首先,我使用的是MSVC 2017(最新版本)。 这是我的非终结解析器的代码:
player.hpp
namespace parse
{
namespace impl
{
namespace x3 = boost::spirit::x3;
struct _tag;
using player_type = x3::rule<_tag, PlayerIterator>;
using player_vector_type = x3::rule<_tag, std::vector<PlayerIterator>>;
BOOST_SPIRIT_DECLARE(player_type);
BOOST_SPIRIT_DECLARE(player_vector_type);
}; //impl
impl::player_type player();
impl::player_vector_type player_vector();
}; //parse
player.cpp
namespace parse
{
namespace impl
{
const player_type player = "player";
const player_vector_type player_vector = "player_vector";
auto player_find = [](auto &ctx)
{
auto &attr = x3::_attr(ctx);
if(attr.which() == 0)
return x3::_val(ctx) = PlayerManager::find(boost::get<int>(attr));
return x3::_val(ctx) = PlayerManager::find(boost::get<std::string>(attr));
};
auto player_vector_find = [](auto &ctx)
{
return x3::_val(ctx) = PlayerManager::vector_find(x3::_attr(ctx));
};
auto const player_def = (x3::int_ | (+x3::char_))[player_find];
auto const player_vector_def = (((+x3::char_)[player_vector_find]));
BOOST_SPIRIT_DEFINE(player);
BOOST_SPIRIT_DEFINE(player_vector);
BOOST_SPIRIT_INSTANTIATE(player_type, iterator_type, context_type);
BOOST_SPIRIT_INSTANTIATE(player_vector_type, iterator_type, context_type);
} //impl
parse::impl::player_type player() { return impl::player; }
parse::impl::player_vector_type player_vector() { return impl::player_vector; }
}//parse
我得到链接器LNK2019错误,关于&#34;未解析的外部符号引用&#34;:
Pastebin.com link with the errors
关于他们的任何想法?
提前谢谢。
编辑:
这就是我在源文件中调用它的方式:
void test(std::string ¶ms)
{
std::tuple<PlayerIterator, std::vector<PlayerIterator>, std::string> tuple;
if (!x3::phrase_parse(params.begin(), params.end(), parse::player()>> parse::player_vector() >> (+x3::char_), x3::space,tuple))
{
std::cout << "Error: Parsing failed" << std::endl;
return;
}
std::cout << "Parsing succeded" << std::endl;
std::cout << "Found player, size of player vector: "<< std::get<1>(tuple).size() << ", also parsed string:" << std::get<2>(tuple);
return;
};
答案 0 :(得分:2)
我愿意下注10美元,因为你在实例化时不匹配上下文或迭代器类型。
E.g。在test
函数中,参数为std::string&
,因此params.begin()
将为std::string::iterator
。如果您已将iterator_type
配置如下:
using iterator_type = std::string::const_iterator; // very sensible!
你会有未解析的外部因素,因为迭代器类型与实际需要的那个不匹配。
上下文也是如此。要匹配您的调用,它需要完全符合:
using context_type = x3::phrase_parse_context<x3::space_type>::type;
可悲的是,你没有显示整个代码,所以你必须自己检查。
重新使用标签类型是灾难的秘诀。我不认为可以工作。规则标签是在分离的编译单元的情况下调度实现函数的内容。解决它:
using player_type = x3::rule<struct player_tag, PlayerIterator>;
using player_vector_type = x3::rule<struct player_vector_tag, std::vector<PlayerIterator>>;
复制规则似乎很浪费,请考虑通过引用返回:
impl :: player_type const&amp;球员(); impl :: player_vector_type const&amp; player_vector();
注意:w.r.t应该没问题。 static initialization order fiasco
在变体上使用which()
是一种反模式。你可以替换
auto player_find = [](auto &ctx) {
auto &attr = x3::_attr(ctx);
if (attr.which() == 0)
return x3::_val(ctx) = PlayerManager::find(boost::get<int>(attr));
return x3::_val(ctx) = PlayerManager::find(boost::get<std::string>(attr));
};
使用
auto find = [](auto const& key) { return PlayerManager::find(key); };
auto player_find = [](auto &ctx) {
return x3::_val(ctx) = boost::apply_visitor(find, x3::_attr(ctx));
};
(+x3::char_)
始终匹配所有输入
(+x3::graph)
仍匹配所有输入相反,你想要一个lexeme:
auto const name = x3::lexeme[+x3::graph];
auto const player_def = (x3::int_ | name) [player_find];
auto const player_vector_def = name[ player_vector_find];
我建议更简洁地编写test
函数:
void test(std::string const ¶ms) {
auto comment_ = x3::lexeme[+x3::char_];
PlayerIterator player;
PlayerIterators vec;
std::string comment;
auto tuple = std::tie(player, vec, comment);
if (phrase_parse(params.cbegin(), params.cend(), parse::player() >> parse::player_vector() >> comment_, x3::space, tuple)) {
std::cout << "Parsing succeded" << std::endl;
std::cout << "Found player, size of player vector: " << vec.size() << "\n";
std::cout << "Also parsed string: " << std::quoted(comment);
} else {
std::cout << "Error: Parsing failed" << std::endl;
}
}
包含样机PlayerManager
#pragma once
#include <string>
#include <vector>
#include <iostream>
struct PlayerIterator { };
using PlayerIterators = std::vector<PlayerIterator>;
struct PlayerManager {
static PlayerIterator find(std::string const&) { std::cout << __PRETTY_FUNCTION__ << "\n"; return {}; }
static PlayerIterator find(int) { std::cout << __PRETTY_FUNCTION__ << "\n"; return {}; }
static PlayerIterators vector_find(std::string const&) { std::cout << __PRETTY_FUNCTION__ << "\n"; return {}; }
};
#pragma once
#include <boost/spirit/home/x3.hpp>
#include <boost/fusion/adapted.hpp>
#include "stuff.h"
namespace x3 = boost::spirit::x3;
namespace parse
{
namespace impl
{
using player_type = x3::rule<struct player_tag, PlayerIterator>;
using player_vector_type = x3::rule<struct player_vector_tag, PlayerIterators>;
BOOST_SPIRIT_DECLARE(player_type)
BOOST_SPIRIT_DECLARE(player_vector_type)
} //impl
impl::player_type const& player();
impl::player_vector_type const& player_vector();
} //parse
#include "stuff.h"
#include "test.h"
using iterator_type = std::string::const_iterator;
using context_type = x3::phrase_parse_context<x3::space_type>::type;
namespace parse {
namespace impl {
const player_type player = "player";
const player_vector_type player_vector = "player_vector";
auto find = [](auto const& key) { return PlayerManager::find(key); } ;
auto player_find = [](auto &ctx) { return x3::_val(ctx) = boost::apply_visitor(find, x3::_attr(ctx)); } ;
auto player_vector_find = [](auto &ctx) { return x3::_val(ctx) = PlayerManager::vector_find(x3::_attr(ctx)); } ;
auto const name = x3::lexeme[+x3::graph];
auto const player_def = (x3::int_ | name) [player_find];
auto const player_vector_def = name[ player_vector_find];
BOOST_SPIRIT_DEFINE(player)
BOOST_SPIRIT_DEFINE(player_vector)
BOOST_SPIRIT_INSTANTIATE(player_type, iterator_type, context_type)
BOOST_SPIRIT_INSTANTIATE(player_vector_type, iterator_type, context_type)
} // namespace impl
parse::impl::player_type const& player() { return impl::player; }
parse::impl::player_vector_type const& player_vector() { return impl::player_vector; }
} // namespace parse
#include "stuff.h"
#include "test.h"
#include <iostream>
#include <iomanip>
void test(std::string const ¶ms) {
auto comment_ = x3::lexeme[+x3::char_];
PlayerIterator player;
PlayerIterators vec;
std::string comment;
auto tuple = std::tie(player, vec, comment);
if (phrase_parse(params.cbegin(), params.cend(), parse::player() >> parse::player_vector() >> comment_, x3::space, tuple)) {
std::cout << "Parsing succeded" << std::endl;
std::cout << "Found player, size of player vector: " << vec.size() << "\n";
std::cout << "Also parsed string: " << std::quoted(comment);
} else {
std::cout << "Error: Parsing failed" << std::endl;
}
}
int main() {
test("42 someword # bogus trailing comment");
}
打印:
static PlayerIterator PlayerManager::find(int)
static PlayerIterators PlayerManager::vector_find(const std::string &)
Parsing succeded
Found player, size of player vector: 0
Also parsed string: "# bogus trailing comment"