The following code is printing out 343. I don't understand why it isn't taking in currentDirectory by reference and updating what it's pointing to to a subdirectory of the root instance.
I would expect it to output 344.
#include <iostream>
using namespace std;
class Directory;
struct Node{
Node* prev;
Node* next;
Directory* data;
};
class Directory{
public:
int testValue;
Node* subDirectories;
void addSubdirectory(int testValue){
Directory* newDirectory = new Directory(testValue);
Node* elem = new Node;
elem->prev = NULL;
elem->data = newDirectory;
elem->next = NULL;
subDirectories = elem;
}
Directory(int x){
testValue = x;
}
};
void testFunction(Directory* x){
x = x->subDirectories->data;
cout << x->testValue;
}
int main(){
Directory* root = new Directory(3);
root->addSubdirectory(4);
Directory* currentDirectory = root;
cout << currentDirectory->testValue;
testFunction(currentDirectory);
cout << currentDirectory->testValue;
}
I've tried a simplified example that works fine:
#include <iostream>
using namespace std;
class Directory;
class Directory{
public:
int testValue;
Directory(int x){
testValue = x;
}
};
void testFunction(Directory* x){
x->testValue = 4;
cout << x->testValue;
}
int main(){
Directory* root = new Directory(3);
Directory* currentDirectory = root;
cout << currentDirectory->testValue;
testFunction(currentDirectory);
cout << currentDirectory->testValue;
}
This prints out 344 as expected. This one is passing it in by reference.
Your problem is that you are passing by value not by reference. The instance that is being passed to "testfunction()" is "currentDirectory" which is a pointer to object. So if you intend to pass by reference it should be like this:
void testFunction(Directory* &x){
x = x->subDirectories->data;
cout << x->testValue;
}
You are making a copy of type Directory* and passing it into testFunction as an argument. That copy, x, is not a reference to the pointer root.
This is probably what you want:
void testFunction(Directory* &x){
x = x->subDirectories->data;
cout << x->testValue;
}
Or if you prefer the double pointer route you would have:
void testFunction(Directory** x){
(*x) = (*x)->subDirectories->data;
cout << (*x)->testValue;
}
// the call turns into
testFunction(¤tDirectory)
Your simplified example works because you are not actually assigning to the variable that is passed-by-value, x:
void testFunction(Directory* x){
x->testValue = 4; // assigning pointed-to value, not pointer
cout << x->testValue;
}
Long story short, pointer-to-type is a type in and of itself too. Passing a pointer by reference takes the same changes as any other type.
Alternately, you could create an object of the class rather than a pointer. Note, this would require you to add a copy constructor (and, hopefully, a destructor, and overloaded operator=).
Directory root(3);
root.addSubdirectory(4);
//Assuming you overload operator=
Directory currentDirectory = root;
cout << currentDirectory.testValue;
testFunction(currentDirectory);
Where
void testFunction(Directory & x);
Related
I have a class Employee with pointer variables tag and values of type char and a self reference pointer children. We also have another two integer variables "numAttributes" and "numChildren". "numChildren" specifies how may children can be added to the class. "numAttributes" is for future purpose. I have to allocate and deallocate memory. For this I'm trying to implement a copy constructor and a destructor. The problem I am facing is, I couldn't able to deep copy the whole class when it has the children var not NULL. I have tried using memcpy() and also the solution mentioned here. But I couldn't able to do it properly. When everything goes well it fails in destructor. What I have tried so far is:
#include<iostream>
#include<stdlib.h>
#include<string>
#include<map>
#define _CRT_SECURE_NO_WARNINGS
using namespace std;
class Employee
{
public:
char* tag;
char* value;
int numAttributes;
int numChildren;
Employee* children;
Employee(const Employee &attr)
{
cout << "Copy constructor called" << endl;
numAttributes = attr.numAttributes;
numChildren = attr.numChildren;
tag = (char*)malloc(sizeof(char)*strlen(attr.tag) + 1);
value = (char*)malloc(sizeof(char)*strlen(attr.value) + 1);
strcpy(tag, attr.tag);
strcpy(value, attr.value);
if (attr.children == NULL)
children = NULL;
else
children = attr.children; // shallow copy happening. Have to do deep copy if it has children
}
Employee(){
cout << " constructor called" << endl;
tag = NULL;
value = NULL;
children = NULL;
numAttributes = 0;
numChildren = 0;
}
~Employee(){
cout << "Destructor called" << endl;
if (tag != NULL){
free(tag);
tag = NULL;
}
if (value != NULL){
free(value);
value = NULL;
}
if (children != NULL){
free(children);
children = NULL;
}
}
};
Employee createNode(const char* tag, const char* value, unsigned int numAttributes, unsigned int numChildren)
{
Employee retNode;
retNode.tag = (char*)malloc(sizeof(char)* (strlen(tag) + 1));
strcpy(retNode.tag, tag);
retNode.value = (char*)malloc(sizeof(char)* (strlen(value) + 1));
strcpy(retNode.value, value);
retNode.numAttributes = numAttributes;
retNode.numChildren = numChildren;
//use this block if we are not initializing the children in the createOffset() method
/*if (numChildren == 0){
retNode.children = NULL;
}
else{
retNode.children = (Employee*)malloc(sizeof(Employee)*numChildren);
}*/
return retNode;
}
Employee createOffset()
{
//Create and tag initial root node
Employee retNode = createNode("offset", "value", 0, 1);
retNode.children = (Employee*)malloc(sizeof(Employee)*retNode.numChildren);
retNode.children[0] = createNode("prnt", "0000", 0, 0);
return retNode; // Until here it is fine. This return calls the copy constructor first. As it has children the children must also be deep copied. Getting error here. Have to do deep copy the entire the class
}
Employee get(){
return createOffset();
}
int main(){
Employee node = get();
getchar();
return 0;
}
struct Employee {
std::string tag;
std::string value;
int numAttributes = 0;
std::vector<Employee> children;
};
no need to write a copy constructor or destructor, the C++ language makes one for you that does the right thing here.
This is known as the rule of 0.
Employee createNode(const char* tag, const char* value, unsigned int numAttributes, unsigned int numChildren)
{
return {tag, value, numAttributes, std::vector<Employee>(numChildren)};
}
also a lot shorter.
Employee createOffset()
{
//Create and tag initial root node
Employee retNode = createNode("offset", "value", 0, 1);
retNode.children[0] = createNode("prnt", "0000", 0, 0);
return retNode;
}
and done.
I am trying to create a program that takes N random nodes from user input and creates a random integer that is put into a binary tree and then copied into a priority queue. The integer becomes the key for each node and another integer counts the frequency of the key. I run into issues when I copy into the priority queue because I get duplicates and I need to remove them. I tried to create a set through the node constructor but I get the error above in the .cpp file.
#include <iostream>
#include <random>
#include <ctime>
#include <queue>
#include <set>
#include <functional>
#include <algorithm>
#include<list>
#include "Q7.h"
using namespace std;
int main()
{
node * root=NULL;
node z;
int n,v;
vector<int> first;
vector<int>::iterator fi;
default_random_engine gen(time(NULL));
cout<<"how many values? "; cin>>n;
for(int i=0; i<n; i++)
{ (v=gen()%n);
first.push_back(v);
if(root==NULL){root = node(set(v));}///This is where I get the error!!
else{
root->addnode(v);
}
}
z.unsortedRemoveDuplicates(first);
cout<<"Binary Tree in a depth first manner with Duplicates removed!"<<endl;
for ( fi = first.begin() ; fi != first.end(); ++fi{cout<<"Node "<<*fi<<endl;}
cout<<"-------------------"<<endl;
root->display();
cout<<"-------------------"<<endl;
cout<<"-------------------"<<endl;
root->display_Queue1();
cout<<"-------------------"<<endl;
return 0;
}
my .h file
class node
{
public:
node(){left=NULL; right=NULL; ct = 1;}
node set(int v) {val = v; left=NULL; right=NULL; ct=1;}
node (int Pri, int cat)
: val(Pri), ct(cat) {}
friend bool operator<(//sorts queue by lowest Priority
const node& x, const node& y) {
return x.val < y.val;
}
friend bool operator>(//sorts queue by greatest Priority
const node& x, const node& y) {
return x.ct > y.ct;
}
friend ostream&//prints out queue later
operator<<(ostream& os, const node& Pri) {
return os <<"my value = "<<Pri.val<<" occured "<<Pri.ct<<" times";
}
int unsortedRemoveDuplicates(vector<int>& numbers)
{
node set<int> seenNums; //log(n) existence check
auto itr = begin(numbers);
while(itr != end(numbers))
{
if(seenNums.find(*itr) != end(seenNums)) //seen? erase it
itr = numbers.erase(itr); //itr now points to next element
else
{
seenNums.insert(*itr);
itr++;
}
}
return seenNums.size();
}
priority_queue<node, vector<node>, greater<node> > pq;
priority_queue<node, vector<node>, less<node> > pq1;
void addnode(int v)
{
if(v==val){ct++;}
pq.emplace(node (set (v)));///No error here for set with constructor why??
pq.emplace(node (set (v)));
if(v<val)
{
if(left==NULL){left=new node(set(v));
}
else{left->addnode(v);
}
}
else
{
if(right==NULL){right = new node (set(v));
}
else{right->addnode(v);
}
}
}
int display()
{
if(left!=NULL){left->display();}
cout<<"frequency "<<ct<<" value"<<val<<endl;
if(right!=NULL){right->display();}
}
void display_Queue()
{
cout << "0. size: " << pq.size() << '\n';
cout << "Popping out elements from Pqueue..."<<'\n';
while (!pq.empty())
{
cout << pq.top() << endl;
pq.pop();
}
cout << '\n';
}
void display_Queue1()
{
cout << "0. size: " << pq1.size() << '\n';
cout << "Popping out elements from Pqueue..."<<'\n';
while (!pq1.empty())
{
cout << pq1.top() << endl;
pq1.pop();
}
cout << '\n';
}
private:
int val; ///value in that node
int ct;
///ct = count of that value
node * left;
node * right;
};
Congratulations, with this line:
root = node(set(v));
You have discovered why people here often say to avoid using using namespace std;. This is being interpreted as:
root = static_cast<node>(std::set(v));
Instead of what you want, which might be:
root = new node();
root->set(v);
First, note that we need to use new as we are creating a new node, not trying to cast a node to a node, which would have also given another compiler error about trying to assign a value to a pointer.
Next, note that you don't get the error in the header file as there is no using namespace std; there, and since it is in a member function, the line:
void node::addnode(int v)
{
//...
pq.emplace(node (set (v)));///No error here for set with constructor why??
//...
}
Is interpreted as:
pq.emplace(static_cast<node>(this->set(v)));
However, is this what you really want to do?
Furthermore, I would change the constructors to be:
public:
node (int Pri = 0, int cat = 1)
: val(Pri), ct(cat), left(NULL), right(NULL) {}
// DELETED node (int Pri, int cat)
Thus you can do:
root = new node(v);
And it will work as I think you expect it to.
New to programming , but when I try to create this link list I receive an error 'no matching function for call to 'meetings::meetings()' Been through it a few times and I'm just not seeing what it causing the issue.
class meetings{
public:
void duplicatetest (string,memberlist *&head);
void menufn(memberlist *&head);
void meetinginfo( memberlist *&head,string);
string timestamp ( memberlist *&head,string);
memberlist *&head;
string UID;
string timestp;
meetings *timest;
meetings *link;
int meetnum;
string dt;
};
void meetings::meetinginfo(memberlist *&head, string dt ){
string meetingNum;
memberlist *currptr;
meetings *meetptr , *nnmeet ,*meetcurr, *meethead;
meethead= NULL;
if (currptr->meetnum == 0 ) {
meethead = new meetings; // <<< Error appears here!
meetingNum = currptr->UID;
meethead->UID = meetingNum;
meethead->timestp = dt;
meetcurr=meethead;
system ("pause");
}
else {
nnmeet = new meetings;
meetcurr->link= nnmeet;
nnmeet->UID=currptr->UID;
nnmeet->timestp = dt;
}
cout << "Meeting number : ";
menufn(head);
}
using namespace std;
#include "memberlist.h"
#include "meeting.h"
int main(){
system("color f0");
memberlist *member,entermember;
meetings menu, *meet;
entermember.createlinklist(member);
menu.menufn(member);
system("pause");
return 0;
}//End of main
This is the other class I refer to from the meetings class
class memberlist {
public:
void createlinklist (memberlist *&head);
void displaylist (memberlist *&head);
memberlist *link;
string name[2];
string UID;
int meetnum;
};
void memberlist::createlinklist (memberlist *&head)
{
ifstream fin;
memberlist *currptr , *nnptr;
head = NULL;
fin.open ("members.txt");
while (fin)
{
if(head==NULL)
{
head = new memberlist;
fin>>head->UID >> head->name[0] >> head->name[1];
head->meetnum = 0;
currptr = head;
}
nnptr = new memberlist;
currptr->link = nnptr;
fin>>nnptr->UID >> nnptr->name[0] >> nnptr->name[1];
nnptr->meetnum = 0;
currptr = nnptr;
}
currptr->link = NULL;
currptr = NULL;
displaylist(head);
}
void memberlist::displaylist (memberlist *&head)
{
//memberlist *meetptr;
cout << " Student information " << endl;
memberlist *currptr;
currptr = head;
//meetptr = meethead;
while (currptr->link!= NULL)
{
cout << setw(10) << left << currptr->UID << " " << currptr->name[0] <<" " <<
currptr->name[1] <<endl;
currptr= currptr->link;
}
}
The problem is that data member head is defined as a reference.
memberlist *&head;
The compiler is unbale to generate the default constructor becuase it does not know how to initialize the reference. You have to define the constructor yourself.
According to the C++ Standard
A defaulted default constructor for class X is defined as deleted if:
— any non-static data member with no brace-or-equal-initializer is of
reference type,
Also take into account that referebces can be initialized only in the ctor initializer. For example
meetings::meetings( memberlist * &ptr ) : head( ptr )
{
// possible some additional code
}
Or as it is said in the quote I cited in the class definition using brace-or-equal-initializer.
I was trying to build my own binary search tree. However , my tree is not getting built. Please see code below and help.
#include<iostream>
#include<string>
using namespace std;
class Binarytree
{
private:
struct node
{
int data;
node *left;
node *right;
};
node *root;
public:
Binarytree();
void insertdata(node*,int);
void deletedata();
void printdata(node*);
void userprint(char);
void getdata(int);
};
Binarytree::Binarytree()
{
root=NULL;
cout<<"Setting root as NULL"<<endl;
}
void Binarytree::insertdata(node* temp3,int temp)
{ cout << "in insert data"<<endl;
node Dummy=node();
Dummy.data=temp;
Dummy.left=NULL;
Dummy.right=NULL;
cout << "Data To be inserted is "<<temp <<endl;
if (temp3 == NULL)
{ cout<<"Found NULL ROOT"<<endl;
temp3=&Dummy;
cout << "Entered a Data in tree"<<endl;
cout<<"Data in root"<<root->data<<endl;
}
else if (temp3->data > temp)
{ cout<<"Making a Left Recursive Call"<<endl;
insertdata(temp3->left,temp);
}
else
{ cout<<"Making a right Recursive Call"<<endl;
insertdata(temp3->right,temp);
}
}
void Binarytree::getdata(int check)
{ cout <<"in getdata"<<endl;
cout << "before insertdata"<<endl;
insertdata(root,check);
}
void Binarytree::printdata(node* printrt)
{
if (printrt ==NULL)
cout << "Nothing to print";
else
{ cout << printrt->data << endl;
printdata(printrt->left);
printdata(printrt->right);
}
}
void Binarytree::userprint(char in)
{ node* data;
data=root;
if (in == 'Y' || in == 'y')
printdata(data);
}
void main()
{ Binarytree element=Binarytree();
int userdata,i=0;
bool check = true;
while(check)
{ cout <<"Please Enter your Data"<<endl;
cin >> userdata;
element.getdata(userdata);
cout<<"FUnction returned to main"<<endl;
i++;
if(i==5)
check=false;
}
element.userprint('Y');
}
The very first value is not getting inserted in root pointer. I know there are lots of code available for doing this but if i don't code it my own I feel my learning will be limited.
So please help in figuring error in this code.
Having really tried to compile and there might be other problems... but
change
void Binarytree::insertdata(node* temp3,int temp)
to
void Binarytree::insertdata(node* &temp3,int temp)
so that the node created inside insertdata really modifies the outside pointer.
and change
node Dummy=node();
Dummy.data=temp;
Dummy.left=NULL;
Dummy.right=NULL;
to
node *Dummy=new node();
Dummy->data=temp;
Dummy->left=NULL;
Dummy->right=NULL;
As I said there might be other problems... you should worry about deleting nodes and all that...
Alternative you could create nodes outside of insertdata() and keep the same signature.
Anyway, good luck
The root cause (if you'll pardon the pun) is the way you're adding things to the root of the tree. Your code creates a temporary variable called Dummy on the stack and then takes its address. That's the first mistake because that temporary variable gets destroyed when the function ends.
The second problem is that in order to change the value of a pointer that you pass to a function, you have to pass a pointer to a pointer. In other words, your member function that was insertdata(node *, int) must become insertdata(node **, int)if you want to actually change the passed pointer rather than just a local copy as your original code had done.
To illustrate that fact, try this code.
#include <iostream>
int Y = 99;
void makeitsix(int n) {
n = 6;
}
void pointToY(int *ptr) {
ptr = &Y;
}
int main()
{
int x = 5;
int *p = &x;
std::cout << "x = " << x << ", *p = " << *p << std::endl;
makeitsix(x);
pointToY(p);
std::cout << "x = " << x << ", *p = " << *p << std::endl;
return 0;
}
When makeitsix() gets called, it's only the local copy of n that is altered, and not the value of 5 that was originally passed in. Similarly, ptr in the pointToY() function is only altering a local copy of ptr and not p that was used to call the function from within main(). If it were not so, an invocation such as makeitsix(3) would lead to some very strange effects!
I took the liberty of changing things somewhat in your code to make it a little cleaner, including
giving the node structure its own constructor
creating an extractor for the Binarytree
removing the various diagnostic printout statements (for brevity)
making the tree printout look more like a tree with the root to the left and the branches extending rightward
made some member functions private
and a few other minor things. The complete working code is below:
#include<iostream>
#include<string>
class Binarytree
{
private:
struct node
{
node(int d=0) : data(d), left(NULL), right(NULL) {};
int data;
node *left;
node *right;
};
node *root;
void insertdata(node**,int);
std::ostream& printdata(std::ostream &out, node*, int depth=0);
public:
Binarytree() : root(NULL) {};
std::ostream &printTo(std::ostream &out);
void insert(int);
};
void Binarytree::insertdata(node** temp3,int temp)
{
node *Dummy=new node(temp);
if (*temp3 == NULL) {
*temp3=Dummy;
} else if ((*temp3)->data > temp) {
insertdata(&((*temp3)->left),temp);
} else {
insertdata(&((*temp3)->right),temp);
}
}
void Binarytree::insert(int check)
{
insertdata(&root,check);
}
std::ostream &Binarytree::printdata(std::ostream &out, node* printrt, int depth)
{
if (printrt != NULL)
{
printdata(out, printrt->left, depth+1);
for (int i = 0; i < depth; ++i)
out << '\t';
out << printrt->data << std::endl;
printdata(out, printrt->right, depth+1);
}
return out;
}
std::ostream &Binarytree::printTo(std::ostream &out)
{
return printdata(out, root);
}
std::ostream &operator<<(std::ostream &out, Binarytree &b)
{
return b.printTo(out);
}
int main()
{
Binarytree element;
int userdata,i=0;
bool check = true;
while(check)
{
std::cout << "Please Enter your Data" << std::endl;
std::cin >> userdata;
element.insert(userdata);
i++;
if(i==5)
check=false;
}
std::cout << "Tree:\n" << element << std::endl;
return 0;
}
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I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it.
Would you please help me figure out the problem?
card.cpp
#include <iostream>
#include <cctype>
#include "card.h"
using namespace std;
// ====DECL======
Card::Card()
{
abilities = 0;
flavorText = 0;
keywords = 0;
artifact = 0;
classType = new char[strlen("Card") + 1];
classType = "Card";
}
Card::~Card (){
delete name;
delete abilities;
delete flavorText;
artifact = NULL;
}
// ------------
Card::Card(const Card & to_copy)
{
name = new char[strlen(to_copy.name) +1]; // creating dynamic array
strcpy(to_copy.name, name);
type = to_copy.type;
color = to_copy.color;
manaCost = to_copy.manaCost;
abilities = new char[strlen(to_copy.abilities) +1];
strcpy(abilities, to_copy.abilities);
flavorText = new char[strlen(to_copy.flavorText) +1];
strcpy(flavorText, to_copy.flavorText);
keywords = new char[strlen(to_copy.keywords) +1];
strcpy(keywords, to_copy.keywords);
inPlay = to_copy.inPlay;
tapped = to_copy.tapped;
enchanted = to_copy.enchanted;
cursed = to_copy.cursed;
if (to_copy.type != ARTIFACT)
artifact = to_copy.artifact;
}
// ====DECL=====
int Card::equipArtifact(Artifact* to_equip){
artifact = to_equip;
}
Artifact * Card::unequipArtifact(Card * unequip_from){
Artifact * to_remove = artifact;
artifact = NULL;
return to_remove;
// put card in hand or in graveyard
}
int Card::enchant( Card * to_enchant){
to_enchant->enchanted = true;
cout << "enchanted" << endl;
}
int Card::disenchant( Card * to_disenchant){
to_disenchant->enchanted = false;
cout << "Enchantment Removed" << endl;
}
// ========DECL=====
Spell::Spell()
{
currPower = basePower;
currToughness = baseToughness;
classType = new char[strlen("Spell") + 1];
classType = "Spell";
}
Spell::~Spell(){}
// ---------------
Spell::Spell(const Spell & to_copy){
currPower = to_copy.currPower;
basePower = to_copy.basePower;
currToughness = to_copy.currToughness;
baseToughness = to_copy.baseToughness;
}
// =========
int Spell::attack( Spell *& blocker ){
blocker->currToughness -= currPower;
currToughness -= blocker->currToughness;
}
//==========
int Spell::counter (Spell *& to_counter){
cout << to_counter->name << " was countered by " << name << endl;
}
// ============
int Spell::heal (Spell *& to_heal, int amountOfHealth){
to_heal->currToughness += amountOfHealth;
}
// -------
Creature::Creature(){
summoningSick = true;
}
// =====DECL======
Land::Land(){
color = NON;
classType = new char[strlen("Land") + 1];
classType = "Land";
}
// ------
int Land::generateMana(int mana){
// ... //
}
card.h
#ifndef CARD_H
#define CARD_H
#include <cctype>
#include <iostream>
#include "conception.h"
class Artifact;
class Spell;
class Card : public Conception
{
public:
Card();
Card(const Card &);
~Card();
protected:
char* name;
enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER};
enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON };
CardType type;
CardColor color;
int manaCost;
char* abilities;
char* flavorText;
char* keywords;
bool inPlay;
bool tapped;
bool cursed;
bool enchanted;
Artifact* artifact;
virtual int enchant( Card * );
virtual int disenchant (Card * );
virtual int equipArtifact( Artifact* );
virtual Artifact* unequipArtifact(Card * );
};
// ------------
class Spell: public Card
{
public:
Spell();
~Spell();
Spell(const Spell &);
protected:
virtual int heal( Spell *&, int );
virtual int attack( Spell *& );
virtual int counter( Spell*& );
int currToughness;
int baseToughness;
int currPower;
int basePower;
};
class Land: public Card
{
public:
Land();
~Land();
protected:
virtual int generateMana(int);
};
class Forest: public Land
{
public:
Forest();
~Forest();
protected:
int generateMana();
};
class Creature: public Spell
{
public:
Creature();
~Creature();
protected:
bool summoningSick;
};
class Sorcery: public Spell
{
public:
Sorcery();
~Sorcery();
protected:
};
#endif
conception.h -- this is an "uber class" from which everything derives
class Conception{
public:
Conception();
~Conception();
protected:
char* classType;
};
conception.cpp
Conception::Conception{
Conception(){
classType = new char[11];
char = "Conception";
}
game.cpp -- this is an incomplete class as of this code
#include <iostream>
#include <cctype>
#include "game.h"
#include "player.h"
Battlefield::Battlefield(){
card = 0;
}
Battlefield::~Battlefield(){
delete card;
}
Battlefield::Battlefield(const Battlefield & to_copy){
}
// ===========
/*
class Game(){
public:
Game();
~Game();
protected:
Player** player; // for multiple players
Battlefield* root; // for battlefield
getPlayerMove(); // ask player what to do
addToBattlefield();
removeFromBattlefield();
sendAttack();
}
*/
#endif
game.h
#ifndef GAME_H
#define GAME_H
#include "list.h"
class CardList();
class Battlefield : CardList{
public:
Battlefield();
~Battlefield();
protected:
Card* card; // make an array
};
class Game : Conception{
public:
Game();
~Game();
protected:
Player** player; // for multiple players
Battlefield* root; // for battlefield
getPlayerMove(); // ask player what to do
addToBattlefield();
removeFromBattlefield();
sendAttack();
Battlefield* field;
};
list.cpp
#include <iostream>
#include <cctype>
#include "list.h"
// ==========
LinkedList::LinkedList(){
root = new Node;
classType = new char[strlen("LinkedList") + 1];
classType = "LinkedList";
};
LinkedList::~LinkedList(){
delete root;
}
LinkedList::LinkedList(const LinkedList & obj)
{
// code to copy
}
// ---------
// =========
int LinkedList::delete_all(Node* root){
if (root = 0)
return 0;
delete_all(root->next);
root = 0;
}
int LinkedList::add( Conception*& is){
if (root == 0){
root = new Node;
root->next = 0;
}
else
{
Node * curr = root;
root = new Node;
root->next=curr;
root->it = is;
}
}
int LinkedList::remove(Node * root, Node * prev, Conception* is){
if (root = 0)
return -1;
if (root->it == is){
root->next = root->next;
return 0;
}
remove(root->next, root, is);
return 0;
}
Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL)
{
if (root==0)
return NULL;
if (root->it == is){
return root-> it;
}
holder = find(root->next, is);
return holder;
}
Node* LinkedList::goForward(Node * root){
if (root==0)
return root;
if (root->next == 0)
return root;
else
return root->next;
}
// ============
Node* LinkedList::goBackward(Node * root){
root = root->prev;
}
list.h
#ifndef LIST_H
#define LIST_H
#include <iostream>
#include "conception.h"
class Node : public Conception {
public:
Node() : next(0), prev(0), it(0)
{ it = 0;
classType = new char[strlen("Node") + 1];
classType = "Node";
};
~Node(){
delete it;
delete next;
delete prev;
}
Node* next;
Node* prev;
Conception* it; // generic object
};
// ----------------------
class LinkedList : public Conception {
public:
LinkedList();
~LinkedList();
LinkedList(const LinkedList&);
friend bool operator== (Conception& thing_1, Conception& thing_2 );
protected:
virtual int delete_all(Node*);
virtual int add( Conception*& ); //
virtual Conception* find(Node *&, const Conception*, Conception* ); //
virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& );
virtual Node* goForward(Node *);
virtual Node* goBackward(Node *);
Node* root;
// write copy constrcutor
};
// =============
class CircularLinkedList : public LinkedList {
public:
// CircularLinkedList();
// ~CircularLinkedList();
// CircularLinkedList(const CircularLinkedList &);
};
class DoubleLinkedList : public LinkedList {
public:
// DoubleLinkedList();
// ~DoubleLinkedList();
// DoubleLinkedList(const DoubleLinkedList &);
protected:
};
// END OF LIST Hierarchy
#endif
player.cpp
#include <iostream>
#include "player.h"
#include "list.h"
using namespace std;
Library::Library(){
root = 0;
}
Library::~Library(){
delete card;
}
// ====DECL=========
Player::~Player(){
delete fname;
delete lname;
delete deck;
}
Wizard::~Wizard(){
delete mana;
delete rootL;
delete rootH;
}
// =====Player======
void Player::changeName(const char[] first, const char[] last){
char* backup1 = new char[strlen(fname) + 1];
strcpy(backup1, fname);
char* backup2 = new char[strlen(lname) + 1];
strcpy(backup1, lname);
if (first != NULL){
fname = new char[strlen(first) +1];
strcpy(fname, first);
}
if (last != NULL){
lname = new char[strlen(last) +1];
strcpy(lname, last);
}
return 0;
}
// ==========
void Player::seeStats(Stats*& to_put){
to_put->wins = stats->wins;
to_put->losses = stats->losses;
to_put->winRatio = stats->winRatio;
}
// ----------
void Player::displayDeck(const LinkedList* deck){
}
// ================
void CardList::findCard(Node* root, int id, NodeCard*& is){
if (root == NULL)
return;
if (root->it.id == id){
copyCard(root->it, is);
return;
}
else
findCard(root->next, id, is);
}
// --------
void CardList::deleteAll(Node* root){
if (root == NULL)
return;
deleteAll(root->next);
root->next = NULL;
}
// ---------
void CardList::removeCard(Node* root, int id){
if (root == NULL)
return;
if (root->id = id){
root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing
}
return;
}
// ---------
void CardList::addCard(Card* to_add){
if (!root){
root = new Node;
root->next = NULL;
root->prev = NULL;
root->it = &to_add;
return;
}
else
{
Node* original = root;
root = new Node;
root->next = original;
root->prev = NULL;
original->prev = root;
}
}
// -----------
void CardList::displayAll(Node*& root){
if (root == NULL)
return;
cout << "Card Name: " << root->it.cardName;
cout << " || Type: " << root->it.type << endl;
cout << " --------------- " << endl;
if (root->classType == "Spell"){
cout << "Base Power: " << root->it.basePower;
cout << " || Current Power: " << root->it.currPower << endl;
cout << "Base Toughness: " << root->it.baseToughness;
cout << " || Current Toughness: " << root->it.currToughness << endl;
}
cout << "Card Type: " << root->it.currPower;
cout << " || Card Color: " << root->it.color << endl;
cout << "Mana Cost" << root->it.manaCost << endl;
cout << "Keywords: " << root->it.keywords << endl;
cout << "Flavor Text: " << root->it.flavorText << endl;
cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl;
cout << " ******************************************" << endl;
cout << endl;
// -------
void CardList::copyCard(const Card& to_get, Card& put_to){
put_to.type = to_get.type;
put_to.color = to_get.color;
put_to.manaCost = to_get.manaCost;
put_to.inPlay = to_get.inPlay;
put_to.tapped = to_get.tapped;
put_to.class = to_get.class;
put_to.id = to_get.id;
put_to.enchanted = to_get.enchanted;
put_to.artifact = to_get.artifact;
put_to.class = to_get.class;
put.to.abilities = new char[strlen(to_get.abilities) +1];
strcpy(put_to.abilities, to_get.abilities);
put.to.keywords = new char[strlen(to_get.keywords) +1];
strcpy(put_to.keywords, to_get.keywords);
put.to.flavorText = new char[strlen(to_get.flavorText) +1];
strcpy(put_to.flavorText, to_get.flavorText);
if (to_get.class = "Spell"){
put_to.baseToughness = to_get.baseToughness;
put_to.basePower = to_get.basePower;
put_to.currToughness = to_get.currToughness;
put_to.currPower = to_get.currPower;
}
}
// ----------
player.h
#ifndef player.h
#define player.h
#include "list.h"
// ============
class CardList() : public LinkedList(){
public:
CardList();
~CardList();
protected:
virtual void findCard(Card&);
virtual void addCard(Card* );
virtual void removeCard(Node* root, int id);
virtual void deleteAll();
virtual void displayAll();
virtual void copyCard(const Conception*, Node*&);
Node* root;
}
// ---------
class Library() : public CardList(){
public:
Library();
~Library();
protected:
Card* card;
int numCards;
findCard(Card&); // get Card and fill empty template
}
// -----------
class Deck() : public CardList(){
public:
Deck();
~Deck();
protected:
enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED };
char* deckName;
}
// ===============
class Mana(int amount) : public Conception {
public:
Mana() : displayTotal(0), classType(0)
{ displayTotal = 0;
classType = new char[strlen("Mana") + 1];
classType = "Mana";
};
protected:
int accrued;
void add();
void remove();
int displayTotal();
}
inline Mana::add(){ accrued += 1; }
inline Mana::remove(){ accrued -= 1; }
inline Mana::displayTotal(){ return accrued; }
// ================
class Stats() : public Conception {
public:
friend class Player;
friend class Game;
Stats() : wins(0), losses(0), winRatio(0) {
wins = 0; losses = 0;
if ( (wins + losses != 0)
winRatio = wins / (wins + losses);
else
winRatio = 0;
classType = new char[strlen("Stats") + 1];
classType = "Stats";
}
protected:
int wins;
int losses;
float winRatio;
void int getStats(Stats*& );
}
// ==================
class Player() : public Conception{
public:
Player() : wins(0), losses(0), winRatio(0) {
fname = NULL;
lname = NULL;
stats = NULL;
CardList = NULL;
classType = new char[strlen("Player") + 1];
classType = "Player";
};
~Player();
Player(const Player & obj);
protected:
// member variables
char* fname;
char* lname;
Stats stats; // holds previous game statistics
CardList* deck[]; // hold multiple decks that player might use - put ll in this
private:
// member functions
void changeName(const char[], const char[]);
void shuffleDeck(int);
void seeStats(Stats*& );
void displayDeck(int);
chooseDeck();
}
// --------------------
class Wizard(Card) : public Player(){
public:
Wizard() : { mana = NULL; rootL = NULL; rootH = NULL};
~Wizard();
protected:
playCard(const Card &);
removeCard(Card &);
attackWithCard(Card &);
enchantWithCard(Card &);
disenchantWithCard(Card &);
healWithCard(Card &);
equipWithCard(Card &);
Mana* mana[];
Library* rootL; // Library
Library* rootH; // Hand
}
#endif
At least one of your problems is that in "player.h" you have
#ifndef player.h
#define player.h
"player.h" is not a legal pre-processor symbol. Did you mean
#ifndef player_h
#define player_h
?
Secondly, conception.cpp doesn't #include anything.
Third, your class definitions are largely invalid.
class Foo()
is not legal, nor is
class Foo() : public class Bar()
What does '()' have to do with a class name? Are you thinking of the constructor?
Then there is this
char = "Conception";
You can't assign a value to a type.
----- Feedback to help you clean up the code -----
. Choose a style
Or - if you are working with someone else's code, take theirs.
But stick with it.
A huge percentage of software defects that make it past initial development are there because they were hard to spot - missing semi-colons, missing {s around compound statements, etc. C.f. "CARD_H" vs "player.h".
. Inconsistency is the mother of most bugs
classType = new char[11];
char = "Conception";
You probably mean
classType = new char[11];
classType = "Conception";
but this is a memory leak and a bug waiting to happen. In Card:: you do it more correctly
name = new char[strlen(to_copy.name) +1]; // creating dynamic array
strcpy(to_copy.name, name);
The version you use elsewhere
classType = new ...
classType = "String";
allocates some memory, stores the address in classType. Then it looks up the variable of the compiled char* array "String\0" and stores it's address in classType instead.
When the class goes away, it will try to delete the static string and crash.
If this is a learning exercise and you're trying to learn about memory management, this general approach may be fair enough. But placing ownership of pointers in your classes like this is a sure-fire way to wind up with memory leaks and undefined behavior bugs.
It's best to encapsulate pointers in an RAII-style class (a class which owns the pointer and does the delete when it goes out of scope). Take a look into "std::unique_ptr", "std::shared_ptr" and "std::weak_ptr". For your purposes, "std::string" may help you reduce the number of defects by eliminating a lot of the managerial overhead.
. Try to avoid mixing initializer lists with assignment lists.
It's generally better to use one or the other. You can probably get away with using initializer lists when all of your members can be initialized that way, but if they can't, it may be better to use assignment.
Foo() : m_a(), m_b(), m_c() { m_b = 1; m_c = 2; } // is m_a not having a value a bug or intentional?
. Distinguish member variables from ordinary variables.
You're going to run into bugs where values dissapear on you as a result of shadowing: Shadowing variables
#include <iostream>
int i = 0;
int main() {
int i = 1;
for (int i = 0; i < 10; ++i) {
int i = 2 * i;
std::cout << i << std::endl;
}
return 0;
}
when you don't distinguish your member variables (a lot of people use an "m_" prefix, others use a "_" suffix) this is GOING to happen to you frequently.
. Don't assign numeric values to pointers.
name = 0;
while this compiles, you're setting yourself up for less obvious cases appearing to be numbers and Bad Things Ensuing.
abilities = 0;
No, I'm superman, I have ALL the abilities.
abilities = 42;
Two more correct ways to do this would be
name = NULL; // Traditional C++
or
name = nullptr; // C++11
You've done this in someplaces, again consistency is failing you.
. (minor but it'll bite you in the ass in a few weeks) "it" is generally used to reference an "iterator", you might want to use "data" or "value" or "element".
. avoid making members of classes/objects public.
Your "Node" class looks incredibly buggy (the destructor deletes both prev and next???) and you can't tell, from looking at the class, how the "it" pointer gets set, presumably because that happens elsewhere. Where else do you tamper with the "it", prev and next pointers? Encapsulate.
. 'const' can be your friend (by being a pain in your ass)
if (to_get.class = "Spell"){
This will assign "Spell" to to_get.class, causing a memory leak and other issues, and then succeed -- "Spell" evaluates to a fixed const char* address, which is non-zero, which is therefore true.
(It also doesn't compile because 'class' is a keyword and the actual variable is 'className').
You can prevent this by protecting your actual members and only exposing them thru carefully chosen accessors.
const char* Class() const { return m_className; }
Let me break this one down:
const char* :- you cannot modify the contents,
Class() :- instead of to_get.class you'll use to_get.Class()
const :- this function does not have side-effects on the object
The last part means that it can be used on a const object.
class Beer {
bool m_isFull;
public:
Beer() : m_isFull(true) {}
// non-const function, has side-effects (changes isFull);
void drink() { m_isFull = false; }
// const function, returns a copy of "m_isFull". you can
// change the value that's returned, but it doesn't affect us.
void isFull() const { return m_isFull; }
// example of a non-const accessor, if you REALLY want
// the caller to be able to modify m_isFull for some reason.
const bool& getIsFull() { return m_isFull; }
};
. Lastly: Learn to isolate concepts and algorithms.
A lot of the mistakes/bugs/errors in the code appear to be because you're not 100% with some of the nuances or even details. That's not unreasonable, but you need to find a way to be able to try out the little bits of the language.
Take a little time to learn to roll out micro-programs on something like ideone.com. If you are using Linux, make yourself a "srctest" directory with a "test.cpp" and "test.h" and a Makefile
Makefile
all: srctest
srctest: srctest.cpp srctestextern.cpp srctest.h
g++ -o srctest -Wall -ggdb srctest.cpp srctestextern.cpp
srctest.cpp
#include "srctest.h"
#include <iostream>
// add your other includes here and just leave them.
int main() {
return 0;
}
srctest.h
#ifndef SRCTEST_SRCTEST_H
#define SRCTEST_SRCTEST_H
// anything I want to test in a .h file here
#endif
srctestextern.cpp
#include "srctest.h"
// Anything you want to test having in a separate source file goes here.
If you're using visual studio, set yourself up something similar.
The idea is to have somewhere you can go and drop in a few lines of code and be comfortable stepping thru what you're trying in a debugger.
Being able to quickly localize problems is a key part of being a successful programmer as opposed to being an employed code monkey.