使用类getter函数C++的奇怪输出

Emi*_*buc 0 c++ oop getter-setter

所以我在头文件中有一段飞镖游戏的代码:

    class Player
    {
    private:
        string playerName;
        int bullAccuracy;
        int outerAccuracy;
        int singleAccuracy;
    public:

        //getters
        string& getName();
        int& getBullAccuracy();
        int& getSingleAccuracy();

        //setters
        void setName(string& name);
        void setBullAccuracy(int& bull_accuracy);
        void setSingleAccuracy(int& single_accuracy);
    };
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然后.cpp文件中的相应getter和setter函数如下所示:

    //getters
    string& Player::getName()
    {
        return playerName;
    }
    unsigned int& Player::getScore()
    {
        return playerScore;
    }
    int& Player::getBullAccuracy()
    {
        return bullAccuracy;
    }
    int& Player::getSingleAccuracy() 
    {
        return singleAccuracy;
    }

//setters
void Player::setName(string& name)
{
    playerName = name;
}
void Player::setBullAccuracy(int& bull_accuracy)
{
    bullAccuracy = bull_accuracy;
}
void Player::setSingleAccuracy(int& single_accuracy)
{
    singleAccuracy = single_accuracy;
}
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对于类数据成员来说,所有这些非常简单和基本的getter/setter代码,对吧?

但是在main()函数中,我为我的玩家设置名称,各种精确度,然后通过getter显示它们.所有这些都是使用对象和迭代器的向量完成的,如下所示:

vector<Player> player(2);
vector<Player>::iterator modIter;
int bAccuracy, sAccuracy;
string playerName;
cout << "Input the name of the players: " << endl;
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
    cin >> playerName;
    modIter->setName(playerName);
}
cout << "\nSet the players' bull accuracy:" << endl;
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
    cout << modIter->getName() << ": ";
    cin >> bAccuracy;
    modIter->setBullAccuracy(bAccuracy);
}
cout << "\nSet the players' single hit accuracy: " << endl;
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
    cout << modIter->getName() << ": ";
    cin >> sAccuracy;
    modIter->setBullAccuracy(sAccuracy);
}
//display values to check program working well so far
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
    cout << modIter->getBullAccuracy() << endl;
    cout << modIter->getOuterAccuracy() << endl;
    cout << modIter->getSingleAccuracy() << endl;
}
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在运行代码之后,输入"Joe"和"Sid"作为名称,71和73分别表示公牛准确度,然后输入80表示单个命中准确度,这就是我的控制台输出:

输入玩家的名字:

希德

设置玩家的公牛准确度:

乔:71

Sid:73 //这意味着至少正确设置了名称

设置玩家的单击命中率:

乔:80

希德:80

//这里是奇怪的输出

80 //这应该是71

-842150451 //这80

80 //这里是73

-842150451 //再来一次80

那究竟发生了什么,因为这是对getter和setter的基本和熟悉的使用,我不知道如何自己调试,因为我没有看到问题.我的代码中有什么东西我看不到它会改变结果吗?

非常感谢您的帮助

Cha*_*ara 6

当你提示单一准确性时,你仍在调用setBullAccuracy方法,而不是setSingleAccuracy.你也没有初始化你的成员变量,这就是为什么打印出来singleAccuracy给你带来垃圾的原因.