c++ classes with parameters and comparisons [closed] - c++

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let's say i have a class of type human and i want to create a method function called jim.punch(billy); i created jim and i created billy. how do i refer to jim when i'm writing the function? let's say whatever returns is based on their weight. so if billy is bigger, something will happen and something else will happen if jim is bigger. i just don't know how to use jim in the function
#include <iostream>
using namespace std;
class dog
{
public:
int age;
int weight;
int height;
int punch(int);
};
int jim::punch(x)
{
if (jim > x) <------------------
{
return //something
}
else
{
return something
}
int main()
{
human jim;
jim.age = 30";
jim.weight = 175;
jim.height = 6;
human billy; //etc
jim.punch(billy);
return 0;
}

You should really follow a good book (or at least a good online tutorial); your question shows confusion about very basic C++ concepts.
Nevertheless, here's an answer to your particular situation (omitting loads of details and important-but-not-for-this-particular-case concepts). human is a class. Classes can have data members and member functions. Many instances (or obejcts) of a class type can exist; each of these has its own values of data members.
Each member function can access the members (data and functions) of the instance on which it was invoked. It can do so explicitly (using the keyword this which represents a pointer to the instance), or implicitly (just naming the data member).
So here's how you might express your situation in code:
class human
{
//place data members such as age, height, weight here
public:
int punch(const human &target);
};
int human::punch(const human &target)
{
std::cout << "PUNCH!";
if (weight > target.weight) //equivalent to this->weight > target.weight
{
return /* something which represents this object winning */
}
else
{
return /* something which represents target object winning */
}
//Note: you should handle == case as well
}
int main()
{
human jim, billy;
jim.punch(billy);
}

Related

What is the use of a constructor? [closed]

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I dont exactly get the use of a constructor
For example:
class car
{
public:
string name;
long int price;
int mileage
bool ownedByPlayer;
};
Here, why will I use a constructor like this,
class car
{
public:
string name;
long int price;
int mileage
bool ownedByPlayer;
car()
{
ownedByPlayer = false;
}
};
if I can simply define the variable ownedByPlayer where I have declared it. Like: bool ownedByPlayer = false; ?
In your case there is no need to write the constructor. Actually it is recommended to not write a constructor that does nothing but initialize members with default values. Though the correct way would be to use the member initializer list:
car() : ownedByPlayer(false) {}
And since C++11 you can use a default member initializer instead:
class car {
// ...
bool ownedByPlayer = false;
// ...
};
Sometimes constructors actually need to do something. Consider a car registers itself somewhere after being constructed, then your class could look like this:
class car
{
public:
string name;
long int price;
int mileage;
car(string name,long int price, int mileage) : name(name),price(price),mileage(mileage) {
CarRegistrationFacility::register_car(*this);
}
};
Actually I found it difficult to make up an example for a constructor that does more than initializing members, because thats what constructors do. However, when your constructor does more than that, then that "more" happens in the body of the constructor.

A POINTER DECLARED IN CLASS NOT DECLARED IN THIS SCOPE [closed]

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I am kind a beginner to c++ and i dont really understand much about pointers.
There is an error in the code below. Soldier is a class in my program. The error states that 'targetsoldier was not declared in this scope'.
void level::battle(soldier *soldier, int targetx, int targety)
{
int x, y;
int enemyarmy;
soldier->getposition(x, y);
soldier *targetsoldier = getsoldier(targetx, targety);//THE ERROR OCCURS IN
THIS LINE
if(targetsoldier == nullptr){
return;
}
enemyarmy = targetsoldier->getarmy();
if(enemyarmy == soldier->getarmy()){
return;
}
int result = targetsoldier->takedamage(soldier->attack());
if(result ==1){
for(int h=0; h < _armies[enemyarmy].size(); h++){
if(_armies[enemyarmy][h] == targetsoldier) {
_armies[enemyarmy][h] = _armies[enemyarmy].back();
_armies[enemyarmy].pop_back();
delete *targetsoldier;
settile(targetx, targety, ' ', nullptr);
break;
}
}
}
}
The problem is that your function has a parameter named soldier; the name of that parameter then hides the name of the class soldier when it's in scope (i.e. inside the function). There are two possible solutions:
The sane one: rename the parameter (or the class)
The alternative: use class soldier instead of just solider to refer to the type when the parameter is in scope.

Improving the efficiency of the most trivial C++ program [closed]

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A brother suggested me that I pass the arguments in the constructor and other member functions of the class by reference instead and even return references from member functions, so that it avoids copying of variables all the time. I'm a very naive programmer and don't know how best to do it. Can you please tell me how to apply it to the following program:
#include <iostream>
#include <string>
using namespace std;
class Student {
public:
Student(string s, int i) {
name = s;
id = i;
}
void setName(string s) {
name = s;
}
void setId(int i) {
id = i;
}
string getName() {
return name;
}
int returnId() {
return id;
}
private:
string name;
int id;
};
int main() {
Student s1("Seth",515);
}
This is what I did:
#include <iostream>
#include <string>
using namespace std;
class Student {
public:
Student(string& s, int& i) {
name = s;
id = i;
}
void setName(string& s) {
name = s;
}
void setId(int& i) {
id = i;
}
string& getName() {
return name;
}
int& returnId() {
return id;
}
private:
string name;
int id;
};
int main() {
string s = "John";
int i = 515;
Student s1(s,i);
return 0;
}
Is it alright to return reference variables, I mean don't they go out of scope in some cases?
I'm agree with Alexander completely: first, in your program it won't probably give you anything. Second, premature optimization is the root of all evil.
Still, if you're interested, in general passing a value by reference usually looks like this:
void myFunction(const MyComplicatedClass& argument) {...}
Here argument is passed as a reference to a constant object. This means that:
Instead of passing a value to the function, we pass a reference, so our function, when it accesses argument, will, in essence, work with the same region of memory as the function, that called myFunction. BUT if it works with the same region of memory, it can mess it up. So
We pass a reference to a constant object. It means, that the compiler will ensure, that we don't do anything, that can mess up the original object (which was passed to us asargument). It's not a 100% guarantee, we are talking about C++, it's relatively easy to shoot in the foot here, but the compiler will try his best :)
But it's important to understand, that there is no point in using this approach everywhere. For instance, there is no point in passing int value as a const reference, since it is a primitive type already. You might even make things less efficient. Many classes are implemented in a way, that makes copying a very cheap operation. And, finally, compilers nowadays are very smart. They can optimize out many things that you didn't think of.
Still, I don't say that this is useless. As with every tool, you should understand, how it works and when to use it. It comes with experience and studying.
As for returning a reference, never return a reference to local variables. They get deleted the moment they go out of scope, and your program will crash when you'll try to access a reference to a deleted content. You can, however, return references (const references) to anything, that you're sure will live long enough. For instance, class fields.

pack multiple c++ objects and pass to function [closed]

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I am using a c library to do integration, where the integrand is declared as fun(...,void *fdata,...)
which uses *fdata pointer to pass external variables, however, before doing numerical integration, I need to
interpolate the raw data using other c++ libraries, giving back some interpolating class objects,
basically I want to pass these objects to a integrand which is user-defined ...
You could use an structure and pass a pointer to it but it seems to me that you don't have a fixed number of objects to pass and therefore that an object aggregating others dynamically would suit better your needs so you can use a std::vector and pass its address as func fdata parameter.
An example:
#include <vector>
#include <iostream>
using namespace std;
class C //Mock class for your objs
{
public:
C(int x)
{
this->x = x;
}
void show()
{
cout << x << endl;
}
private:
int x;
};
void func(void *fdata) //Your function which will recieve a pointer to your collection (vector)
{
vector <C *> * v = (vector<C *> *)fdata; //Pointer cast
C * po1 = v->at(0);
C * po2 = v->at(1);
po1->show();
po2->show();
}
int main()
{
vector<C *> topass;
topass.push_back(new C(1)); //Create objects and add them to your collection (std::vector)
topass.push_back(new C(2));
func((void *)(&topass)); //Call to func
for(vector<C *>::iterator it = topass.begin(); it != topass.end(); it++)
delete(*it);
}

Why can't my silly cardgame classes talk to each other? [closed]

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I have tried to make some sort of card game here but the classes for the holder / cardpile don't give away right things to the reciver/player and I don't know how to sort this out.
Here is the program:
#include <iostream>
using namespace std;
class subclass // like a card
{
public:
subclass();
subclass(int x);
int nummer;
int getnummer();
};
subclass::subclass():nummer(0){}
subclass::subclass(int x):nummer(x){}
int subclass::getnummer()
{
return nummer;
}
holder class:
class holder // like a cardpile
{
public:
holder();
subclass cardpile[2];
subclass* pile; // a cardpile which has 2 cards, with nummber 1 and 2.
subclass* getsubclass(int i); // take first or second card.
};
holder::holder()
{
subclass first(1*3);
subclass second(2*3);
pile=cardpile;
pile=&first;
pile++;
pile=&second;
pile--;
}
subclass* holder::getsubclass(int i) //1 eller 2.
{
return pile+i;
}
reciver class/ the player
class reciver // like a player
{
public:
subclass part_of_holder;
reciver();
void getsubclass( subclass* in); // give this card to player from this pointer
void showinside(); // what card do player have
};
reciver::reciver():part_of_holder(){}
void reciver::getsubclass( subclass* in)
{
part_of_holder=*in;
}
void reciver::showinside() // what card do player have
{
cout<< part_of_holder.getnummer();
}
and the main
int main()
{
holder cardpile;
reciver player;
cout << "first card should be 1*3 and it is : " ;
player.getsubclass(cardpile.getsubclass(0));
player.showinside();
cout << endl <<"first card should be 2*3 and it is : " ;
player.getsubclass(cardpile.getsubclass(1));
player.showinside();
return 0;
}
In the end all I get is nonsence
holder::holder()
{
subclass first(1*3);
subclass second(2*3);
pile=cardpile;
pile=&first; // WRONG
pile++;
pile=&second; // WRONG
pile--;
}
The two lines above dont do what I suspect you think they do.
If you are trying to assign in the cardpile you would need something more like this:
cardpile[0] = first or *pile = first.
Sadly they wont work, since you dont have copy constructors. You also dont have any way to set a subclass's nummer field once constructed, so you are slightly doomed.
Add a setter function to the get instruction, and you could write this:
cardpile[0].setnummer(first.getnummer());
This is not going to work
holder::holder()
{
subclass first(1*3); // create temporary
subclass second(2*3); // create another temoporary
pile=cardpile; // assign member pointer to another member!!!
pile=&first; // assign member pointer to temporary
pile++;
pile=&second; // assign member pointer to temporary
pile--;
}
// member pointer pile points to object that no longer exists!!!
Basically once you create an instance of holder its internal pile pointer points to an object that no longer exists and that alone makes your class unstable because your getsubclass method returns an offset of this pointer - thus any attempt to dereference it will likely segfault.
In all honesty you would be better to start off again from scratch but a way of ensuring that you assign these temporaries to your member array would be
cardpile[0] = subclass(1*3);
cardpile[1] = subclass(2*3);
pile = cardpile;
however, the way this code is written is not a good design and I would advise starting from scratch when your grasp of C++ is better.