I've successfully programmed a singly linked list by the following program:
The header file is:
#ifndef SLL_H_
#define SLL_H_
#include <iostream>
class node {
protected:
public:
int key;
node *next;
node();
~node();
};
class SLL : public node{
private:
node *Head = NULL;
int SLL_SIZE = 0;
public:
//Constructor
SLL();
//SLL(int n);
//Destructor
~SLL();
//Modifiers
void Push_Front(int a);
void Push_Back(SLL A,int b);
void Traverse();
//Access function
int SLL_size();
int Get(node* p);
//Iterator
node* Begin();
node* End();
//void Search(int a);
};
#endif
SLL.cpp
#include "SLL.h"
#include <iostream>
using namespace std;
node::node(){
cout << "Empty constructor of node is being called;" << endl;
}
node::~node(){
cout << "Empty destructor of node is being called;" << endl;
}
SLL::SLL():node(){
cout << "Empty constructor of SLL is being called;" << endl;
}
SLL::~SLL(){
cout << "Empty destructor of SLL is being called." << endl;
}
//Insert element at the front of the list
void SLL::Push_Front(int k){
node *temp = new node [1];
temp->key = k;
temp->next = Head;
Head = temp;
SLL_SIZE = SLL_SIZE + 1;
}
//Insert element at the end of the list
void SLL::Push_Back(SLL A, int m){
node *temp1 = A.End();
node *temp2 = new node [1];
temp2->key = m;
temp1->next = temp2;
temp2->next = NULL;
SLL_SIZE = SLL_SIZE + 1;
}
//Insert element at a given position
//Return the number of elements in the linked list
int SLL::SLL_size(){
return SLL_SIZE;
}
//Traverse the list (print the list)
void SLL::Traverse(){
node *temp;
temp = Head;
while(temp!=NULL){
cout << temp->key << " ";
temp = temp->next;
}
cout << endl;
}
//Get key given pionter
int SLL::Get(node* pt){
if(pt!=NULL){
node* temp = pt;
return temp->key;
}
else {
cout << "Null pointer points to nowhere!" << endl;
return 0;
}
}
//Return the pointer at the beginning of the list
node* SLL::Begin(){
return Head;
}
//Return the pointer at the end of the list
node* SLL::End(){
node* temp = Head;
while(temp->next!=NULL){
temp = temp->next;
}
return temp;
}
main.cpp
#include <iostream>
#include "SLL.h"
using namespace std;
int main()
{
SLL A;
A.Push_Front(1);
A.Push_Front(2);
A.Push_Front(5);
A.Push_Front(6);
A.Push_Back(A,3);
A.Traverse();
cout << A.SLL_size() << endl;
cout << A.Get(A.Begin()) << endl;
cout << A.Get(A.End()) << endl;
return 0;
}
One error is, for example :
SLL.h||In member function 'void SLL::Push_Front(int)':|
SLL.h|7|error: 'int node::key' is protected|
SLL.cpp|25|error: within this context|
SLL.h|8|error: 'node* node::next' is protected|
SLL.cpp|26|error: within this context|
SLL.h||In member function 'void SLL::Push_Back(SLL, int)':|
SLL.h|7|error: 'int node::key' is protected|
SLL.cpp|35|error: within this context|
SLL.h|8|error: 'node* node::next' is protected|
LL.cpp|36|error: within this context|
SLL.h|8|error: 'node* node::next' is protected|
SLL.cpp|37|error: within this context|
Similar error for the other member functions that employed key and next.
This program works very well now. However, after I moved the 2 lines in node class, int key; node *next; under protected, then it gives me error such as "node::key is protected".
First, please don't blame me for doing something stupid :P . I know if I struct for the node then life will be much easier. I am trying to practice inheritance and to understand protected. That's why.
By definition, protected members can be accessed by derived class, right? I don't know where I am doing it wrong.
Hope you can help me out. Thanks!
The protected keyword allows an inheriting class to see the protected members. That means instances of the inheriting class can see the protected members of themselves, as well as the protected members of other instances of that same inheriting class. It does not extend this access through pointers to the parent class type, because that access isn't safe.
Let's make that concrete. Consider the following example:
class A
{
protected:
int a_int;
};
class B : public A
{
public:
int good()
{
return a_int; // OK: Protected member of this instance
}
int bad( A *a_ptr )
{
return a_ptr->a_int; // BAD: Can't access the protected member
// through a pointer to the parent class type.
}
int also_good( B *b_ptr )
{
return b_ptr->a_int; // OK: Pointer to the same class type as this
// class is safe.
}
};
The errors in your code look like the second case. So why is the second case illegal, but third case OK?
The second case is illegal because the compiler doesn't know the actual type of object the A* points to. It could be any descendent of A, and may not even be convertible to B*. Therefore, the access extended by the protected clause isn't guaranteed to be safe or meaningful. For example, suppose you had
class C : public A { ... };
class D : public C { ... };
and you passed a C* or a D* into method bad() above. It doesn't seem reasonable that B should be able to see the protected members that were exposed to C, since C and B aren't directly related. The same holds true for D.
But, in the third case, the compiler knows for certain it has a pointer to a B or a class derived from B, so it knows that the access extended by the protected keyword is safe and meaningful. By that, I mean that the protected fields are managed in the way B expects them to be managed. In fact, without that access, you would have a hard time writing binary operators involving two instances of B
Make sense?
In case you're still not convinced: Suppose I made two parallel classes, both which inherit from node:
// plain singly linked list
class normal_sll : public node { };
// singly linked list that stores all of its elements negated
class negative_sll : public node { };
Sure, it's a contrived example, but bear with me. Because both classes derive from node, you could pass either class through a node *. So, you could pass an instance of negative_sll to normal_sll or vice versa.
C++'s access control prevents either class from looking at the protected fields through that node *, though. And that's good, because negative_sll manages them differently than normal_sll.
But, you can't pass an instance of negative_sll through a normal_sll* or vice versa. So, you know if you have a normal_sll* inside one of normal_sll's methods, you know it's safe to access the protected members.
Sure, it's a contrived example. I'm sure you could think of a better one. Make sense, though?
Now you could make B a friend of A and override this control. But, this would let B see the private members of A, totally bypassing the protected concept. A better solution would be to rewrite your SLL code so that you pass SLL*, not node* to its methods.
First of all, I don't see, why you want to derive SLL from Node at all, as a List is not a specialization of a Node. What you probably want to do instead is to make SLL a friend of Node:
class node {
protected:
int key;
node *next;
public:
friend SLL; //This allows SLL to access node's private and protected members
node();
~node();
};
As far as your question - why SLL can't access Node's protected members - is concerned:
--------- EDIT: My explanation was just wrong ------------
Related
This is not a real question, since I've already solved the problem myself, but I still need some clarifications about the mechanism behind assigning an array's address to a pointer of the same type when the array is a class member of a nested class.
The following code is fully functioning, although it may lack some error_check. It is only meant to show how I made my (real) program work.
HEADER (linkedList)
class linkedList
{
public:
linkedList();
~linkedList();
int* getArray();
void forward();
private:
class listNode
{
public:
listNode();
~listNode();
friend class linkedList;
private:
int array[3];
listNode* next;
};
listNode *first;
listNode *current;
};
CPP (linkedList)
linkedList::linkedList()
{
first = new listNode;
current = first;
}
//~~~~~~~~~~~~
linkedList::~linkedList()
{
delete first;
first = 0;
current = 0;
}
//~~~~~~~~~~~~
int* linkedList::getArray()
{
if (current)
{
return &(current->array[0]);
}
}
//~~~~~~~~~~~~
void linkedList::forward()
{
if (current->next)
{
current = current->next;
}
}
//-------------------------
//-------------------------
//-------------------------
linkedList::listNode::listNode()
{
next = 0;
for (int i = 0; i < 3; i++){array[i]=((i+1)*3);}
}
//~~~~~~~~~~~~
linkedList::listNode::~listNode()
{
}
CPP (main)
#include <iostream>
#include "linked_list.h"
using namespace std;
int main()
{
linkedList list;
int *myArray;
myArray = list.getArray();
for (int i = 0; i < 3; i++){cout << myArray[i] << " ";}/**/cout << "\n\n";
return 0;
}
The real program is meant to move through a linked list made of nodes which contain 3 integer values in an array of int type, retrieve the three values and use them as parameters for some other functions.
Now, to do so I have to return the address to the first element of the array contained in the node through an accessor.
Apparently, the only way to do it is by returning the reference to the first element of the array in the node to which the linkedList's member variable current points to:
return &(current->array[0]);.
Why?
I've got to this solution through trial and error with very little knowlegde of the reasons that brought me to build this expression as it is.
Usually, when you want to assign the address of an array to a pointer, you just do so:
int main()
{
int array[3];
int* pArray;
pArray = array;
}
And that's it, because the name of the array itself is enough to retrieve the address of its first element.
The exact same result can be achieved by doing this (tested):
int main()
{
int array[3];
int* pArray;
pArray = &(array[0]);
}
Both methods are also valid when the accessor returns the address from a member variable of its own class.
But why, when accessing the member variable of a nested class, I'm forced to use the second method?
What are the logic stages that make it the only viable method?
But why, when accessing the member variable of a nested class, I'm forced to use the second method?
You aren't:
return current->array;
and
return &(current->array[0]);
Both do the same thing when the return type is int*. You aren't forced to use the second way.
Also, there's a bug in getArray. You don't return anything if current is null.
To be pedantic...
Apparently, the only way to do it is by returning the reference to the first element of the array in the node to which the linkedList's member variable current points to:
return &(current->array[0]);.
You're returning the address i.e. a pointer. Reference means something else.
I've stumbled upon a problem with my linked list class.
I've one abstract class Shape and multiple classes inheriting from it, like Square or Triangle etc.
I'm storing them in my List class but I don't know how to return stored object back to the pointer of Shape.
Since my explanation may seem pretty vague here is some code with expected behaviour explained.
class Shape // abstract class
{
public:
int a;
//some member virtual methods
};
class Square : public Shape
{
//using the virtual methods from Shape
};
In my main file, this is how I want to use it:
int main()
{
List<Shape*> ShapeList;
Shape *ptr;
Square a(2, 1, 1); // size, x, y coordinates
ShapeList.add(ptr);
//up to this point everything works well
// now I want my list to return a pointer to it's member
// so I can modify it
Shape *listptr;
listptr = ShapeList.findInstanceAt(0); // here's my error
listptr->a = 5; // what I want to do next
}
So as you can see I'm havingtroubles with returning proper value from my list and I don't know how to solve this.
Here's my simplified list implementation:
template <class T> class Node
{
T data;
Node *next;
public:
inline T getData()
{
return data;
}
inline Node* getNext()
{
return next;
}
};
template <class T> class List
{
Node<T> *head, *tail;
public:
List() : head(NULL), tail(NULL) { }
T* findInstanceAt(int _k)
{
if (NULL == head)
{
cout << "\nList is empty.";
return NULL;
}
else
{
Node<T> *temp = new Node<T>;
temp = head;
for (size_t k = 0; k < _k; ++k)
{
if (NULL != temp->getNext()) temp = temp->getNext();
else return NULL;
}
return temp->getData;
}
}
}
Thanks in advance for any suggestions on how to make this work.
#EDIT
Ahh I forgot to add compiler errors that I'm getting:
Error 1 error C2440: '=' : cannot convert from 'Shape **' to 'Shape *'
Do you want to store Shapes or pointers to Shapes in the list? And do you want the findInstanceAt to return the node in the list or a pointer to the node in the list? At the moment you are not consistent on these things
You store Shape* nodes in the list but the findInstanceAt returns a pointer to the node - which is a Shape** object. This is what the compiler is complaining about
You probaly need to chang
T* findInstanceAt(int _k)
to
T findInstanceAt(int _k)
I've successfully implemented a recursive PrintList method, so I don't understand why a recursive destructor won't work:
//recursively deleting nodes in a doubly linked list
LinkedList::~LinkedList()
{
if (Head == 0) //base case
{
Tail = 0; //fixing the dangling Tail pointer doesn't seem to fix the error...
return;
}
else
{
Node* temp = Head;
Head = Head->getNext();
cout << "deleting " << temp->getNumber() << endl;
delete temp;
delete this;
}
}
When debugging, I get the _Block_Type_Is_Valid (pHead->nBlockUse) Error after calling the LinkedList destructor, just before the program could finish up "nicely". This is past "return 0;" in main.cpp, and I stepped through the destructor code shown above with no problem, and indeed the destructor gave me all the correct test messages and worked as intended.
Even more frustrating was that I can't locate what caused this error: I tried to "step over" beyond the LinkedList destructor code, but I got the message from VS: "Source Not Available: Source information is missing from the debug information for this module". I was thinking the dangling Tail pointer (which points at a random memory after the destructor executes) might be a problem, so I set "Tail=0;" before returning from the base case, but that doesn't seem to be working.
The only way I can suppress this error is by either:
constructing a LinkedList then simply ending the program without adding any nodes into it (no problem deleting an empty LinkedList), or
making my LinkedList in main dynamically allocated, and ending the program without manually deleting it (skipping the entire LinkedList destructor)
What is the problem here? Help!!
UPDATE: My fantastic CS professor pointed out my problem:
"When the destructor exits and attempts the automatic deallocation of the node, it has already been destroyed by the delete this statement.
When the delete keyword is used, it initiates the destructor and then deallocates the memory."
So like #0x499602D2 pointed out, "delete this" was the problematic line, but it had nothing to do with whether my LinkedList was NEWed and then deleted or statically created at compile time then automatically destroyed. Essentially it was caused by the behavior of the destructor.
The solution therefore is: changing "delete this;" to "this->~LinkedList();"
Only by "this->~LinkedList();" can I make recursive calls to the destructor without really "deleting" the calling object; instead it'll be destroyed when the destructor exits and does the automatic deallocation, avoiding the mistake of deleting it again.
More details:
Here's my implementation of Node (doubly linked). It derives from a singly-linked BaseNode class:
//Specification file for BaseNode class
#ifndef BASENODE_H
#define BASENODE_H
#include <iostream>
class BaseNode
{
protected:
char * name;
int number;
BaseNode * next;
public:
//default constructor
BaseNode();
//overloaded constructor
BaseNode(const char *, int);
//destructor
~BaseNode() {
std::cout << "name is: " << name << '\n';
delete[] name;
}
//getter functions
char * getName() const { return name; }
int getNumber() const { return number; }
BaseNode* getNext() { return next; }
//setter functions
void setNumber(int num){ number = num; };
void setNext(BaseNode* ptr) { next = ptr; }
};
#endif
//Implementation file for BaseNode class
#ifdef _MSC_VER
#define _CRT_SECURE_NO_WARNINGS
#endif
#include <cstring>
#include "BaseNode.h"
//default constructor
BaseNode::BaseNode()
{
name = 0;
number = 0;
next = 0;
}
//overloaded constructor
BaseNode::BaseNode(const char * str, int num)
{
roman = new char[strlen(str) + 1]; //set aside one more character for null terminator
strcpy(name, str);
number = num;
}
Then my Node class inherits the BaseNode class:
#ifndef Node_H
#define Node_H
#include "BaseNode.h" //include the base class for inheritance to work
class Node : public BaseNode
{
protected:
Node * prev;
Node * next;
public:
Node() : BaseNode()
{ prev = next = 0; }
Node(const char * namestr, int num) : BaseNode(namestr, num)
{ prev = next = 0; }
//empty destructor; the BaseNode destructor automatically gets called from here and does the job
~Node() { }
//getter functions and setter functions are all inherited from BaseNode, except that....
//the BaseNode version of getNext and setNext won't work for our Node class
Node* getNext() const { return next; }
void setnext(Node* pointer) { next = pointer; }
Node* getPrev() const { return prev; }
void setPrev(Node* pointer) { prev = pointer; }
};
#endif
i am working on an assignment where i am asked to implement a linked list in c++. so far everything is working great except for when i am creating a new list. in my method create_list(). after i assign content and an id number to my Field and try to call GetNext() i get an error saying: Request for member 'GetNext()' in 'Node' which is a non-class type '*Field'. I'm still new to the C++ syntax and object oriented programming. What am I doing wrong? I thought by using the line Field *Node = new Field(SIZE, EMPTY); that my variable Node would be of class type Field...?
#include <iostream>
#include <ctype.h>
using namespace std;
typedef enum { EMPTY, OCCUPIED } FIELDTYPE;
// Gameboard Size
int SIZE;
class Field {
private:
int _SquareNum;
FIELDTYPE _Content;
Field* _Next;
public:
// Constructor
Field() { }
// Overload Constructor
Field(int SquareNum, FIELDTYPE Entry) { _SquareNum = SquareNum; _Content = Entry; }
// Get the next node in the linked list
Field* GetNext() { return _Next; }
// Set the next node in the linked list
void SetNext(Field *Next) { _Next = Next; }
// Get the content within the linked list
FIELDTYPE GetContent() { return _Content; }
// Set the content in the linked list
void SetContent(FIELDTYPE Content) { _Content = Content; }
// Get square / location
int GetLocation() { return _SquareNum; }
// Print the content
void Print() {
switch (_Content) {
case OCCUPIED:
cout << "Field " << _SquareNum << ":\tOccupied\n";
break;
default:
cout << "Field " << _SquareNum << ":\tEmpty\n";
break;
}
}
}*Gameboard;
here is my create_list() method:
void create_list()
{
int Element;
cout << "Enter the size of the board: ";
cin >> SIZE;
for(Element = SIZE; Element > 0; Element--){
Field *Node = new Field(SIZE, EMPTY);
Node.GetNext() = Gameboard; // line where the error is
Gameboard = Node;
}
}
. is used for addressing members in objects and references to objects. Node, however, is a pointer to an object. So you need to turn it into a reference before you can use it with .. This means doing (*Node).GetNext(). Or you can use the shorthand: Node->GetNext() - these two are exactly equivalent.
A good mnemonic to use is that you use the pointy operator with pointers :)
No in the declaration
Field *Node = new Field(SIZE, EMPTY);
Node is of type pointer to Field.
The fix is simple if you have a pointer to a class and you want to access a member of that class use ->.
Node->GetNext() = Gameboard;
I think your code has other errors, and I don't think that even with this 'fix' it's going to work. Probably what you really want is
Node->SetNext(Gameboard);
You're calling Node.GetNext(), but Node is a pointer. You need to use the -> operator instead of the . operator, as in Node->GetNext().
The function must returns a reference value if you want to set as a l-value.
You code need some changes:
// Get the next node in the linked list
Field& GetNext() { return *_Next; }
then you can use the function as a l-value
Node->GetNext() = *Gameboard;
I'm having problems with the following situation. I have three classes that are involved in this mixup. List, ListNode, City. I have a List<City *>, where the list will be made up of a set of ListNode<City *> (standard wrapper around the list nodes).
City is an abstract class, so there are several classes that inherit from it that could be placed in this list and accessed polymorphically. The List class has a getHead() method which returns a pointer to a ListNode that is the head.
Any city has a population, so to access the populations, I'd expect the following to work. It's not, thus my question. I broke it down into pieces to make it simpler along the way:
ListNode<City *> *head= country->city_list->getHead();
City *headnode = *head->getNode();
cout << "Test: " << headnode->getPopulation() << endl;
getPopulation() returns an integer. country is defined as List<City*> *city; Any help on how I could figure out my problem would be greatly appreciated.
edit adding more code for better idea of what I'm working with. First, ListNode:
template <class T>
class ListNode
{
public:
ListNode() {next = 0;node = 0;};
ListNode(T *t) {node = t; next = 0;};
ListNode(const ListNode &l)
{
//long copy constructor. snip.
};
T *getNode() const { return node; }
ListNode *getNext() const { return next; };
private:
T *node;
ListNode *next;
};
Now, here is what might relevant in the List class..
template <class T>
class List
{
public:
List()
{
head = 0;
size = 0;
};
List(ListNode<T> *t)
{
head = t;
size = 1;
};
List(T *t)
{
head = new ListNode<T>(t);
size = 1;
};
List(const List<T> &t)
{
// long copy constructor. snip.
};
//bunch of irrelevent methods.
ListNode<T> *getHead() const {return head;};
List &operator+=(T &t)
{
this->insert(&t);
size++;
return (*this);
};
private:
List &insert(T *t)
{
ListNode<T> *current = head;
if (current == 0)
{
head = new ListNode<T>(t);
}
else
{
while (current->getNext() != 0)
{
current = current->getNext();
}
current->setNext(new ListNode<T>(t));
}
return (*this);
};
ListNode<T> *head;
int size;
};
I have a hunch that the process of inserting might be the problem. I insert with the List class's += operator, shown in the List implementation above. It calls the private insert method shown above, as well. It looks like this:
City *somecity = new City(x,y,z); //some parameters. integers.
*city_list += somecity; // where city_list is a List.
I think you've got a variable scoping problem.
Your ListNode class contains a pointer to the node value. Your ListNode constructor takes in a pointer to the node value and saves it.
The problem is if that pointer is to a local variable that then goes out of scope. Your ListNode's node pointer is now pointing to an object that doesn't exist. e.g. in this example
addToList(List<int>& myList)
{
int x = 3;
myList += x; // pointer to x is in the list
}
// Out of scope; x no longer exists, but myList has a pointer to it.
// Accessing this node will result in an error.
There are a couple possible remedies:
Have your ListNode contain values rather than pointers. The drawback here is that you will be making copies of the values
Implement ListNode using a reference counted smart pointer which will manager the lifetime of the object.
Well, what you could do is:
ListNode<City *>* head = new ListNode<City*>(country->city_list->getHead());
City* headnode = head->getNode();
cout << "Test: " << headnode->getPopulation() << endl;
It will take the existing City (on the memory) and put it at the head of the List node, and so on.
and if you want to copy them, maybe you could just make this:
ListNode<City *>* head = new ListNode<City*>*(new City(country->city_list->getHead()));
City* headnode = new City(head->getNode());
cout << "Test: " << headnode->getPopulation() << endl;
Hope it will help you.