存储所有 class 个实例的向量,并调用它们的成员函数
Storing a vector of all class instances, and calling their member functions
如何创建一个向量来存储 class 的所有实例?那么我该如何遍历它们并调用它们的成员函数之一呢?
这是我一直在尝试做的事情的浓缩示例。
#include <vector>
struct Entity{
Entity::Draw(){
// do drawing things
}
};
static std::vector<Entity> entities;
Entity player;
Entity enemy;
void renderEntities() {
for (std::vector<Entity>::iterator iter = entities.begin();
iter < entities.end();
iter++) {
iter->Draw; // Error in the example. I'm using Draw(); in the actual code.
}
但是 renderEntities() 没有做任何事情。 Draw 成员函数有效,如果我使用例如播放器->绘制。我要么搞砸了向量或迭代器,要么两者都搞砸了,我不知道如何修复它。我试过使用引用和指针,我认为这是应该做的,但每当我尝试这样做时,我都会遇到无法修复的错误。
更新:
我感谢所有的帮助,我学到了很多东西。但是我的 render_entities 函数仍然没有做任何事情。这是所有代码。
任何以 terminal_ 开头的函数调用都来自 BearLibTerminal 库。
main.cpp
#include <BLT/BearLibTerminal.h>
#include <iostream>
#include <string.h>
#include <vector>
#include "entity.h"
const int WindowSizeX{50};
const int WindowSizeY{20};
const std::string Title{"BLT Test"};
const std::string Font{"../res/SourceCodePro-Regular.ttf"};
const int FontSize{24};
bool quit_game{false};
static Entity player;
static Entity enemy;
void initialize();
void handle_input(int key, Entity &entity);
void draw_player(int x, int y, const char *symbol);
void render_entities();
void clear_entities();
int main() {
initialize();
while (!quit_game) {
terminal_refresh();
int key{terminal_read()};
if (key != TK_CLOSE) {
handle_input(key, player);
}
else {
quit_game = true;
break;
}
clear_entities();
}
terminal_close();
return 0;
}
void initialize() {
terminal_open();
std::string size{"size=" + std::to_string(WindowSizeX) + "x" +
std::to_string(WindowSizeY)};
std::string title{"title='" + Title + "'"};
std::string window{"window: " + size + "," + title};
std::string fontSize{"size=" + std::to_string(FontSize)};
std::string font{"font: " + Font + ", " + fontSize};
std::string concatWndFnt{window + "; " + font};
const char *setWndFnt{concatWndFnt.c_str()};
terminal_set(setWndFnt);
terminal_clear();
player.x = 0;
player.y = 0;
player.layer = 0;
player.symbol = "P";
player.color = "green";
enemy.x = 10;
enemy.y = 10;
enemy.layer = 0;
enemy.symbol = "N";
enemy.color = "red";
}
void handle_input(int key, Entity &entity) {
int dx{0};
int dy{0};
switch (key) {
case TK_LEFT:
case TK_H:
dx = -1;
dy = 0;
break;
case TK_RIGHT:
case TK_L:
dx = 1;
dy = 0;
break;
case TK_UP:
case TK_K:
dx = 0;
dy = -1;
break;
case TK_DOWN:
case TK_J:
dy = 1;
dx = 0;
break;
case TK_Y:
dx = -1;
dy = -1;
break;
case TK_U:
dx = 1;
dy = -1;
break;
case TK_B:
dx = -1;
dy = 1;
break;
case TK_N:
dx = 1;
dy = 1;
break;
case TK_ESCAPE:
quit_game = true;
break;
}
player.Move(dx, dy);
if (player.x > WindowSizeX - 1) {
player.x = WindowSizeX - 1;
}
else if (player.x < 0) {
player.x = 0;
}
if (player.y > WindowSizeY - 1) {
player.y = WindowSizeY - 1;
}
else if (player.y < 0) {
player.y = 0;
}
player.Draw(); // This works.
enemy.Draw(); // So do this.
entity.Draw(); // This draws only player.
render_entities(); // This doesn't do anything.
// Player X and Y are printed out correctly, Entities is always 0.
std::cout << "Player X: " << player.x << std::endl;
std::cout << "Player Y: " << player.y << std::endl;
std::cout << "Entities: " << entities.size() << std::endl;
}
void render_entities() {
for (auto entity : entities) {
entity->Draw();
}
}
void clear_entities() {
for (auto entity : entities) {
entity->Clear();
}
}
entity.h
#ifndef ENTITY_H_
#define ENTITY_H_
struct Entity {
int x;
int y;
int layer;
const char *symbol;
const char *color;
Entity();
~Entity();
void Move(int dx, int dy);
void Draw();
void Clear();
};
static std::vector<Entity *> entities;
#endif /* ENTITY_H_ */
entity.cpp
#include <BLT/BearLibTerminal.h>
#include <vector>
#include <algorithm>
#include "entity.h"
Entity::Entity() {
entities.push_back(this);
}
// Entity(const Entity &) : Entity() {}
// I get an "expected unqualified-id" when I uncomment this. Why?
Entity::~Entity() {
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
void Entity::Move(int dx, int dy) {
this->x += dx;
this->y += dy;
}
void Entity::Draw() {
terminal_layer(this->layer);
terminal_color(color_from_name(this->color));
terminal_print(this->x, this->y, this->symbol);
}
void Entity::Clear() {
terminal_layer(this->layer);
terminal_print(this->x, this->y, " ");
}
在 main.cpp 中,在 handle_input() 的底部你会看到...
player.Draw(); // This works.
enemy.Draw(); // So do this.
entity.Draw(); // This draws only player.
render_entities(); // This doesn't do anything.
// Player X and Y are printed out correctly, Entities is always 0.
std::cout << "Player X: " << player.x << std::endl;
std::cout << "Player Y: " << player.y << std::endl;
std::cout << "Entities: " << entities.size() << std::endl;
自 c++ 11 以来使用 for 循环的更简单方法:
for( auto & entity : entities) {
entity.Draw();
}
您想要 iter != entities.end();
而不是 <
。此外,在此代码示例中,您忘记了 Draw
.
之后的括号
renderEntities()
不执行任何操作,因为您没有向 vector
添加任何 Entity
对象。当您声明 player
和 enemy
对象时,它们只是停留在内存中,不会自动添加到 vector
。您需要明确添加它们,例如通过调用 entities.push_back()
.
我建议使用 Entity
构造函数和析构函数来自动更新 vector
,而不必记住手动执行。这样,每个 Entity
对象都由 renderEntities()
计算,例如:
#include <vector>
#include <algorithm>
struct Entity;
static std::vector<Entity*> entities;
struct Entity
{
Entity()
{
entities.push_back(this);
}
Entity(const Entity &)
: Entity()
{
}
~Entity()
{
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
void Draw()
{
// do drawing things
}
};
Entity player;
Entity enemy;
void renderEntities()
{
for (auto *entity : entities)
{
entity->Draw();
}
}
更新:在看到你的完整代码后,我发现你仍然犯了一些错误。
在 main.cpp
中,handle_input()
范围内没有 entity
变量,因此调用 entity.Draw()
不应该编译。
不过,真正的大错误在 entity.h
。不要在该文件中将 entities
变量声明为 static
!这会导致 每个 .cpp
#include
是你的 entity.h
文件它自己的副本多变的。这意味着 main.cpp
和 entity.cpp
正在对 单独的 std::vector
对象 进行操作!这就是为什么你看到 entities
在 main.cpp
中总是空的 - Entity
对象永远不会被添加到存在于 main.cpp
中的 std::vector
,只会添加到std::vector
存在于 entities.cpp
.
你需要将实际的std::vector
变量移动到entity.cpp
中(没有static
),然后在entity.h
中声明变量为extern
所以您的所有 .cpp
文件都可以访问和共享 单个变量 .
试试这个:
entity.h
#ifndef ENTITY_H_
#define ENTITY_H_
#include <vector>
#include <string>
struct Entity {
int x = 0;
int y = 0;
int layer = 0;
std::string symbol;
std::string color;
Entity();
Entity(const Entity&);
~Entity();
Entity& operator=(const Entity&) = default;
...
};
extern std::vector<Entity *> entities; // <-- extern, NOT static!
#endif /* ENTITY_H_ */
entity.cpp
#include <BLT/BearLibTerminal.h>
#include <vector>
#include <algorithm>
#include "entity.h"
std::vector<Entity *> entities; // <-- real variable, also NOT static!
Entity::Entity() {
entities.push_back(this);
}
Entity::Entity(const Entity &src) : Entity() {
*this = src;
}
Entity::~Entity() {
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
...
void Entity::Draw() {
terminal_layer(layer);
terminal_color(color_from_name(color.c_str()));
terminal_print(x, y, symbol.c_str());
}
...
有几种方法可以做到这一点,我将从最差到最好对它们进行排名(并不是说你的方法不好,只是在这种情况下有更好的方法)。
您的代码的问题是 iter->Draw;
--> 这实际上并不是在调用该函数,所以它应该是:
for (std::vector<Entity>::iterator iter = entities.begin();
iter < entities.end();
iter++) {
iter->Draw(); // Notice I added ()
}
但是,有更好的方法来做同样的事情:
// Entity & is important so that a copy isn't made
for (Entity & entity : entities) {
entity.Draw();
}
现在是上面的等效(但稍微好一点)版本:
// Notice the use of auto!
for (auto & entity : entities) {
entity.Draw();
}
最后,如果您以后决定需要它作为指针向量,您可以:
static std::vector<Entity *> entities;
static Entity * player = new Entity();
static Entity * enemy = new Entity();
...
for (Entity * entity : entities) { // You could also use (auto entity : entities)
entity->Draw();
}
在这种情况下,因为它是 raw pointers
而不是 smart pointers
的向量,您需要确保循环遍历向量并在调用 [= 之前的某个时刻删除实体32=]() 否则你会发生内存泄漏。
最后一个示例的好处是,如果您稍后重新组织代码以拥有其他 类 extend
实体以提供它们自己的绘制行为,您的向量仍将是能够存储指向所有这些新 类 的指针并调用它们的 Draw() 方法。
这是一个例子。
#include <iostream>
#include <string>
#include <vector>
using namespace std;
struct Entity {
Entity(string _name):name(_name){}
void Draw(){
// do drawing things
cout << name << "::Draw" << endl;
}
private:
string name;
};
static std::vector<Entity *> entities;
static Entity * player = new Entity("Player");
static Entity * enemy = new Entity("Enemy");
void renderEntities()
{
for( auto & entity : entities){
entity->Draw();
}
}
int main()
{
entities.push_back(player);
entities.push_back(enemy);
renderEntities();
return 0;
}
如何创建一个向量来存储 class 的所有实例?那么我该如何遍历它们并调用它们的成员函数之一呢?
这是我一直在尝试做的事情的浓缩示例。
#include <vector>
struct Entity{
Entity::Draw(){
// do drawing things
}
};
static std::vector<Entity> entities;
Entity player;
Entity enemy;
void renderEntities() {
for (std::vector<Entity>::iterator iter = entities.begin();
iter < entities.end();
iter++) {
iter->Draw; // Error in the example. I'm using Draw(); in the actual code.
}
但是 renderEntities() 没有做任何事情。 Draw 成员函数有效,如果我使用例如播放器->绘制。我要么搞砸了向量或迭代器,要么两者都搞砸了,我不知道如何修复它。我试过使用引用和指针,我认为这是应该做的,但每当我尝试这样做时,我都会遇到无法修复的错误。
更新: 我感谢所有的帮助,我学到了很多东西。但是我的 render_entities 函数仍然没有做任何事情。这是所有代码。
任何以 terminal_ 开头的函数调用都来自 BearLibTerminal 库。
main.cpp
#include <BLT/BearLibTerminal.h>
#include <iostream>
#include <string.h>
#include <vector>
#include "entity.h"
const int WindowSizeX{50};
const int WindowSizeY{20};
const std::string Title{"BLT Test"};
const std::string Font{"../res/SourceCodePro-Regular.ttf"};
const int FontSize{24};
bool quit_game{false};
static Entity player;
static Entity enemy;
void initialize();
void handle_input(int key, Entity &entity);
void draw_player(int x, int y, const char *symbol);
void render_entities();
void clear_entities();
int main() {
initialize();
while (!quit_game) {
terminal_refresh();
int key{terminal_read()};
if (key != TK_CLOSE) {
handle_input(key, player);
}
else {
quit_game = true;
break;
}
clear_entities();
}
terminal_close();
return 0;
}
void initialize() {
terminal_open();
std::string size{"size=" + std::to_string(WindowSizeX) + "x" +
std::to_string(WindowSizeY)};
std::string title{"title='" + Title + "'"};
std::string window{"window: " + size + "," + title};
std::string fontSize{"size=" + std::to_string(FontSize)};
std::string font{"font: " + Font + ", " + fontSize};
std::string concatWndFnt{window + "; " + font};
const char *setWndFnt{concatWndFnt.c_str()};
terminal_set(setWndFnt);
terminal_clear();
player.x = 0;
player.y = 0;
player.layer = 0;
player.symbol = "P";
player.color = "green";
enemy.x = 10;
enemy.y = 10;
enemy.layer = 0;
enemy.symbol = "N";
enemy.color = "red";
}
void handle_input(int key, Entity &entity) {
int dx{0};
int dy{0};
switch (key) {
case TK_LEFT:
case TK_H:
dx = -1;
dy = 0;
break;
case TK_RIGHT:
case TK_L:
dx = 1;
dy = 0;
break;
case TK_UP:
case TK_K:
dx = 0;
dy = -1;
break;
case TK_DOWN:
case TK_J:
dy = 1;
dx = 0;
break;
case TK_Y:
dx = -1;
dy = -1;
break;
case TK_U:
dx = 1;
dy = -1;
break;
case TK_B:
dx = -1;
dy = 1;
break;
case TK_N:
dx = 1;
dy = 1;
break;
case TK_ESCAPE:
quit_game = true;
break;
}
player.Move(dx, dy);
if (player.x > WindowSizeX - 1) {
player.x = WindowSizeX - 1;
}
else if (player.x < 0) {
player.x = 0;
}
if (player.y > WindowSizeY - 1) {
player.y = WindowSizeY - 1;
}
else if (player.y < 0) {
player.y = 0;
}
player.Draw(); // This works.
enemy.Draw(); // So do this.
entity.Draw(); // This draws only player.
render_entities(); // This doesn't do anything.
// Player X and Y are printed out correctly, Entities is always 0.
std::cout << "Player X: " << player.x << std::endl;
std::cout << "Player Y: " << player.y << std::endl;
std::cout << "Entities: " << entities.size() << std::endl;
}
void render_entities() {
for (auto entity : entities) {
entity->Draw();
}
}
void clear_entities() {
for (auto entity : entities) {
entity->Clear();
}
}
entity.h
#ifndef ENTITY_H_
#define ENTITY_H_
struct Entity {
int x;
int y;
int layer;
const char *symbol;
const char *color;
Entity();
~Entity();
void Move(int dx, int dy);
void Draw();
void Clear();
};
static std::vector<Entity *> entities;
#endif /* ENTITY_H_ */
entity.cpp
#include <BLT/BearLibTerminal.h>
#include <vector>
#include <algorithm>
#include "entity.h"
Entity::Entity() {
entities.push_back(this);
}
// Entity(const Entity &) : Entity() {}
// I get an "expected unqualified-id" when I uncomment this. Why?
Entity::~Entity() {
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
void Entity::Move(int dx, int dy) {
this->x += dx;
this->y += dy;
}
void Entity::Draw() {
terminal_layer(this->layer);
terminal_color(color_from_name(this->color));
terminal_print(this->x, this->y, this->symbol);
}
void Entity::Clear() {
terminal_layer(this->layer);
terminal_print(this->x, this->y, " ");
}
在 main.cpp 中,在 handle_input() 的底部你会看到...
player.Draw(); // This works.
enemy.Draw(); // So do this.
entity.Draw(); // This draws only player.
render_entities(); // This doesn't do anything.
// Player X and Y are printed out correctly, Entities is always 0.
std::cout << "Player X: " << player.x << std::endl;
std::cout << "Player Y: " << player.y << std::endl;
std::cout << "Entities: " << entities.size() << std::endl;
自 c++ 11 以来使用 for 循环的更简单方法:
for( auto & entity : entities) {
entity.Draw();
}
您想要 iter != entities.end();
而不是 <
。此外,在此代码示例中,您忘记了 Draw
.
renderEntities()
不执行任何操作,因为您没有向 vector
添加任何 Entity
对象。当您声明 player
和 enemy
对象时,它们只是停留在内存中,不会自动添加到 vector
。您需要明确添加它们,例如通过调用 entities.push_back()
.
我建议使用 Entity
构造函数和析构函数来自动更新 vector
,而不必记住手动执行。这样,每个 Entity
对象都由 renderEntities()
计算,例如:
#include <vector>
#include <algorithm>
struct Entity;
static std::vector<Entity*> entities;
struct Entity
{
Entity()
{
entities.push_back(this);
}
Entity(const Entity &)
: Entity()
{
}
~Entity()
{
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
void Draw()
{
// do drawing things
}
};
Entity player;
Entity enemy;
void renderEntities()
{
for (auto *entity : entities)
{
entity->Draw();
}
}
更新:在看到你的完整代码后,我发现你仍然犯了一些错误。
在 main.cpp
中,handle_input()
范围内没有 entity
变量,因此调用 entity.Draw()
不应该编译。
不过,真正的大错误在 entity.h
。不要在该文件中将 entities
变量声明为 static
!这会导致 每个 .cpp
#include
是你的 entity.h
文件它自己的副本多变的。这意味着 main.cpp
和 entity.cpp
正在对 单独的 std::vector
对象 进行操作!这就是为什么你看到 entities
在 main.cpp
中总是空的 - Entity
对象永远不会被添加到存在于 main.cpp
中的 std::vector
,只会添加到std::vector
存在于 entities.cpp
.
你需要将实际的std::vector
变量移动到entity.cpp
中(没有static
),然后在entity.h
中声明变量为extern
所以您的所有 .cpp
文件都可以访问和共享 单个变量 .
试试这个:
entity.h
#ifndef ENTITY_H_
#define ENTITY_H_
#include <vector>
#include <string>
struct Entity {
int x = 0;
int y = 0;
int layer = 0;
std::string symbol;
std::string color;
Entity();
Entity(const Entity&);
~Entity();
Entity& operator=(const Entity&) = default;
...
};
extern std::vector<Entity *> entities; // <-- extern, NOT static!
#endif /* ENTITY_H_ */
entity.cpp
#include <BLT/BearLibTerminal.h>
#include <vector>
#include <algorithm>
#include "entity.h"
std::vector<Entity *> entities; // <-- real variable, also NOT static!
Entity::Entity() {
entities.push_back(this);
}
Entity::Entity(const Entity &src) : Entity() {
*this = src;
}
Entity::~Entity() {
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
...
void Entity::Draw() {
terminal_layer(layer);
terminal_color(color_from_name(color.c_str()));
terminal_print(x, y, symbol.c_str());
}
...
有几种方法可以做到这一点,我将从最差到最好对它们进行排名(并不是说你的方法不好,只是在这种情况下有更好的方法)。
您的代码的问题是 iter->Draw;
--> 这实际上并不是在调用该函数,所以它应该是:
for (std::vector<Entity>::iterator iter = entities.begin();
iter < entities.end();
iter++) {
iter->Draw(); // Notice I added ()
}
但是,有更好的方法来做同样的事情:
// Entity & is important so that a copy isn't made
for (Entity & entity : entities) {
entity.Draw();
}
现在是上面的等效(但稍微好一点)版本:
// Notice the use of auto!
for (auto & entity : entities) {
entity.Draw();
}
最后,如果您以后决定需要它作为指针向量,您可以:
static std::vector<Entity *> entities;
static Entity * player = new Entity();
static Entity * enemy = new Entity();
...
for (Entity * entity : entities) { // You could also use (auto entity : entities)
entity->Draw();
}
在这种情况下,因为它是 raw pointers
而不是 smart pointers
的向量,您需要确保循环遍历向量并在调用 [= 之前的某个时刻删除实体32=]() 否则你会发生内存泄漏。
最后一个示例的好处是,如果您稍后重新组织代码以拥有其他 类 extend
实体以提供它们自己的绘制行为,您的向量仍将是能够存储指向所有这些新 类 的指针并调用它们的 Draw() 方法。
这是一个例子。
#include <iostream>
#include <string>
#include <vector>
using namespace std;
struct Entity {
Entity(string _name):name(_name){}
void Draw(){
// do drawing things
cout << name << "::Draw" << endl;
}
private:
string name;
};
static std::vector<Entity *> entities;
static Entity * player = new Entity("Player");
static Entity * enemy = new Entity("Enemy");
void renderEntities()
{
for( auto & entity : entities){
entity->Draw();
}
}
int main()
{
entities.push_back(player);
entities.push_back(enemy);
renderEntities();
return 0;
}