operator on a reference. while the "new" is used only with pointers.
pass to void foo( ) function
Person*
instead of
Person&
A little explanation :
The right way to pass a parameter depends on what you have to do!!
If you want to do side effects to the object passed to the function the right way is to declare :
void foo(Person& person)
the object person can be modified..
if you don t waant to do side effects to the object you have to declare the object 'const':
void foo(const Person& person)
the const means you cannot modify the object inside your method even if you are passing a reference..
then you can pass a pointer:
void foo(Person* person)
here you can modify the object that "person" is pointing at, but you have a copy of the original pointer.
last way to pass parameters is :
void foo(Person*& person)
here you have an alias of the original pointer. alias means "the same pointer with a different name"
I'm working on a project where I create bank accounts and able to deposit and withdraw. I am to create two bank account and two people- one one the stack and the other on the heap. I should deposit and withdraw into each twice and get the balance print the name and ID and account numbers. At the moment I'm get what I believe is a site fault , reading or writing to protected memory. I've left comments on where I think the errors lie. I would appreciate any help. Thanks.
#include <iostream>
#include <string>
using namespace std;
class BankAccount {
private:
double *balance;
int *accountNumber;
public:
BankAccount(){//default constructor
*balance = 0.0;/***This is where is says the Access violation lies*/
*accountNumber = 0;
}
BankAccount(double bal, int acctNum){//constructor
balance = new double(bal);
accountNumber = new int(acctNum);
}
~BankAccount() {delete balance; delete accountNumber;}
void Deposit(double amt) {
*balance = *balance + amt;
}
virtual double GetBalance() {
return *balance;
}
virtual double GetAccountNumber() {
return *accountNumber;
}
virtual double Withdraw(double amt) {
*balance = *balance - amt;
return *balance;
}
};
class Person {
string *name;
int *ID;
public:
Person(){//default constructor
*name = "name not yet defined";
*ID = 0;
}
Person(string nameIn, int idIn){//constructor
name = new string(nameIn);
ID = new int(idIn);
}
virtual int GetID() {
return *ID;
}
virtual string GetName() {
return *name;
}
};
class NamedBankAccount: public BankAccount {
private:
Person *owner;
public:
NamedBankAccount(){
}
NamedBankAccount(Person *p): owner(p){/***This is where is says the Access violation lies*/
p = new Person();
}
~NamedBankAccount(){delete owner;}
Person getPerson() {
return *owner;
}
};
int main() {
Person *q = new Person("Joe", 54321);
cout << q->GetName() << endl;
cout << q->GetID() << endl;
NamedBankAccount nba1;/***This is where is says the Access violation lies*/
NamedBankAccount *nba2 = new NamedBankAccount(q);
nba1.Deposit(50);
nba1.Deposit(50);
nba1.Withdraw(25);
cout << nba1.GetBalance() <<endl;//should print 75
nba2->Deposit(60);
nba2->Deposit(60);
nba2->Withdraw(20);
cout << nba2->GetBalance() << endl;//should print 100
getchar();
return 0;
}
Do not use pointers here. Just have those strings and integers be member variables. For the specific problem - you haven't allocated any memory before assignment in the default constructor.
Do something like:
class BankAccount {
private:
double balance;
int accountNumber;
public:
BankAccount() :
balance( 0.0 ),
accountNumber( 0 ) {}
// ...
Edit:
Couple of more points about your code:
make use of initialization list in the constructors instead of assignment to member variables - this avoids two-step process of first default-initializing the members and then assigning to them
base polymorphic classes should have virtual destructors, so instances of derived classes could be properly destroyed via pointer to base
polymorphic types usually need to follow the rule of three to avoid slicing
do not make all member functions of a base class virtual, only those you want derived classes to override
think before making a type polymorphic - do you really have bank accounts without owners? Maybe that can be just a value type?
make accessor methods const, so you can get information from const instances
check for errors (you sure don't want to allow withdrawals from zero or negative balance accounts)
"do not use pointers" is a bit strong but what Nikolai means is that member variables shouldn't be pointers to base types but just those types
i.e. in BankAccount, balance should just be an double and not a double* like wise for the others
or have BankAccount() call BankAccount(0.0, 0) as that will allocate the fields right like wise for Person() but unexpectedly this doesn't do what i thought it would in C++ as Karl Knechtel remarks
You are dereferencing an uninitialized pointer, if you change their places it would still do the same thing.
You see, c++ (and c) uses pointers as addresses to memory, if you don't initialize then they will point to anywhere in memory, so dereferencing will PROBABLY cause access violation (probably because you don't know were your pointer points to).
The correct way would be:
BankAccount(){//default constructor
balance = new double; // Initialize pointer (make it points to a valid memory address)
*balance = 0.0; // Give a value to the variable where balance is pointing
accountNumber = new int; // Initialize pointer (make it points to a valid memory address)
*accountNumber = 0; // Give a value to the variable where balance is pointing
}
OR, if you want to allocate memory latter:
BankAccount(){//default constructor
balance = 0; // Make it point to address 0 (conventional value meaning it is uninitialized)
accountNumber = 0; // Make it point to address 0 (conventional value meaning it is uninitialized)
}
Of course, as stated, in your case it would probably be best to use normal variables and not pointers. You should read more about pointers before using them, they can be a pain (I think I speak here on behalf of 99.999% of C and C++ programmers, we've all been there).