AoA,我正在制作一个国际象棋的控制台游戏,但我坚持多态,下面是类和函数定义/*旧的部分//基类
class Piece /*Parent class */
{
protected:
Position* pCoord;
std::string color;
char symbol;
public:
Piece(Position* Coord,std::string Color,char symbol);
Position GetCurrentPos();
std::string GetColor();
void SetColor(std::string color);
void Draw();
virtual bool SetPos(Position* newPos){MessageBox(NULL,L"Virtual Running",L"Error",MB_OK); return true;};
virtual ~Piece();
};
/* Inherited classes */
//Child classes
class Pawn: public Piece
{
private:
std::vector<Position>* allowPos;
public:
Pawn(Position* Coord,std::string Color,char symbol);
~Pawn();
std::vector<Position>* GetThreatendFields();
bool isValidMove(Position* newPos);
bool SetPos(Position* newPos);
};
//Child classes
class Bishops: public Piece
{
private:
std::vector<Position>* allowPos;
public:
Bishops(Position* Coord,std::string Color,char symbol);
~Bishops();
std::vector<Position>* GetThreatendFields();
bool isValidMove(Position* newPos);
bool SetPos(Position* newPos);
};
//Here is the implementation of child class function SetPos
bool Pawn::SetPos(Position* newPos)
{
bool isSet = false;
this->pCoord = new Position();
this->pCoord = newPos;
isSet = true;
MessageBox(NULL,L"Child function running",L"Yuhuu!",MB_OK);
return isSet;
}
class ChessBoard
{
private:
Position ptr; //dummy
int SelectedPiece;
vector<Piece> pPieceSet;
bool isSelected;
public:
ChessBoard();
~ChessBoard();
void ShowPieces(Player *p1,Player *p2);
void Draw();
void MouseActivity();
void Place(Piece& p);
};
//it just shows the peices acquired from player objects..dummy vector pointer
void ChessBoard::ShowPieces(Player* p1,Player* p2)
{
std::vector<Piece>* vPiece = p1->GetPieces();
for( int i=0;i<vPiece->size();i++ )
{
Piece& piece = vPiece->at(i);
Place(piece);
piece.Draw();
}
vPiece = p2->GetPieces();
for( int i=0;i<vPiece->size();i++ )
{
Piece& piece = vPiece->at(i);
Place(piece);
piece.Draw();
}
}
*/
/*new part
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我做了你说的
Player::std::vector<Piece*> *vPieceSet;
Player::Player(int turn)
{
this->turn = turn%2;
this->vPieceSet = new std::vector<Piece*>;
}
void Player::Initialize() //Initial and final ranges for position
{
//Initialization of pieces to their respective position
Position pos;
Piece *pPiece;
if( this->turn == 0 )
{
this->SetName("Player 1");
for( int i=8;i<16;i++ )
{
pos.SetPosition(i);
Pawn pPawn(&pos,"blue",'P');
pPiece = &pPawn;
this->vPieceSet->push_back(pPiece);
}
//other classes same as above
}
It runs fine at initialzation function(stores all classes fine) but when use function to get the vector object
std::vector<Piece*>* Player::GetPieces()
{
std::vector<Piece*>* tPieces = this->vPieceSet;
return tPieces;
}
//In main.cpp
it doesnot return the vector object
Player p1(0),p2(1);
p1.Initialize();
p2.Initialize(); //initialization done perfectly while debugging
vector<Piece*> *obj = p1.GetPieces(); //returns garbage
Piece* pObj = obj->at(0); //garbage
cout<<pObj->GetColor(); // garbage
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*/新部分
听起来我有另一个问题!
当您使用多态时,您真正想要做的是实例化派生类型的对象,并通过指针或对基础对象的引用来调用该对象上的方法.
class Foo
{
public:
virtual void DoIt () { cout << "Foo"; }
};
class Bar
:
public Foo
{
public:
void DoIt () { cout << "Bar"; }
};
int main()
{
Foo* foo = new Bar;
foo->DoIt(); // OUTPUT = "Bar"
Foo& fooRef = *foo;
fooRef.DoIt(); // OUTPUT = "Bar"
}
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为了使其工作,您需要使用指针或对象的引用.您无法使用基类创建对象的副本.如果您复制,您将切片对象.
int main()
{
Foo* foo = new Bar;
foo->DoIt(); // OK, output = "Bar"
Foo fooCopy = *foo; // OOPS! sliced Bar
fooCopy.DoIt(); // WRONG -- output = "Foo"
}
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在你的代码中,这个Piece
类是多态的,在你的ChessBoard
类中你有vector
这个类:
class ChessBoard
{
private:
vector<Piece> pPieceSet;
};
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由于这是对象本身的一个,而不是指向vector
的Piece
对象,因此Piece
您在此处放置的任何内容都将被切片.你需要改为pPieceSet
成为vector
指针Piece
:
vector <Piece*> pPieceSet;
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你还有其他问题Initialize
,无论如何都需要重构.一方面,你有其他 vector
的Piece
对象,这里有两个问题.首先,它需要成为一个vector
指针,其次,当你vector
已经有一个与之相关的时候,为什么还需要另一个ChessBoard
呢?我没有彻底检查你的代码,所以也许你确实需要它,但这似乎是一个错误.应该只有一个集合,在ChessBoard
.
在你的Initialize
方法中:
Piece *pPiece;
// ...
Pawn pPawn(&pos,"blue",'P');
pPiece = &pPawn;
vPieceSet.push_back(*pPiece);
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有几个问题.一,你正在推回一个切片的副本,Piece
当你改变你vector
的存储指针时,它将被修复.其次,如果您只是改变这样:
Piece *pPiece;
// ...
Pawn pPawn(&pos,"blue",'P');
pPiece = &pPawn;
vPieceSet.push_back(pPiece); // <-- not dereferencing
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您将遇到一个新问题,因为您将指针存储到本地(自动)变量.最好是这样做:
Piece* pPiece = new Pawn (...);
// ...
vPieceSet.push_back (pPiece);
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请不要忘记delete
你的一切new
.这最好通过使用智能指针而不是原始指针来处理.在C++ 03中我们有auto_ptr
,但那些不能进入vector
.相反,你需要使用Boost或其他东西,或者只是存储原始指针.在C++ 11中,我们现在有unique_ptr
(首选)shared_ptr
,它可以进入a vector
.
在C++ 11中,这里最好的解决方案是将一个向量声明为:
vector <unique_ptr <Piece> > pPieceSet;
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...除非你有一些迫切需要使用shared_ptr
.