状态模式 C++
state pattern C++
在学习了这里的一些优秀教程之后,我正在尝试创建一个简单的状态模式:http://gameprogrammingpatterns.com/state.html
我正在完成当前教程的一半,我正在尝试复制每个状态的静态实例,方法是将它们包含在基础 class 中。但是,在切换状态时,g++ 会抛出此错误。
state_test.cpp: In member function ‘virtual void Introduction::handleinput(Game&, int)’:
state_test.cpp:55:16: error: cannot convert ‘Playing*’ to ‘GameState*’ in assignment
game.state_ = &GameState::play;
^
现在,我明白了错误涉及指针的转换,但我真的很难看到如何修复它。当我遵循这个人的代码时,我有点希望它能工作,但是因为他正在不断地改变它并试图加强最佳实践,所以我没有他的完整源代码可以遵循。但是,我觉得在我完成本教程的其余部分之前,在这个阶段理解代码对我来说很重要。
以下是我创建的代码,试图复制他的状态系统:
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
virtual void update(Game& game) {}
};
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}
为什么我的实现没有编译有什么想法吗?
编辑:
所以为了响应之前的辅导,对此我非常感谢,我修改了代码。我首先将它们全部放在单独的文件中,但是对于这么少量的测试代码来说,这带来的麻烦超过了它的价值。我只是重写了一个声明 classes 的头文件,然后在 .cpp 文件中定义了它们。
这是 .h 文件:
class Introduction;
class Playing;
class Game;
class GameState;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Introduction : public GameState
{
public:
Introduction();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Game
{
public:
Game();
~Game();
virtual void handleinput(int arbitary);
virtual void update();
GameState* state_;
};
这是 .cpp 文件:
#include <iostream>
#include "state.h"
GameState::~GameState()
{std::cout << "Exiting Game State Instance" << std::endl;}
void GameState::handleinput(Game& game, int arbitary)
{}
void GameState::update(Game& game)
{}
Game::Game()
{}
Game::~Game()
{}
void Game::handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
void Game::update()
{
state_->update(*this);
}
Introduction::Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Introduction::update(Game& game) {}
Playing::Playing()
{
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
void Playing::update(Game& game) {}
int main(int argc, char const *argv[])
{
Game mygame;
return 0;
}
而且我仍然无法让它工作。之前的错误已经消失,但我正在努力访问 "introduction" 的静态实例并在基础 class 内部播放。抛出的错误是:
/tmp/ccH87ioX.o: In function `Introduction::handleinput(Game&, int)':
state_test.cpp:(.text+0x1a9): undefined reference to `GameState::play'
/tmp/ccH87ioX.o: In function `Playing::handleinput(Game&, int)':
state_test.cpp:(.text+0x23f): undefined reference to `GameState::intro'
collect2: error: ld returned 1 exit status
我以为我怀疑了!好沮丧!
我应该补充一点,RustyX 提供的答案确实可以编译,但是我必须将 "playing" 和 "introduction" 的实例移到 class 定义之外,然后我可以不再将它们设置为静态,我认为这很重要,因为我只需要每个实例,我希望它们尽早初始化。
问题是编译器是从上到下读取文件的。在包含
的行
game.state_ = &GameState::play;
他还不知道Playing
继承自GameState
。它只知道Playing
是一个class,后面会声明
您应该将 class 声明与方法实现分开。先声明所有 class ,再声明方法。在更大的项目中,您会将它们全部拆分为单独的 *.h 和 *.cpp 文件,并且这种排序会自然发生。
简化示例:
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
// Declarations of other classes...
Playing::Playing() {
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitrary) {
if (arbitary == 0)
game.state_ = &GameState::intro;
}
}
void Playing::update(Game& game) {
}
您可以在 class 声明中保留一些方法。通常如果方法很小,会从内联中受益并且没有这种循环依赖问题。
在 所有 类.
的定义之后 将函数的实现移到
编译器必须完整地看到继承的 类 Playing
和 Introduction
才能知道它们继承自 GameState
.
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game) {}
};
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
Introduction GameState::intro;
Playing GameState::play;
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}
在学习了这里的一些优秀教程之后,我正在尝试创建一个简单的状态模式:http://gameprogrammingpatterns.com/state.html
我正在完成当前教程的一半,我正在尝试复制每个状态的静态实例,方法是将它们包含在基础 class 中。但是,在切换状态时,g++ 会抛出此错误。
state_test.cpp: In member function ‘virtual void Introduction::handleinput(Game&, int)’:
state_test.cpp:55:16: error: cannot convert ‘Playing*’ to ‘GameState*’ in assignment
game.state_ = &GameState::play;
^
现在,我明白了错误涉及指针的转换,但我真的很难看到如何修复它。当我遵循这个人的代码时,我有点希望它能工作,但是因为他正在不断地改变它并试图加强最佳实践,所以我没有他的完整源代码可以遵循。但是,我觉得在我完成本教程的其余部分之前,在这个阶段理解代码对我来说很重要。
以下是我创建的代码,试图复制他的状态系统:
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
virtual void update(Game& game) {}
};
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}
为什么我的实现没有编译有什么想法吗?
编辑:
所以为了响应之前的辅导,对此我非常感谢,我修改了代码。我首先将它们全部放在单独的文件中,但是对于这么少量的测试代码来说,这带来的麻烦超过了它的价值。我只是重写了一个声明 classes 的头文件,然后在 .cpp 文件中定义了它们。
这是 .h 文件:
class Introduction;
class Playing;
class Game;
class GameState;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Introduction : public GameState
{
public:
Introduction();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
class Game
{
public:
Game();
~Game();
virtual void handleinput(int arbitary);
virtual void update();
GameState* state_;
};
这是 .cpp 文件:
#include <iostream>
#include "state.h"
GameState::~GameState()
{std::cout << "Exiting Game State Instance" << std::endl;}
void GameState::handleinput(Game& game, int arbitary)
{}
void GameState::update(Game& game)
{}
Game::Game()
{}
Game::~Game()
{}
void Game::handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
void Game::update()
{
state_->update(*this);
}
Introduction::Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Introduction::update(Game& game) {}
Playing::Playing()
{
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
void Playing::update(Game& game) {}
int main(int argc, char const *argv[])
{
Game mygame;
return 0;
}
而且我仍然无法让它工作。之前的错误已经消失,但我正在努力访问 "introduction" 的静态实例并在基础 class 内部播放。抛出的错误是:
/tmp/ccH87ioX.o: In function `Introduction::handleinput(Game&, int)':
state_test.cpp:(.text+0x1a9): undefined reference to `GameState::play'
/tmp/ccH87ioX.o: In function `Playing::handleinput(Game&, int)':
state_test.cpp:(.text+0x23f): undefined reference to `GameState::intro'
collect2: error: ld returned 1 exit status
我以为我怀疑了!好沮丧!
我应该补充一点,RustyX 提供的答案确实可以编译,但是我必须将 "playing" 和 "introduction" 的实例移到 class 定义之外,然后我可以不再将它们设置为静态,我认为这很重要,因为我只需要每个实例,我希望它们尽早初始化。
问题是编译器是从上到下读取文件的。在包含
的行game.state_ = &GameState::play;
他还不知道Playing
继承自GameState
。它只知道Playing
是一个class,后面会声明
您应该将 class 声明与方法实现分开。先声明所有 class ,再声明方法。在更大的项目中,您会将它们全部拆分为单独的 *.h 和 *.cpp 文件,并且这种排序会自然发生。
简化示例:
class Playing : public GameState
{
public:
Playing();
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game);
};
// Declarations of other classes...
Playing::Playing() {
std::cout << "constructed Playing state" << std::endl;
}
void Playing::handleinput(Game& game, int arbitrary) {
if (arbitary == 0)
game.state_ = &GameState::intro;
}
}
void Playing::update(Game& game) {
}
您可以在 class 声明中保留一些方法。通常如果方法很小,会从内联中受益并且没有这种循环依赖问题。
在 所有 类.
的定义之后 将函数的实现移到编译器必须完整地看到继承的 类 Playing
和 Introduction
才能知道它们继承自 GameState
.
#include <iostream>
class Game;
class Introduction;
class Playing;
class GameState
{
public:
static Introduction intro;
static Playing play;
virtual ~GameState() {std::cout << "an undefined GameState has been destroyed" << std::endl;}
virtual void handleinput(Game& game, int arbitary) {}
virtual void update(Game& game) {}
};
class Game
{
public:
Game()
{}
~Game()
{}
virtual void handleinput(int arbitary)
{
state_->handleinput(*this, arbitary);
}
virtual void update()
{
state_->update(*this);
}
//private:
GameState* state_;
};
class Introduction : public GameState
{
public:
Introduction()
{
std::cout << "constructed Introduction state" << std::endl;
}
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game) {}
};
class Playing : public GameState
{
public:
Playing() {std::cout << "constructed Playing state" << std::endl;}
virtual void handleinput(Game& game, int arbitary);
virtual void update(Game& game) {}
};
void Introduction::handleinput(Game& game, int arbitary)
{
if (arbitary == 1)
game.state_ = &GameState::play;
}
void Playing::handleinput(Game& game, int arbitary)
{
if (arbitary == 0)
game.state_ = &GameState::intro;
}
Introduction GameState::intro;
Playing GameState::play;
int main(int argc, char const *argv[])
{
Game thisgame;
return 0;
}