为什么我的子类被认为是抽象类?

Sbo*_*bot 1 c++ inheritance sdl class abstract

因此,对于我的下一个游戏,我正在创建类以改善我的游戏架构我有一个名为GameState的抽象类,所有GameStates(菜单,窗口,屏幕,游戏本身)必须继承它才能添加到游戏中但我的BlankState是是对我的GameState设计的测试让我遇到了编译器的麻烦,因为它出于某种原因被认为是一个抽象类,任何人都可以告诉我为什么?我觉得我错过了一些非常明显的东西.

这是GameState.h的内容

#ifndef GUARD_GAMESTATE_H
#define GUARD_GAMESTATE_H

#include<SDL.h>

class Game;

class GameState {
protected:
    Game *m_pGame;
public:
    GameState( Game&  );

    virtual void load() = 0;

    virtual void handle_events( SDL_Event& events ) = 0;
    virtual void logic() = 0;
    virtual void draw() = 0;

    virtual void unload() = 0;

    virtual ~GameState() = 0;
};

class BlankState : public GameState {
private:
    SDL_Surface *background;

public:

    BlankState(Game& game);

    void load();
    void handle_events();

    void logic();

    void draw();

    void unload();

    ~BlankState();
};

#endif
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这里是GameState.cpp,我实现了GameState构造函数和BlankStates继承的方法

#include"GameState.h"
#include"Game.h"
#include"AssetLoader.h"


GameState::GameState(Game& game) {
    m_pGame = &game;
    m_pGame->addState(this);
}




BlankState::BlankState(Game& game)
        :GameState(game)
    {}


void BlankState::load() {
        background = AssetLoader::loadImage("assets\background.png");
}

void BlankState::handle_events() {}

void BlankState::logic() {}

void BlankState::draw() {
        SDL_Rect lol;
        lol.x = 0;
        lol.y = 0;
        SDL_BlitSurface(background, NULL, m_pGame->getSurface(), &lol);
}

void BlankState::unload() {
        SDL_FreeSurface(background);
}

BlankState::~BlankState() {}
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在此先感谢您的帮助

And*_*owl 5

void handle_events()派生类函数具有比不同的签名void handle_events(SDL_Event&)在基类它应该覆盖功能.

编译器抱怨,因为派生类不提供void handle_events(SDL_Event&)在基类中声明的纯虚函数的实现.

换句话说,派生类是抽象的,编译器正确拒绝实例化它.

作为补充说明,在C++ 11中,您可以使用contextual关键字override明确说明您使成员函数覆盖基类中声明的虚函数的意图:

struct X
{
    virtual void foo(int) = 0;
};

struct Y : X
{
    virtual void foo(int) override { }
//                        ^^^^^^^^
//                        Makes it clear that this function is meant to
//                        override (and not just to hide) a virtual function 
//                        declared in the base class 
};

int main()
{
    Y y;
}
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这样做的目的是像你所做的那样的错误可能很容易被抓住.尝试override使用其签名与基类中的虚函数的签名不兼容的函数将触发编译错误:

struct X
{
    virtual void foo(int) = 0;
};

struct Y : X
{
    virtual void foo() override { } // ERROR!
    //                 ^^^^^^^^
    //                 X::foo has an incompatible signature
};

int main()
{
    Y y;
}
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