c++ bitset error in class - c++

I'm trying to make a floodfill algorithm in C++, so my plan was to make an 2D array, and then each item would be an object, with property's to check for walls around it.
I note walls the following way,
1 = top
2 = right
4 = bottem
8 = left
so 13 would mean, top/bottem/left wall
but when i use std::bitset<sizeof(int)> bits(w); i get a "expected ';' before '(' token
How do i fix this? I've tried many things but it just won't work.
My code:
// een simpele floodfill
#include <stdlib.h>
#include <iostream>
#include <bitset>
class Hokjes {
int x;
int y;
int w;
public:
void setX(int i) { x = i; }
void setY(int i) { y = i; }
void setW(int i) { w = i; }
int getX() { return x; }
int getY() { return y; }
int getVal() { return x*y; }
std::bitset<sizeof(int)> bits(w); // error happens in this line
/* FreeSpace? */
bool Left() {
if (bits[3]) return false;
return true; }
bool Bottum() {
if (bits[2]) return false;
return true; }
bool Right() {
if (bits[1]) return false;
return true; }
bool Top() {
if (bits[0]) return false;
return true; }
};
int main() {
using namespace std;
int NrKamers;
std::cin >> NrKamers;
for (int i = 0; i<NrKamers; i++){
int SizeX;
int SizeY;
Hokjes veld[SizeY][SizeX];
std::cin >> SizeY >> SizeX;
for (int Yas = 0; Yas <= SizeY; Yas++){
for (int Xas = 0; Xas <= SizeX; Xas++){
veld[Yas][Xas].setW((Yas+1)*Xas)
veld[Yas][Xas].setX(Xas);
veld[Yas][Xas].setY(Yas);
std::cout << veld[Yas][Xas].Top() << std::endl;
}
}
std::cout << SizeY << " " << SizeX;
}
std::cout << NrKamers << std::endl;
system("pause");
return 0;
}

This will work:
std::bitset<sizeof(int)> bits;
You'll need to initialize it in constructor:
Hokjes::Hokjes() : bits(w) { }

You're not allowed to initialize member vars at declaration point. So just declare bits: std::bitset<sizeof(int)> bits;
Since it looks like you want to keep w and
bits in sync just do bits = i;
in the SetW method (or even loose
the w member altogether and work
directly on bits).

Related

why i got assertion failure, vector subscipt out of range

Visual studio said I got no issue but, every time I try to run my code I get an assertion failure error, and the error says that vector subscript is out of range, what should I do to fix this, I dont really know what I am doing wrong.
#include <iostream>
#include <ctime>
#include <windows.h>
#include <conio.h>
#include <vector>
using std::cin;
using std::cout;
using std::endl;
class Human
{
private:
int ap;
int hp;
public:
Human()
{
srand(time(NULL));
ap = rand() % 3 + 8;
hp = rand() % 2 + 9;
}
int getAp() { return ap; }
int getHp() { return hp; }
void dmg(int x) { hp -= x; }
};
class Skeleton
{
private:
int ap;
int hp;
public:
Skeleton()
{
srand(time(NULL));
ap = rand() % 3 + 3;
hp = rand() % 2 + 4;
}
int getAp() { return ap; }
int getHp() { return hp; }
void dmg(int x) { hp -= x; }
};
class game
{
private:
std::vector<Human*> hum;
std::vector<Skeleton*> ske;
bool adv;
int sC;
int hC;
public:
game(int h, int s)
{
srand(time(NULL));
adv = rand() % 2;
sC = s;
hC = h;
for (int i = 0; i < h; i++) { hum.push_back( new Human()); }
for (int i = 0; i < h; i++) { ske.push_back(new Skeleton()); }
}
~game()
{
for (int i = 0; i < hum.size(); i++)
{
Human* current = hum.back();
hum.pop_back();
delete current;
}
for (int i = 0; i < ske.size(); i++)
{
Skeleton* current = ske.back();
ske.pop_back();
delete current;
}
}
void start()
{
int x = hC-1;
int y = sC-1;
bool quit = false;
while (!quit)
{
if (adv)
{
ske[y]->dmg(hum[x]->getAp());
if (ske[y]->getHp() <= 0) { y--; ske.pop_back();}
adv = 0;
}
if (!adv)
{
hum[x]->dmg(ske[y]->getAp());
if (hum[x]->getHp() <= 0) { x--; hum.pop_back(); }
adv = 1;
}
if (hum.size() == 0 || ske.size() == 0)
{
cout << "human left : " << hum.size() << "skeleton left : " << ske.size();
quit = true;
}
}
}
};
int main()
{
game g1(10, 5);
g1.start();
return 0;
}
I always get this error box.
this is the error message i got no idea what are they talkin about.
I also get this, what is this?
this
ive fixed it thx to all of ur comments,
this is the completed code, it may look like garbage but it runs
#include <iostream>
#include <ctime>
#include <windows.h>
#include <conio.h>
#include <vector>
using std::cin;
using std::cout;
using std::endl;
class Human
{
private:
int ap;
int hp;
public:
Human()
{
ap = rand() % 3 + 8;
hp = rand() % 2 + 9;
}
int getAp() { return ap; }
int getHp() { return hp; }
void dmg(int x) { hp -= x; }
};
class Skeleton
{
private:
int ap;
int hp;
public:
Skeleton()
{
ap = rand() % 3 + 3;
hp = rand() % 2 + 4;
}
int getAp() { return ap; }
int getHp() { return hp; }
void dmg(int x) { hp -= x; }
};
class game
{
private:
std::vector<Human*> hum;
std::vector<Skeleton*> ske;
bool adv;
int sC;
int hC;
public:
game(int h, int s)
{
srand(time(NULL));
adv = rand() % 2;
sC = s;
hC = h;
for (int i = 0; i < h; i++) { hum.push_back( new Human()); }
for (int i = 0; i < s; i++) { ske.push_back(new Skeleton()); }
}
~game()
{
for (int i = 0; i < hum.size(); i++)
{
Human* current = hum.back();
hum.pop_back();
delete current;
}
for (int i = 0; i < ske.size(); i++)
{
Skeleton* current = ske.back();
ske.pop_back();
delete current;
}
}
void start()
{
int x = hum.size()-1;
int y = ske.size()-1;
bool quit = false;
while (!quit)
{
if (hum.size() == 0 || ske.size() == 0)
{
cout << "human left : " << hum.size() << "skeleton left : " << ske.size();
quit = true;
break;
}
if (adv)
{
ske.at(y)->dmg(hum.at(x)->getAp());
if (ske.at(y)->getHp() <= 0) { y--; ske.pop_back();}
adv = 0;
}
else if (!adv)
{
hum.at(x)->dmg(ske.at(y)->getAp());
if (hum.at(x)->getHp() <= 0) { x--; hum.pop_back(); }
adv = 1;
}
}
}
};
int main()
{
game g1(8, 20);
g1.start();
return 0;
}
Your final code is somewhat complex than it should be, I have simplified it by:
Remove the windows related header files, they are not used
Use member initializer lists
Modify dmg to return the latest hp
Remove the unnecessary index in start, to use back
Remove the vector of pointers, it's Ok to use objects here
Move the srand call into main(Actually we can use std::random here)
Simplify the while loop in start
#include <ctime>
#include <iostream>
#include <vector>
using std::cin;
using std::cout;
using std::endl;
class Human {
private:
int ap;
int hp;
public:
Human() : ap(rand() % 3 + 8), hp(rand() % 2 + 9) {}
int getAp() { return ap; }
int getHp() { return hp; }
int dmg(int x) { return hp -= x; }
};
class Skeleton {
private:
int ap;
int hp;
public:
Skeleton() : ap(rand() % 3 + 3), hp(rand() % 2 + 4) {}
int getAp() { return ap; }
int getHp() { return hp; }
int dmg(int x) { return hp -= x; }
};
class game {
private:
bool adv;
int sC;
int hC;
std::vector<Human> hum;
std::vector<Skeleton> ske;
public:
game(int h, int s) : adv(rand() % 2), sC(s), hC(h), hum(h), ske(s) {}
void start() {
while (!hum.empty() && !ske.empty()) {
if (adv) {
if (ske.back().dmg(hum.back().getAp()) <= 0) {
ske.pop_back();
}
} else {
if (hum.back().dmg(ske.back().getAp()) <= 0) {
hum.pop_back();
}
}
adv = !adv;
}
cout << "human left : " << hum.size() << ", skeleton left : " << ske.size();
}
};
int main() {
srand(time(NULL));
game g1(8, 20);
g1.start();
return 0;
}
Online demo
In function start, ske[y] is accessed with a negative index. std::vector does not like negative indexes, this needs to be fixed.

How to use std::sort to sort particular objects from an array?

I have those classes and I want to sort an array of objects, considering x coordinate, and sort just those with a particular value to an attribute.
Class.h
#include <iostream>
#include <algorithm>
class Punct2D
{
protected:
int x, y;
public:
Punct2D() {};
~Punct2D() {};
int get_x() const;
int get_y() const;
void set_x(const int x);
void set_y(const int y);
friend std::ostream &operator << (std::ostream &flux, Punct2D dot);
friend std::istream &operator >> (std::istream &flux, Punct2D &dot);
};
class Punct2DColorat :public Punct2D
{
private:
char *color;
public:
Punct2DColorat() { this->color = NULL; };
~Punct2DColorat() {};
char *get_color();
void set_color(char *color);
bool operator<(Punct2DColorat dot);
};
Here I have the implementation.
#include "Class.h"
int Punct2D::get_x() const
{
return this->x;
}
int Punct2D::get_y() const
{
return this->y;
}
void Punct2D::set_x(const int x)
{
this->x = x;
}
void Punct2D::set_y(const int y)
{
this->y = y;
}
char *Punct2DColorat::get_color()
{
return this->color;
}
void Punct2DColorat::set_color(char *color)
{
this->color = new char[strlen(color) + 1];
for (int i = 0; i < strlen(color) + 1; i++) this->color[i] = color[i];
}
bool Punct2DColorat::operator<(Punct2DColorat dot)
{
return this->x < dot.get_x();
}
std::ostream &operator << (std::ostream &flux, Punct2D dot)
{
flux << "Punct(" << dot.get_x() << "," << dot.get_y() << ")\n";
return flux;
}
std::istream &operator >> (std::istream &flux, Punct2D &dot)
{
std::cout << "Introduceti x :";
flux >> dot.x;
std::cout << "Introduceti y :";
flux >> dot.y;
return flux;
}
And here is the Main.
#include "Class.h"
void main()
{
int n, it = 0; char *aux = new char[15]; bool value;
Punct2DColorat *dots;
std::cout << "Cate puncte introduceti :"; std::cin >> n;
dots = new Punct2DColorat[n];
for (int i = 0; i < n; i++)
{
std::cout << "Introduceti 0 pentru Punct2D, respectiv 1 pentru Punct2D colorat :";
std::cin >> value;
if (value)
{
std::cin >> dots[i];
std::cout << "Introduceti culoarea punctului :";
std::cin >> aux;
dots[i].set_color(aux);
}
else
{
std::cin >> dots[i];
}
}
std::sort(dots, dots + n, [](Punct2DColorat dot) { return dot.get_color() != NULL; });
for (int i = 0; i < n; i++)
{
std::cout << dots[i];
if (dots[i].get_color() != NULL)
{
std::cout << "Culoare :" << dots[i].get_color() << "\n";
}
std::cout << "\n";
}
}
I want to sort the dots with color !=NULL, I tried this, it works but I have a runtime error.
bool Punct2DColorat::operator<(Punct2DColorat dot)
{
if ((this->color != NULL) && (dot.get_color() != NULL))return this->x < dot.get_x();
return true;
}
How can I sort just the objects with color !=NULL and the other objects with color==NULL remain in the same position?
Here is an example:
//If have 3 objects in the following order stored in the dots array.
dots[0].get_x()=3;
dots[0].get_y()=3;
dots[0].get_color()="Red";
dots[1].get_x()=0;
dots[1].get_y()=0;
dots[1].get_color()=NULL;
dots[2].get_x()=1;
dots[2].get_y()=1;
dots[2].get_color()="Blue";
//After sort i want to have them like this:
dots[0].get_x()=1;
dots[0].get_y()=1;
dots[0].get_color()="Blue";
dots[1].get_x()=0;
dots[1].get_y()=0;
dots[1].get_color()=NULL;
dots[2].get_x()=3;
dots[2].get_y()=3;
dots[2].get_color()="Red";
Thanks.
The problem is, your comparison operator evaluates to true for any couple of non-colored points.
A possible solution is to construct a second vector, sort it and re-insert
std::vector<Punct2DColorat> tmp;
for (int i = 0; i < n; i++)
{
if (dots[i].get_color() != NULL)
{
tmp.push_back(dots[i]);
}
}
std::sort(tmp.begin(), tmp.end());
int j = 0;
for (int i = 0; i < n; i++)
{
if (dots[i].get_color() != NULL)
{
dots[i] = tmp[j];
++j;
}
}

Getter and Segmentation Fault

I need a bit of help on my program:
#include <iostream>
#include<conio.h>
using namespace std;
class Position {
public :
int line;
int column;
Position(int,int);
Position();
};
Position::Position(int n, int m) : line{n},column{m}{}
class Board {
private :
int** tab;
int nbline;
int nbcolumn;
public :
Board(int, int);
void setValue(Position&, int);
int getValue(Position&);
int getNbline();
int getNbcolumn();
};
class Play {
private :
// Play m_instance;
void moves(Board, Position&); // quand le joueur joue
// void moves(Board, Position); // quand l'IA joue. Mettre une énum pour direction,
bool wincondition(Board);
Play& operator=(const Play&);
public :
// static Play& Instance();
};
Board::Board(int m, int n) : tab{new int*[m]}, nbline{m}, nbcolumn{n}{
int x(0);
for (int i = 0; i < m; ++i){
tab[i] = new int[n];
for(int j = 0; j < n; ++j) {
tab[i][j] = x; x++;}}
}
void Board::setValue(Position& p, int value) { tab[p.line][p.column] = value; }
int Board::getValue(Position& p) { return tab[p.line][p.column]; }
int Board::getNbline() { return nbline; }
int Board::getNbcolumn() { return nbcolumn; }
void Play::moves(Board tab, Position& blank) {
/* int c = getch() ;
Position tmp;
if(c==0 || c==224) {c = getch();
switch(c){
case 75 : //left
if(blank.column-1>=0) {
tmp.column = blank.column;
tmp.line = blank.line;
tab.setValue(blank,tab.getValue(tmp));
blank.column++;
tab.setValue(blank, 0);
}
break;
case 72 : // haut
if(blank.line+1<=0) {
tmp.column = blank.column+1;
tmp.line = blank.line;
tab.setValue(blank,tab.getValue(tmp));
blank.column++;
tab.setValue(blank, 0);
}
break;
case 77 ://droit
if(blank.column+1<=tab.getNbcolumn()) {
tmp.column = blank.column;
tmp.line = blank.line;
tab.setValue(blank,tab.getValue(tmp));
blank.column--;
tab.setValue(blank, 0);
}
break;
case 80 : //bas
if(blank.line+1<=tab.getNbline()) {
tmp.column = blank.column+1;
tmp.line = blank.line;
tab.setValue(blank,tab.getValue(tmp));
blank.column++;
tab.setValue(blank, 0);
}
break;
default : cout << "\n ERROR " << endl; break; // erreur
}
}*/
}
int main()
{
int lines, columns;
cout << "Enter number of lines" << endl;
cin >> lines;
cout << "Enter number of columns" << endl;
cin >> columns;
Board tab(lines,columns);
Position pos(lines,columns);
Position& p = pos;
for (int i = 0; i<lines;i++)
{
for(int j = 0; j<columns;j++)
{
cout << tab.getValue(p) << " ";
if (i == lines) { cout << endl;}
}
}
return 0;
}
When I call getValue at line 139, I get a segmentation fault. Get value is defined at line 57. When executing getValue, both p.line and p.column got the right values caught at the beginning of main function.
The program got no errors, only 2 warnings because I don't use Play::moves arguments (because currently between /* */, waiting for tests). I use Code::Blocks with -Wall -Wextra -pedantic -std=c++11.
I really see no reason for a segmentation fault. Did I miss something?
You are calling get with a position that is set to the size of your board. Since arrays are 0 index based the size of your array is actually one past the end of the array.
const int size = 100
int arr[size]; //0, 1, 2, ... 98, 99
arr[size]; // fail arr is 0-99 and size is 100

C++: Passing a (pointer to an?) array of objects by reference

I'm new to C++, and I'm having significant trouble with creating an array of objects using a pass by pointer and reference. This is not the actual code; it's an example of what the code essentially does.
#include <iostream>
class MyClass
{
public:
MyClass();
static int doStuff(MyClass *&classArray);
void print_number();
private:
int number;
};
MyClass::MyClass()
{
}
int MyClass::doStuff(MyClass *&classArray)
{
int i = 0;
for (i = 0; i < 10; i++) {
*classArray[i].number = i;
}
return i;
}
void MyClass::print_number()
{
std::cout << number << "\n";
}
int main(void)
{
MyClass *test = nullptr;
int p = MyClass::doStuff(test);
std::cout << p << '\n';
for (int i = 0; i < 10; i++) {
test[i].print_number();
}
return 0;
}
When compiled, this gives a segmentation fault.
This is how you do it (don't forget do delete classArray with delete[] at the end of your program or destructor:
new operator has to have default constructor, if you want to use non-default it is easier to create copy constructor, then a temporary object and copy.
#include <iostream>
class MyClass
{
public:
MyClass();
MyClass(int x, int y);
MyClass(MyClass &OldClass);
static int doStuff(MyClass *&classArray, int Size, int x, int y);
void print_number();
private:
int number, x, y;
};
MyClass::MyClass()
{
number = 0;
x = 0;
y = 0;
}
MyClass::MyClass(int x, int y)
{
number = 0;
this->x = x;
this->y = y;
}
MyClass::MyClass(MyClass &OldClass)
{
this->number = OldClass.number;
this->x = OldClass.x;
this->y = OldClass.y;
}
int MyClass::doStuff(MyClass *&classArray, int Size, int x, int y)
{
if (Size > 0)
{
classArray = new MyClass[Size];
for (int i = 0; i < Size; i++)
{
classArray[i] = MyClass(x, y);
classArray[i].number = i;
}
return Size;
}
else
return 0;
}
void MyClass::print_number()
{
std::cout << number << " " << x << " " << y << "\n";
}
int main(void)
{
MyClass *test = nullptr;
int p = MyClass::doStuff(test, 10, 5, 6);
std::cout << p << '\n';
for (int i = 0; i < p; i++) {
test[i].print_number();
}
delete[] test;
std::cin.get();
return 0;
}
It is not working because you need to allocate the array, as the function is trying to access elements of an array which has yet not been initialized to hold that amount of elements. You can do this by
MyClass *test = new MyClass[array_size];
Or
MyClass test[array_size];
Or by using a resizable container such as std::vector, and changing the function parameters accordingly
*classArray[i].number = i;
You called doStuff with a null pointer, so classArray is null and is not an array. Dereferencing a null pointer results in undefined behavior and on most implementations you'll usually get a crash.
You're also dereferencing something that's not a pointer so this code will not even compile. The error I get is:
main.cpp:23:9: error: indirection requires pointer operand ('int' invalid)
*classArray[i].number = i;
^~~~~~~~~~~~~~~~~~~~~
Presumably this is just because, as you say, the code you're showing is not your real code and classArray[i].number corresponds to a pointer in your real code. But I thought I'd point this out anyway, just in case.
Given the context of your code, here's a working example of your code:
#include <iostream>
class MyClass
{
public:
MyClass() {}
static int doStuff(MyClass*& classArray, size_t sz)
{
int i = 0;
for (; i < sz; i++) {
classArray[i].number = i;
}
// not sure what you want here, but this will return sz+1 if sz>0
return i;
}
void print_number()
{
std::cout << this->number << std::endl;
}
private:
int number;
};
int main(void)
{
MyClass* test = new MyClass[10];
int p = MyClass::doStuff(test, 10);
std::cout << p << '\n';
for (int i = 0; i < 10; i++) {
test[i].print_number();
}
delete[] test;
return 0;
}
Though as others have pointed out, you are using C++, while it's a great exercise in understand how to pass pointers and arrays around, you might find the STL and C++stdlib contain a lot of these types of idioms in an 'easier to understand context'.
Here's your code with some C++ STL:
#include <iostream>
#include <vector>
class MyClass
{
public:
MyClass() {}
MyClass(int i) : number(i) {}
static int doStuff(std::vector<MyClass>& classArray, size_t sz)
{
int i = 0;
for (; i < sz; i++) {
classArray.push_back(MyClass(i));
}
// not sure what you want here, but this will return sz+1 if sz>0
return i;
}
void print_number()
{
std::cout << this->number << std::endl;
}
private:
int number;
};
int main(void)
{
std::vector<MyClass> test;
int p = MyClass::doStuff(test, 10);
std::cout << test.size() << '\n';
// can use iterators here if you want
std::vector<MyClass>::iterator itr = test.begin();
for (; itr != test.end(); itr++) {
itr->print_number();
}
return 0;
}
Hope that can help.

Reference array from class in an other class

I'm writing a program that converts decimal numbers into binary, octal and hexadecimal. I'm doing each conversion in different class, but i want to use the binary form of the number which is stored in an array(bin[31]) inside the 1st class. Is there a way to use that array in my other classes? My teacher said i should use references, but i don't know how to do it. My files are:
Binary.h
#ifndef BINARY_H
#define BINARY_H
class Binary{
public:
int num_;
static int bin[31];
int i;
int x;
Binary();
void Set(int temp);
int Get();
void ChangeToBinary();
void ChangeToBinaryComplement();
void TwoComplement();
void PrintBinary();
~Binary();
};
# endif
Binary.cpp
#include <stdio.h>
#include <iostream>
#include "Binary.h"
#include "Octal.h"
using namespace std;
Binary::Binary(){
}
void Binary::Set(int temp){
num_ = temp;
}
int Binary::Get(){
return num_;
}
void Binary::ChangeToBinary(){
x = 1;
for (i=0;i<30;i++){
x*=2;
}
for (i = 0; i<31;i++){
if (num_ -x >= 0){
bin[i] = 1;
num_ = num_ -x;
}
else{
kettes[i] = 0;
} x=x/2;
}
}
void Binary::ChangeToBinaryComplement(){
for (i=0;i<31;i++){
if (bin[i] ==0){
bin[i] = 1;
}
else {
bin[i] = 0;
}
}
}
void Binary::TwoComplement(){
for(i=30;i>0;i--){
if(bin[i] == 0){
bin[i] = 1;
break;
} else{
bin[i] = 0;
}
}
}
void Binary::PrintBinary(){
for (i=0;i<31;i++){
cout << bin[i];
}
cout << " " << endl;
}
Binary::~Binary()
{
}
Octal.h
#ifndef OCTAL_H
#define OCTAL_H
class Octal{
private:
int* oct_ = new int[10];
int i;
public:
Octal();
void ConvertToOctal();
void PrintOctal();
~Octal();
};
#endif
Octal.cpp
#include <stdio.h>
#include <iostream>
#include "Binary.h"
#include "Octal.h"
using namespace std;
Octal::Octal()
{
}
void Octal::ConvertToOctal(){
int k = 0;
int z = 0;
int o = 0;
for(i=0;i<31;i++){
if((help[i] ==1) && (k==0)){
z = z + 4;
k = k + 1;
}
else if((help[i] ==1) && (k==1)){
z = z + 2;
k = k + 1;
}
else if((help[i] ==1) && (k==2)){
z = z + 1;
k = k + 1;
}
else{
k = k + 1;
}
if(k==3){
oct_[o]=z;
z=0;
k=0;
o = o + 1;
}
}
}
void Octal::PrintOctal(){
for(i=0;i<10;i++){
cout << oct_[i];
}
}
Octal::~Octal()
{
}
If you have to use your own classes
You can add a method inside the Binary class that lets you get access to the pointer to the array containing the data. The method would probably look like this:
int getData(){
return bin;
}
You can also access the array directly using Binary::bin, which will also give you a pointer to the first element of the array.
It would be much better tho if you changed the array type from int to bool or char. If you want to do it even better - use the vector< bool > template class. It's basically an array of bools. You can read about it in the C++ Reference
If you just need the funcionality
You should really just use the standard manipulators. There is no real reason to reinvent the wheel. The easiest way to do this is by inputting a number into a stream, and outputing it into a string. Like this:
#include<string> // string
#include<sstream> // stringstream
#include<iostream> // cin, cout
#include<iomanip> // setbase
using namespace std;
int main(){
int number;
cin >> number;
stringstream parser;
parser << setbase(16) << number;
string convertedNumber;
parser >> convertedNumber;
cout << endl << convertedNumber << endl;
return 0;
}
Of course you can change the base inside the setbase manipulator.