我们正在尝试创建一个抽象类“Game”并派生类“FiveCardDraw”。 FiveCardDraw的构造函数期望Game有一个默认构造函数,但我们的Game类不能有默认构造函数,因为我们有纯虚方法。解决方案是什么?
我们的错误看起来像 c:\ users \ wesley \ documents \ visual studio 2010 \ projects \ lab4 \ lab4 \ fivecarddraw.cpp(14):错误C2512:'游戏':没有合适的默认构造函数
Game.h
#ifndef GAME_H
#define GAME_H
#include "stdafx.h"
#include <string>
#include <vector>
#include "Player.h"
#include "Deck.h"
struct Player;
class Deck;
class Game{
protected:
Deck mainDeck;
vector<Player*> players;
static Game* game;
public:
static Game* instance();
static void start_game(const string&);
static void stop_game();
void addPlayer(const string&);
Player* find_player(const string&);
virtual ~Game();
virtual int before_turn(Player&)=0;
virtual int turn(Player&)=0;
virtual int after_turn(Player&)=0;
virtual int round()=0;
virtual int before_round()=0;
virtual int after_round()=0;
private:
Game(Game&);
void operator=(Game&);
};
#endif
Game.cpp
#include "stdafx.h"
#include <string>
#include <vector>
#include "Player.h"
#include "Deck.h"
#include "Game.h"
#include "FiveCardDraw.h"
using namespace std;
static const int INSTANCE_NOT_AVAILABLE_ERROR=12;
static const int GAME_ALREADY_STARTED_ERROR=13;
static const int UNKNOWN_GAME_ERROR=14;
static const int NO_GAME_IN_PROGRES_ERROR=15;
static const int ALREADY_PLAYING_ERROR=16;
Game* Game::instance(){
if(game==0){
throw INSTANCE_NOT_AVAILABLE_ERROR;
}
else{
return game;
}
}
void Game::start_game(const string& gameType){
if(game!=0){
throw GAME_ALREADY_STARTED_ERROR;
}else if(gameType.find("FiveCardDraw")!=string::npos){
game = new FiveCardDraw();
}
else{
throw UNKNOWN_GAME_ERROR;
}
}
void Game::stop_game(){
if(game==0){
throw NO_GAME_IN_PROGRES_ERROR;
}
else{
delete game;
game=0;
}
}
void Game::addPlayer(const string& playerName){
for(unsigned int i=0; i<players.size();++i){
if(playerName==players[i]->Name){
throw ALREADY_PLAYING_ERROR;
}
}
players.push_back(new Player(playerName));
}
Player* Game::find_player(const string& playerName){
for(unsigned int i=0; i<players.size();++i){
if(playerName==players[i]->Name){
return players[i];
}
}
return 0;
}
Game::~Game(){
for(unsigned int i=0; i<players.size();++i){
delete players[i];
}
}
FiveCardDraw.h
#ifndef FIVECARDDRAW_H
#define FIVECARDDRAW_H
#include "stdafx.h"
#include <string>
#include <vector>
#include "Player.h"
#include "Deck.h"
#include "Game.h"
class FiveCardDraw : public Game {
protected:
unsigned int size_t;
Deck discardDeck;
public:
FiveCardDraw();
virtual int before_turn(Player &);
virtual int turn (Player &);
virtual int after_turn (Player &);
virtual int before_round();
virtual int round();
virtual int after_round();
};
#endif
FiveCardDraw.cpp
#include "stdafx.h"
#include <iostream>
#include <stdio.h>
#include "FiveCardDraw.h"
#include "Card.h"
using namespace std;
static const int NUM_SUITS=4;
static const int NUM_RANKS=13;
static const int CARDS_PER_HAND =5;
static const int NOT_ENOUGH_CARDS_ERROR=16;
FiveCardDraw::FiveCardDraw() {
size_t = 0;
//nested for loop to generate all 52 possible cards
for(unsigned int s=0; s<NUM_SUITS; ++s){
for(unsigned int r=0; r<NUM_RANKS; ++r){
mainDeck.addCard( Card(Card::rank_(r),Card::suit_(s)));
}
}
}
int FiveCardDraw::before_turn(Player & player){
cout<<player.Name<<" has "<<player.myHand;
cout<<endl;
string toDiscard="";
while(toDiscard!="none"){
cout<<"Enter the number of a card you wish to discard (0-4) or \"none\" if you are done discarding."<<endl;
cin>>toDiscard;
if(toDiscard=="0" || toDiscard=="1" ||toDiscard=="2" || toDiscard=="3" || toDiscard=="4"){
unsigned int intToDiscard=stoi(toDiscard);
if(intToDiscard<toDiscard.size()){
discardDeck.addCard(player.myHand[intToDiscard]);
player.myHand.remove_card(intToDiscard);
}
else{
cout<<"There is no longer a card at position "<<intToDiscard<<"."<<endl;
}
}
}
return 0;
}
int FiveCardDraw::turn (Player & player){
unsigned int numCardsToReplace=CARDS_PER_HAND-player.myHand.size();
if(mainDeck.size()+discardDeck.size()<numCardsToReplace){
return NOT_ENOUGH_CARDS_ERROR;
}
if(mainDeck.size()<numCardsToReplace){
discardDeck.shuffle();
for(unsigned int i=0; i<numCardsToReplace; ++i){
mainDeck.addCard(discardDeck.removeCard());
}
}
while(player.myHand.size()<CARDS_PER_HAND){
player.myHand<<mainDeck;
}
return 0;
}
int FiveCardDraw::after_turn (Player & player){
cout<<player.Name<<" now has "<<player.myHand;
cout<<endl;
return 0;
}
int FiveCardDraw::before_round(){
return 0;
}
int FiveCardDraw::round(){
return 0;
}
int FiveCardDraw::after_round(){
return 0;
}
答案 0 :(得分:1)
编译器将为您提供一个空的默认构造函数,除非您声明自己的构造函数。你做了什么。
如果没有先创建所有子对象(包括基类的子对象),则无法创建派生类。为此需要一个构造函数。
protected:
Game() {}
注意,如果要禁用复制,仍应使用普通签名。
private:
Game(const /* <- right there */ Game&);
在C ++ 11中,您可以告诉编译器您想要更明确地防止副本:
Game(const Game&) = delete;
同样对于默认构造函数,您可以告诉编译器您确实希望它自动生成一个:
Game() = default;
答案 1 :(得分:0)
FiveCardDraw的构造函数期望Game有一个默认构造函数,但我们的Game类没有默认构造函数,因为我们有纯虚方法。解决方案是什么?
拥有抽象类并不意味着您无法定义或使用构造函数,它只是意味着创建该类型对象的唯一方法是作为基类子对象。
所以继续为Game::Game()
定义一个合适的构造函数,然后在FiveCardDraw
的mem-initializer-list中使用它。也许它就像
Game::Game()
: mainDeck(),
players()
{}
FiveCardDraw::FiveCardDraw()
: Game(),
size_t(0),
discardDeck()
{}
或者您可能需要一些参数来初始化Deck
成员....
顺便说一句,size_t
是一个成员的名字很差,因为std::size_t
是一种类型。