所以我正在制作一个程序,可以找到一个博格游戏的所有可能的单词(由字典定义)(谷歌,如果你不知道它是什么)。无论如何,我有3个类/对象:字典,游戏板和bogglegame。 bogglegame应该梳理字典和游戏板,并找到所有合法的单词。我的bogglegame构造函数看起来像
BoggleGame::BoggleGame(Dictionary dictionaryIN, GameBoard gameboardIN)
和Dictionary和GameBoard的contsrtuctors看起来像
Dictionary::Dictionary(set<string> wordsInDictionaryIN, unsigned maxLengthIN)
GameBoard::GameBoard(vector<vector<string> > gamestateIN, unsigned boardSizeIN)
当我尝试编译时,我得到一个错误,上面写着“错误:没有匹配函数来调用'Dictionary :: Dictionary()”
我希望能够将字典和游戏板对象从main传递到构造函数中,并将它们存储为BoggleGame对象的私有成员,从而有效地使BoggleGame对象成为2个对象的对象。
编辑:发布代码
BoggleGame的构造函数
#include "BoggleGame.h"
BoggleGame::BoggleGame(Dictionary dictionaryIN, GameBoard gameboardIN)
{
dictionary = dictionaryIN;
gameboard = gameboardIN;
}
#pragma once
#include "Dictionary.h"
#include "GameBoard.h"
class BoggleGame
{
public:
BoggleGame(Dictionary dictioanryIN, GameBoard gameboardIN);
void foundWord(string wordIN);
string findTheWords(string w, unsigned row, unsigned column);
set<string> getTheFoundWords() {return foundWords;}
bool isInDictionary(string word);
bool isOffBoard(unsigned row, unsigned column);
bool usedTile(unsigned row, unsigned column);
vector<vector<string> > getTheGameBoard(){gameboard.getGameBoard();}
private:
Dictionary dictionary;
GameBoard gameboard;
set<string> foundWords;
};
#pragma once
#include <set>
#include <vector>
#include <string>
#include <iterator>
using std::set;
using std::string;
using std::vector;
class Dictionary
{
public:
Dictionary(set<string> wordsInDictionaryIN, unsigned maxLengthIN);
bool isInDictionary(string wordIN);
void foundWord (string wordIN);
string findTheWords(string w, unsigned row, unsigned column);
unsigned getMaxLength() {return maxLength;}
private:
set<string> wordsInDictionary;
unsigned maxLength;
set<string> foundWords;
};
#pragma once
#include <vector>
#include <string>
using std::string;
using std::vector;
class GameBoard
{
public:
GameBoard(vector<vector<string> > gamestateIN, unsigned boardSizeIN);
bool outOfBoard(unsigned row, unsigned column);
bool getTileUseState(unsigned row, unsigned column){return usedTiles.at(row).at(column);}
void setTileUsed(unsigned row, unsigned column);
vector<vector<string> > getGameBoard(){return gamestate;}
unsigned getSize(){return boardSize;}
vector<vector<bool> > getUsedTiles() {return usedTiles;}
string readTile(unsigned row, unsigned column) {return gamestate.at(row).at(column);}
void previousState(vector<vector<bool> > previous) {usedTiles = previous;}
private:
vector<vector<string> > gamestate;
vector<vector<bool> > usedTiles;
unsigned boardSize;
};
答案 0 :(得分:0)
也许这就是你在BoggleGame类中声明Dictionary对象的方式。
让我们说你做的是这样的:
类BoggleGame {
私人: 字典dico;
}
在这种情况下,如果构造函数Dictionary :: Dictionary()不存在,则会出现编译错误。
所以我认为,你的问题的解决方案应该是:
但是如果发布你的代码会更好。
答案 1 :(得分:0)
错误在于BoggleGame
的构造函数。您没有Dictionary
的默认构造函数。您可以在构造函数中使用初始化列表:
BoggleGame::BoggleGame(Dictionary _dictionary)
: dictionary{_dictionary}
或者,为Dictionary
提供默认构造函数:
Dictionary() = default;
Dictionary() { }
发生错误的原因是因为dictionary
是默认构造的。将新值分配给dictionary
时,您正在使用复制赋值运算符。通过使用构造函数初始化列表,可以直接初始化dictionary
。为了证明:
BoggleGame::BoggleGame(Dictionary _dictionary)
{
dictionary = _dictionary;
}
Default.
Copy assignment.
BoggleGame::BoggleGame(Dictionary _dictionary)
: dictionary{_dictionary}
{
}
Copy constructor.
你可以看到很大的不同。