覆盖方法并使用 shared_ptr 调用它们的奇怪行为
Strange behavior on overriding methods and calling them with shared_ptr
对于我的碰撞代码,我认为如果每个实体覆盖并定义它自己与任何其他实体的交互会很整洁。所以,我试图实现这个:
Entity.h:
class Bullet;
class Person;
class Entity
{
public:
Entity();
~Entity();
virtual void resolveCollision(Entity &other);
virtual void resolveCollision(Bullet &other);
virtual void resolveCollision(Person &other);
};
Entity.cpp:
void Entity::Entity() {}
void Entity::~Entity() {}
void Entity::resolveCollision(Entity &other) {
std::cout << "collided entity with entity" << std::endl;
}
void Entity::resolveCollision(Bullet &other) {
std::cout << "collided entity with bullet" << std::endl;
}
void Entity::resolveCollision(Person &other) {
std::cout << "collided entity with person" << std::endl;
}
Person.h:
#include "Entity.h"
class Person :
public Entity
{
public:
Person();
~Person();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Person.cpp:
Person::Person() {}
Person::~Person() {}
void Person::resolveCollision(Entity &other) {
std::cout << "collided person with entity" << std::endl;
}
void Person::resolveCollision(Bullet &other) {
std::cout << "collided person with bullet" << std::endl;
}
void Person::resolveCollision(Person &other) {
std::cout << "collided person with person" << std::endl;
}
Bullet.h(几乎是Person.h的翻版):
#include "Entity.h"
class Bullet :
public Entity
{
public:
Bullet();
~Bullet();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Bullet.cpp(几乎是Person.cpp的翻版):
Bullet::Bullet() {}
Bullet::~Bullet() {}
void Bullet::resolveCollision(Entity &other) {
std::cout << "collided bullet with entity" << std::endl;
}
void Bullet::resolveCollision(Bullet &other) {
std::cout << "collided bullet with bullet" << std::endl;
}
void Bullet::resolveCollision(Person &other) {
std::cout << "collided bullet with person" << std::endl;
}
最后,main.cpp:
#include "Bullet.h"
#include "Person.h"
#include <typeinfo>
int main()
{
std::vector<std::shared_ptr<Entity>> entities;
entities.push_back(std::shared_ptr<Person>(new Person()));
entities.push_back(std::shared_ptr<Bullet>(new Bullet()));
std::cout << typeid(entities[0]).name() << std::endl;
std::cout << typeid(*entities[0]).name() << std::endl;
std::cout << typeid(entities[1]).name() << std::endl;
std::cout << typeid(*entities[1]).name() << std::endl;
(*entities[0]).resolveCollision(*entities[1]);
Person().resolveCollision(Bullet());
return 0;
}
出于某种奇怪的原因,控制台输出以下内容:
class std::shared_ptr<class Entity>
class Person
class std::shared_ptr<class Entity>
class Bullet
collided person with entity
collided person with bullet
所以它似乎认识到 *entities[1] 是一个 class Bullet,但出于某种原因,它调用 Person::resolveCollision(Entity) 而不是 Person::resolveCollision( Bullet) 即使创建那些 classes 的实例并做同样的事情也会输出玩家和子弹之间的碰撞。我在做什么导致这个?前向声明会导致这种情况吗?
谢谢!
来电
(*entities[0]).resolveCollision(*entities[1]);
在编译时解析为 Entity::resolveCollision(Entity &other);
。凭借 virtual
函数调度机制,调用在 运行 时被调度到 Person::resolveCollision(Entity &other);
。但是,动态调度系统并没有根据other
的运行时间信息改变对Person::resolveCollision(Bullet &other);
的调用。那将需要 double dispatch system,它不是语言的一部分。
为了获得所需的行为,请使用以下代码:
auto bulletPtr = std::dynamic_pointer_cast<Bullet>(entities[1]);
if(bulletPtr)
{
entities[0]->resolveCollision(bulletPtr);
}
entities[0] 的 resolvecollision 将调用 Person 的 resolveCollision,因为该函数是虚拟的并且在派生 class 中被覆盖。 c++ 运行-time 不知道 entities[1] 实际上是一个 bulletPtr,所以你必须动态地将它投射下来。您必须检查 dynamic_pointer_cast.
返回的指针的有效性
对于我的碰撞代码,我认为如果每个实体覆盖并定义它自己与任何其他实体的交互会很整洁。所以,我试图实现这个:
Entity.h:
class Bullet;
class Person;
class Entity
{
public:
Entity();
~Entity();
virtual void resolveCollision(Entity &other);
virtual void resolveCollision(Bullet &other);
virtual void resolveCollision(Person &other);
};
Entity.cpp:
void Entity::Entity() {}
void Entity::~Entity() {}
void Entity::resolveCollision(Entity &other) {
std::cout << "collided entity with entity" << std::endl;
}
void Entity::resolveCollision(Bullet &other) {
std::cout << "collided entity with bullet" << std::endl;
}
void Entity::resolveCollision(Person &other) {
std::cout << "collided entity with person" << std::endl;
}
Person.h:
#include "Entity.h"
class Person :
public Entity
{
public:
Person();
~Person();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Person.cpp:
Person::Person() {}
Person::~Person() {}
void Person::resolveCollision(Entity &other) {
std::cout << "collided person with entity" << std::endl;
}
void Person::resolveCollision(Bullet &other) {
std::cout << "collided person with bullet" << std::endl;
}
void Person::resolveCollision(Person &other) {
std::cout << "collided person with person" << std::endl;
}
Bullet.h(几乎是Person.h的翻版):
#include "Entity.h"
class Bullet :
public Entity
{
public:
Bullet();
~Bullet();
void resolveCollision(Entity &other) override;
void resolveCollision(Bullet &other) override;
void resolveCollision(Person &other) override;
};
Bullet.cpp(几乎是Person.cpp的翻版):
Bullet::Bullet() {}
Bullet::~Bullet() {}
void Bullet::resolveCollision(Entity &other) {
std::cout << "collided bullet with entity" << std::endl;
}
void Bullet::resolveCollision(Bullet &other) {
std::cout << "collided bullet with bullet" << std::endl;
}
void Bullet::resolveCollision(Person &other) {
std::cout << "collided bullet with person" << std::endl;
}
最后,main.cpp:
#include "Bullet.h"
#include "Person.h"
#include <typeinfo>
int main()
{
std::vector<std::shared_ptr<Entity>> entities;
entities.push_back(std::shared_ptr<Person>(new Person()));
entities.push_back(std::shared_ptr<Bullet>(new Bullet()));
std::cout << typeid(entities[0]).name() << std::endl;
std::cout << typeid(*entities[0]).name() << std::endl;
std::cout << typeid(entities[1]).name() << std::endl;
std::cout << typeid(*entities[1]).name() << std::endl;
(*entities[0]).resolveCollision(*entities[1]);
Person().resolveCollision(Bullet());
return 0;
}
出于某种奇怪的原因,控制台输出以下内容:
class std::shared_ptr<class Entity>
class Person
class std::shared_ptr<class Entity>
class Bullet
collided person with entity
collided person with bullet
所以它似乎认识到 *entities[1] 是一个 class Bullet,但出于某种原因,它调用 Person::resolveCollision(Entity) 而不是 Person::resolveCollision( Bullet) 即使创建那些 classes 的实例并做同样的事情也会输出玩家和子弹之间的碰撞。我在做什么导致这个?前向声明会导致这种情况吗?
谢谢!
来电
(*entities[0]).resolveCollision(*entities[1]);
在编译时解析为 Entity::resolveCollision(Entity &other);
。凭借 virtual
函数调度机制,调用在 运行 时被调度到 Person::resolveCollision(Entity &other);
。但是,动态调度系统并没有根据other
的运行时间信息改变对Person::resolveCollision(Bullet &other);
的调用。那将需要 double dispatch system,它不是语言的一部分。
为了获得所需的行为,请使用以下代码:
auto bulletPtr = std::dynamic_pointer_cast<Bullet>(entities[1]);
if(bulletPtr)
{
entities[0]->resolveCollision(bulletPtr);
}
entities[0] 的 resolvecollision 将调用 Person 的 resolveCollision,因为该函数是虚拟的并且在派生 class 中被覆盖。 c++ 运行-time 不知道 entities[1] 实际上是一个 bulletPtr,所以你必须动态地将它投射下来。您必须检查 dynamic_pointer_cast.
返回的指针的有效性