I am learning C++ by making a small robot simulation and I'm having trouble with static member functions inside classes.
I have my Environment class defined like this:
class Environment {
private:
int numOfRobots;
int numOfObstacles;
static void display(); // Displays all initialized objects on the screen
public:
Robot *robots;
Obstacle *obstacles;
// constructor
Environment();
static void processKeySpecialUp(int, int, int); // Processes the keyboard events
};
Then in the constructor I initialize the robots and obstacles like this:
numOfRobots = 1; // How many robots to draw
numOfObstacles = 1;
robots = new Robot[numOfRobots];
obstacles = new Obstacle[numOfObstacles];
Here is example of static function that uses those variables:
void Environment::display(void) {
// Draw all robots
for (int i=0; i<numOfRobots; i++) {
robots[i].draw();
}
}
When I try to compile, I get error messages like
error: invalid use of member ‘Environment::robots’ in static member function
I tried making numOfRobots, numOfObstacles, robots and obstacles static, but then I got errors like
error: undefined reference to 'Environment::numOfRobots'
I would greatly appreciate of someone could explain me what I am doing wrong.
Thank you!
Static methods can't use non-static variables from its class.
That's because a static method can be called like Environment::display() without a class instance, which makes any non-static variable used inside of it, irregular, that is, they don't have a parent object.
You should consider why you are trying to use a static member for this purpose. Basically, one example of how a static method can be used is as such:
class Environment
{
private:
static int maxRobots;
public:
static void setMaxRobots(int max)
{
maxRobots = max;
}
void printMaxRobots();
};
void Environment::printMaxRobots()
{
std::cout << maxRobots;
}
And you would have to initialize on the global scope the variables, like:
int Environment::maxRobots = 0;
Then, inside main for example, you could use:
Environment::setMaxRobots(5);
Environment *env = new Environment;
env->printMaxRobots();
delete env;
There are 2 issues here - the algorithm you're trying to implement and the mechanics of why it won't compile.
Why it doesn't compile.
You're mixing static and instance variables/methods - which is fine. But you can't refer to an instance variable from within a static method. That's the "invalid use" error. If you think about it, it makes sense. There is only one "static void display()" method. So if it tries to refer to the non-static (instance) variable "robots", which one is it referring to? There could be 10 ... or none.
The logic you are trying to implement.
It looks like you want a single Environment class that manages N robots. That's perfectly logical. One common approach is to make Environment a 'singleton' - an instance variable that only allows for a single instance. Then it could allocate as many robots as it want and refer to them freely because there are no static variables/methods.
Another approach is to just go ahead and make the entire Environment class static. Then keep a (static) list of robots. But I think most people these days would say option #1 is the way to go.
static members are those that using them require no instantiation, so they don't have this, since this require instantiation:
class foo {
public
void test() {
n = 10; // this is actually this->n = 10
}
static void static_test() {
n = 10; // error, since we don't have a this in static function
}
private:
int n;
};
As you see you can't call an instance function or use an instance member inside an static function. So a function should be static if its operation do not depend on instance and if you require an action in your function that require this, you must think why I call this function static while it require this.
A member variable is static if it should shared between all instances of a class and it does not belong to any specific class instance, for example I may want to have a counter of created instances of my class:
// with_counter.h
class with_counter {
private:
static int counter; // This is just declaration of my variable
public:
with_counter() {++counter;}
~with_counter() {--counter;}
static int alive_instances() {
// this action require no instance, so it can be static
return counter;
}
};
// with_counter.cpp
int with_counter::counter = 0; // instantiate static member and initialize it here
The first error says that you cannot use non-static members in static member functions.
The second one says that you need to define static members in addition to declaring them You must define static member variables outside of a class, in a source file (not in the header) like this:
int Environment::numOfRobots = 0;
You don't need any static members. To have an absolutely correct and portable GLUT interface, have a file-level object of type Environment and a file-level (non-member) function declared with C linkage. For convenience, have also a member function named display.
class Environment
{
public:
void display() { ... }
...
};
static Environment env;
extern "C" void display () { env.display(); }
A static member function is one that can be called without an actual object of that kind. However, your function Environment::display uses the variables numOfRobots and robots, which both live in a particular instance of the Environment class. Either make display non-static (why do you want it to be static?) or make the robots static members of Environment too.
In your case, I don't see a reason for making display or processKeySpecialUp static, so just make them normal member functions. If you wonder when a member function should be static, consider if that function would make sense if no objects of that class have been created (i.e. no constructors been called). If the function doesn't make sense in this context, then it shouldn't be static.
A static method cannot access instance variables. If you want to access instance variable remove static from the method. If those values can be the same through all robot instances then make them static variables and the method can remain static.
if you want to access member variables in static member function just create a static pointer of the member variable and use it in the function !!!!!
Related
So I have experience using programming languages and just switched over to C++. Now I have created a few working applications but I always stumble upon the same problem. I don't exactly know what everything is called in the code. You have a class which obvious to see since the has written class before it. And you also have some sort of functions attached to the class are these called instances? And is the class the object it referring to by for example class::function.
But my main question was how can I access the variables from another function within the same class file. I have included an example below explaining what I want to achieve. I already tried a lot of things and googled a lot. I tried code pasting code creating setting and getting functions, calling the class to get and set the variable but I can't get it to work. I've spend a lot of time fixing this very basic problem. Could someone explain me what is called what in this code (Class,Object,Instance). And explain me the most efficient way to receive data from another function in the same .cpp file.
Thanks
load_data.h
#pragma once
class load_data
{
public:
static int data[13];
load_data();
static void test2();
};
load_data.cpp
#include "load_data.h"
#include "abc.h"
load_data::load_data()
{
int data[3]; // Initializing the array
data[0] = abc::LoadImage("textures/1.png");
data[1] = abc::LoadImage("textures/2.png");
data[2] = abc::LoadImage("textures/3.png");
}
void load_data::test2()
{
abc::CreateSprite(1, data[0]);
abc::SetSpritePosition(1, 0, 0);
abc::SetSpriteScale(1, 3, 3);
// Now I get an error saying it has no data. Which however is set in
// load_data(). But since each function gets its own variables this one will be empty.
abc::CreateSprite(2, data[1]);
abc::SetSpritePosition(2, 64, 64);
abc::SetSpriteScale(2, 3, 3);
abc::CreateSprite(3, data[2]);
abc::SetSpritePosition(3, 128, 128);
abc::SetSpriteScale(3, 3, 3);
}
Change your load_data() constructor to the following (currently, your creating a new data[] variable that is locally scoped to your load_data() constructor, which gets initialized instead of your object's data[] (gets "eclipsed"). Your subsequent call to test2() fails when it accesses data[] because the other, local data[] was initialized instead. Also, fyi, the local data[] is destroyed when load_data() returns (because it is an auto/stack variable that falls out of scope).
load_data::load_data()
{
//int data[3]; // Initializing the array
data[0] = abc::LoadImage("textures/1.png");
data[1] = abc::LoadImage("textures/2.png");
data[2] = abc::LoadImage("textures/3.png");
}
you also have some sort of functions attached to the class are these
called instances?
An object is an instance of a class. A class defines the object type, which consists of state variables, and operations for them (known as "member functions" or "methods").
An object's methods are called through a handle to the instance. IE, an instantiated variable:
load_data ld = new load_data();
ld.test2();
And is the class the object it referring to by for example
class::function.
This notation is for explicitly qualifying a method name. It helps resolve naming conflicts and should only be used when needed (otherwise it is implicit).
But my main question was how can I access the variables from another
function within the same class file.
...
But since each function gets its own variables this one will be empty
All functions of a class share the class'es (member) variables. An given instance of the class has the only copy of those member variables (ie, their specific values/memory to that instance), so all method calls through a specific instance variable (say ld) of load_data will refer to the same data[] array (so load_data ld1, ld2 would each have their own copies). Functions can, and usually do, declare their own variables to help assist in computing the task they perform (bools, counters, etc...). These such variables, as mentioned before, are scoped to that function, meaning they're no longer allocated and get destroyed when the function returns (they are auto-variables).
And you also have some sort of functions attached to the class are
these called instances?
No. the functions inside of the class are called "class member function" or just "member functions". An instance is a copy of that object (read class) in memory. So in short:
class A {
public:
void fun (void); ///< This is a class member function
};
void main (int argc, char *argv[]) {
A a; ///< a is an instance of object A
}
And is the class the object it referring to by for example
class::function.
The class defines the object. In the above snipped, A is an object.
But my main question was how can I access the variables from another
function within the same class file.
You need to do some reading on variable scope. In your above example the data array is local to the constructor. It doesn't exist within the object, only within that function. So as soon as the constructor finishes, the variable goes out of scope and is lost. In order to keep it in the object's scope you would need to declare it within the object.
class load_object {
public:
// The same
private:
int load[3];
};
Cheers
I encountered an issue while trying to do something in the process of learning C++ and I am not sure how to handle the situation:
class Command
{
public:
const char * Name;
uint32 Permission;
bool (*Handler)(EmpH*, const char* args); // I do not want to change this by adding more arguments
};
class MyClass : public CommandScript
{
public:
MyClass() : CommandScript("listscript") { }
bool isActive = false;
Command* GetCommands() const
{
static Command commandtable[] =
{
{ "showlist", 3, &DoShowlistCommand } // Maybe handle that differently to fix the problem I've mentioned below?
};
return commandtable;
}
static bool DoShowlistCommand(EmpH * handler, const char * args)
{
// I need to use isActive here for IF statements but I cannot because
// DoShowlistCommand is static and isActive is not static.
// I cannot pass it as a parameter either because I do not want to
// change the structure of class Command at all
// Is there a way to do it?
}
};
Any help would be greatly appreciated! :)
// Is there a way to do it?
No.
Either pass it as parameter, make it static, or make DoShowlistCommand non-static.
There are two potential answers here:
1. about use of non static items in a static functions:
As said in our previous question/answer, this is not possible, unless you'd have in the static function a specific MyClass object (and use object.isActive). Unfortunately, you can't do this here :
your code comments clearly show that you can't add a MyClass parameter to the function call;
the existing parameters don't suggest that you have already a pointer to parent class object;
it would not be adivsable to use global objects in such a context.
2. about what your're trying to do:
It seems that you want to have the function static, because you want to provide it in a table that maps script-commands to function pointers.
Alternative A
If all the function pointers used in commandtable are members of MyClass, you could think of using a pointer to a member function instead of a pointer to a function. The outside object/function that sets isActive on an object, could then refer the pointer to the member function, on the MyClass object it knows.
Alternative B
Revise the design of your code to implement your script engine by using the command design pattern: it's ideally suited for this kind of problems. It will require some refactoring of your code, but it will be so much more maintenable and extensible afterwards !
I don't think there is any way to do it. Here is why:
A static member function is not attached to any particular object, which means it cannot access other members that are not static, since they are attached to an object.
It doesn't look like you need to make it a static member. If you are sure you do - then pass it as a parameter. For example, make a
bool isActive();
function, and pass an argument from it to that function somewhere when you call this 'problematic' one.
You also could change your member variable to static, but it looks like you need it for EACH object, not one-for-all
I wrote the following code:
class A
{
public:
int cnt;
static void inc(){
d.cnt=0;
}
};
int main()
{
A d;
return 0;
}
I have seen this question:
How to call a non static member function from a static member function without passing class instance
But I don't want to use pointer. Can I do it without using pointers?
Edit:
I have seen the following question:
how to access a non static member from a static method in java?
why can't I do something like that?
No, there is no way of calling a non-static member function from a static function without having a pointer to an object instance. How else would the compiler know what object to call the function on?
Like the others have pointed out, you need access to an object in order to perform an operation on it, including access its member variables.
You could technically write code like my zeroBad() function below. However, since you need access to the object anyway, you might as well make it a member function, like zeroGood():
class A
{
int count;
public:
A() : count(42) {}
// Zero someone else
static void zeroBad(A& other) {
other.count = 0;
}
// Zero myself
void zeroGood() {
count = 0;
}
};
int main()
{
A a;
A::zeroBad(a); // You don't really want to do this
a.zeroGood(); // You want this
}
Update:
You can implement the Singleton pattern in C++ as well. Unless you have a very specific reason you probably don't want to do that, though. Singleton is considered an anti-pattern by many, for example because it is difficult to test. If you find yourself wanting to do this, refactoring your program or redesigning is probably the best solution.
You cannot use non-static member variables or functions inside a static function without using pointers.
You don't need a pointer per se, but you do need access to the object through which you are accessing the non-static variable. In your example, the object d is not visible to A::inc(). If d were a global variable rather than a local variable of main, your example would work.
That said, it's curious why you'd want to go to any great effort to avoid using pointers in C++.
The question is, what would be the best or maybe a better practice to use. Suppose I have a function, which belongs to some class and this function needs to use some static variable. There are two possible approaches - to declare this variable as class's member:
class SomeClass
{
public:
....
void someMethod();
private:
static int m_someVar;
};
SomeClass::someMethod()
{
// Do some things here
....
++m_someVar;
}
Or to declare it inside the function.
class SomeClass
{
public:
....
void someMethod();
};
SomeClass::someMethod()
{
static int var = 0;
++m_someVar;
// Do some things here
....
}
I can see some advantages for the second variant. It provides a better encapsulation and better isolates details of an implementation. So it would be easier to use this function in some other class probably. And if this variable should be modified only by a single function, then it can prevent some erroneous data corruption from other methods.
While it's quite obvious, that the first variant is the only one to use when you need to share a static variable among several methods (class functions), the question pertains the case when a static variable should be used only for a single function. Are there any advantages for the first variant in that case? I can think only about some multi threading related stuff...
It's simple - use a static member if, logically, it belongs to the class (sort of like instanceCounter) and use a static local if it logically belongs to a function (numberOfTimesThisMethodWasCalled).
The choice of static or not depends completely on the context. If a particular variable needs to be common among all the instances of a class, you make it static.
However, if a variable needs to be visible only in a function and needs to be common across every call of the function, just make it a local static variable.
The difference between static data members and static variable in a function is that first are initialized at start-up and the second first time the function is called (lazy initialization).
Lazy initialization can create problem when a function is used in a muti-threaded application, if it is not required by the design I prefer to use static members.
I'm developing a game which is based around the user controlling a ball which moves between areas on the screen. The 'map' for the screen is defined in the file ThreeDCubeGame.cpp:
char m_acMapData[MAP_WIDTH][MAP_HEIGHT];
The ThreeDCubeGame.cpp handles most of the stuff to do with the map, but the player (and keyboard input) is controlled by ThreeDCubePlayer.cpp. When a player moves into a new map cell, the game will have to check the contents of that cell and act accordingly. This function in ThreeDCubeGame.cpp is what I am trying to use:
inline char GetMapEntry( int iMapX, int iMapY ) { return m_acMapData[iMapX][iMapY]; }
So, in order to check whether the player is allowed to move into a map cell I use this function call from ThreeDCubePlayer.cpp:
if (ThreeDCubeGame::GetMapEntry(m_iMapX+MAP_OFF_X, m_iMapY+MAP_OFF_Y) == ' ')
{
// do stuff
}
But, when I compile this, I get the warning "error C2352: 'ThreeDCubeGame::GetMapEntry' : illegal call of non-static member function". Is this something to do with the scope of the variables? Is it fixable without redesigning all the code?
class A {
int i;
public:
A(): i(0) {}
int get() const { return i; }
};
int main() {
A a;
a.get(); // works
A::get(); // error C2352
}
There's no object to call the function with.
GetMapEntry is not static so you can't call it without an object of the type ThreeDCubeGame.
Alternatives:
-Make GetMapEntry static: static inline char GetMapEntry
-Create an instance of ThreeDCubeGame and do instance.GetMapEntry(
ThreeDCubeGame is a class, not an instance, thus you can only use it to access static members (that is, member function with the keyword static)
You have to instantiate an object of this class to use non-static members
ThreeDCubeGame map;
...
map.GetMapEntry(iMapX, iMapY).
You are trying to call a class method. Is that what you intend? Or do you mean for GetMapEntry to be an instance method? If it's a class method, it needs to be marked static. If it's an instance method, you need to call it with an instance of ThreeDCubeGame. Also, is GetMapEntry even a member of a class?
The error indicates that your are calling the GetMapEntry function as a static one whereas you have declare it as a member function. You need to:
call it via an instance of ThreeDCubeGame: threedcubegameinstance.GetMapEntry(),
declare the GetMapEntry function as static (add a static before inline and make m_acMapData static too).
You're missing the "static" keyword.
// .h
class Playfield
{
public:
static char GetTile( int x, int y );
// static on a method means no 'this' is involved
};
// .cpp
static char tiles[10][10] = {};
// static on vars in .cpp prevents access from outside this .cpp
char Playfield::GetTile( int x, int y )
{
// handle invalid args
// return tile
return tiles[x][y];
}
There's other options if you want only one unique playfield:
You can make Playfield a singleton, turn it into a namespace or use global functions.
The result is the same from the caller's point of view.
On a side note:
Since all of these use a static and/or global variable it's inherently not thread-safe.
If you require multiple playfields and/or want to play safe with multi-threadding and/or want to absolutely do it in an OOP fashion, you will need an instance of Playfield to call the function on (the 'this' pointer):
class Playfield
{
public:
char GetTile( int x, int y ) const { return this->tiles[x][y]; }
// you can omit 'this->', but it's inherently present because
// the method is not marked as static
public:
Playfield()
{ /*you will have to initialize 'this->tiles' here because
you cannot use the struct initializer '= {}' on member vars*/ }
private:
char tiles[10][10];
};
The calling code would use Playfield like this:
void main()
{
// static version
char tile11 = Playfield::GetTile( 1, 1 );
// non-static version
Playfield myPlayfield;
char tile12 = myPlayfield.GetTile( 1, 2 );
}
It can be useful to have a class containing a collection of functions, without any data members, if you don't want to expose the helper-functions.
Otherwise it would be more practical to use a namespace to collect these functions in.
Example:
class Solvers
{
public:
void solve_a(std::vector<int> data);
void solve_b(std::vector<int> data, int value);
private:
int helper_a(int a, int b);
}
But a class needs to be initialised before use.
The simplest way to make these functions usable would be to mark them static in the class:
static void solve_a(std::vector<int> data);
Then the member-functions can be used as:
Solver::solve_a(my_vector);
Another way would be to initialise the class before using:
Solver solver;
solver.solve_a(my_vector);
And the third method, not mentioned before, is by default initialising it during use:
Solver().solve_a(my_vector);