在C ++中获取各种类型的错误

时间:2014-12-02 02:15:29

标签: c++ opengl glut

这是我的程序的重要部分,我遇到了各种各样的类型错误。我试图将一个对象数组用作像Struct这样的东西来保存数据。

任何帮助?

static Object ObjectArray[NUMBER_OF_OBJECTS];

class Object
{
public:
    float X;
    float Y;
    float Z;
    int id;
};


void createObjects(){
    for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
        Object obj;
        obj.X = rand() % 13 - 6;
        obj.Y = 0;
        obj.Z = rand() % 13 - 6;
        obj.id = i;
        ObjectArray[i] = obj;
    }
}

void randomizeObjects(){
    for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
        ObjectArray[i].X += rand() % 3 - 1;
        ObjectArray[i].Z += rand() % 3 - 1;

        if (ObjectArray[i].X > 6)
            ObjectArray[i].X--;
        if (ObjectArray[i].X < -6)
            ObjectArray[i].X++;
        if (ObjectArray[i].Z > 6)
            ObjectArray[i].Z--;
        if (ObjectArray[i].Z < -6)
            ObjectArray[i].Z++;
    }
}

void drawObjects(){
    for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
        ObjectArray[i].X += rand() % 3 - 1;
        ObjectArray[i].Z += rand() % 3 - 1;

        glPushMatrix();
        glTranslatef(ObjectArray[i].X, ObjectArray[i].Y, ObjectArray[i].Z);
        glutSolidSphere(0.5, 10, 10);
        glPopMatrix();
    }
}

这是错误:

Error   2   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 32  1   CS459-HW4
Error   29  error C2660: 'glTranslatef' : function does not take 1 arguments    c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 77  1   CS459-HW4
Error   10  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 49  1   CS459-HW4
Error   15  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 58  1   CS459-HW4
Error   20  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 64  1   CS459-HW4
Error   21  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 65  1   CS459-HW4
Error   22  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 66  1   CS459-HW4
Error   23  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 67  1   CS459-HW4
Error   25  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 74  1   CS459-HW4
Error   28  error C2228: left of '.Z' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 77  1   CS459-HW4
Error   8   error C2228: left of '.Y' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 48  1   CS459-HW4
Error   27  error C2228: left of '.Y' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 77  1   CS459-HW4
Error   6   error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 47  1   CS459-HW4
Error   14  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 57  1   CS459-HW4
Error   16  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 60  1   CS459-HW4
Error   17  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 61  1   CS459-HW4
Error   18  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 62  1   CS459-HW4
Error   19  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 63  1   CS459-HW4
Error   24  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 73  1   CS459-HW4
Error   26  error C2228: left of '.X' must have class/struct/union  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 77  1   CS459-HW4
Error   12  error C2228: left of '.id' must have class/struct/union c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 50  1   CS459-HW4
Error   1   error C2146: syntax error : missing ';' before identifier 'ObjectArray' c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 32  1   CS459-HW4
Error   3   error C2146: syntax error : missing ';' before identifier 'obj' c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 46  1   CS459-HW4
Error   4   error C2065: 'obj' : undeclared identifier  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 46  1   CS459-HW4
Error   5   error C2065: 'obj' : undeclared identifier  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 47  1   CS459-HW4
Error   7   error C2065: 'obj' : undeclared identifier  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 48  1   CS459-HW4
Error   9   error C2065: 'obj' : undeclared identifier  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 49  1   CS459-HW4
Error   11  error C2065: 'obj' : undeclared identifier  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 50  1   CS459-HW4
Error   13  error C2065: 'obj' : undeclared identifier  c:\users\amir-acer\documents\visual studio 2013\projects\cs459-hw4\cs459-hw4\source.cpp 51  1   CS459-HW4

以下是完整的源代码:

#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>

#define NUMBER_OF_OBJECTS 10
#define PI 3.14159265
static int step = 0;

static float alpha = 0.0;
static float beta = PI / 6.0;

static GLdouble cpos[3];
static GLfloat lpos[] = { -3.5, 3.5, 3.5, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat gray[] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
static GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat darkcyan[] = { 0.0, 0.4, 0.4, 1.0 };
static GLfloat gold[] = { 255.0 / 255.0, 215.0 / 255.0, 0 / 255.0 };
static GLfloat silver[] = { 204.0 / 255.0, 204.0 / 255.0, 204.0 / 255.0 };
static bool trianglesExist = false;
static float stepBefore = step;
static float zoom = 10.0;
static bool lightSource = true;

static Object ObjectArray[NUMBER_OF_OBJECTS];

class Object
{
public:
    float X;
    float Y;
    float Z;
    int id;
};


void createObjects(){
    for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
        Object obj;
        obj.X = rand() % 13 - 6;
        obj.Y = 0;
        obj.Z = rand() % 13 - 6;
        obj.id = i;
        ObjectArray[i] = obj;
    }
}

void randomizeObjects(){
    for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
        ObjectArray[i].X += rand() % 3 - 1;
        ObjectArray[i].Z += rand() % 3 - 1;

        if (ObjectArray[i].X > 6)
            ObjectArray[i].X--;
        if (ObjectArray[i].X < -6)
            ObjectArray[i].X++;
        if (ObjectArray[i].Z > 6)
            ObjectArray[i].Z--;
        if (ObjectArray[i].Z < -6)
            ObjectArray[i].Z++;
    }
}

void drawObjects(){
    for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
        ObjectArray[i].X += rand() % 3 - 1;
        ObjectArray[i].Z += rand() % 3 - 1;

        glPushMatrix();
        glTranslatef(ObjectArray[i].X, ObjectArray[i].Y, ObjectArray[i].Z);
        glutSolidSphere(0.5, 10, 10);
        glPopMatrix();
    }
}


void writemessage()
{

}

void init(void)
{
    writemessage();
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
    glEnable(GL_LIGHT0);
}



void reshape(int w, int h)
{
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(75.0, (GLfloat)w / (GLfloat)h, 1.0, 25.0);
    glMatrixMode(GL_MODELVIEW);
}


void display(void)
{
    static int i;
    static double angle1, angle2, angle3, angle4, Y1, Z1, Y2, Z2, X3, Y3, X4, Y4;
    static double angle5, angle6, angle7, angle8, X5, Y5, X6, Y6, X7, Y7, X8, Y8;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    cpos[0] = zoom * cos(beta) * sin(alpha);
    cpos[1] = zoom * sin(beta);
    cpos[2] = zoom * cos(beta) * cos(alpha);
    gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
    if (lightSource == true){
        glLightfv(GL_LIGHT0, GL_POSITION, lpos);
        glMaterialfv(GL_FRONT, GL_EMISSION, white);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128);
        glPushMatrix();
        glTranslatef(lpos[0], lpos[1], lpos[2]);
        glutSolidSphere(0.1, 10, 8);
        glPopMatrix();
    }

    glMaterialfv(GL_FRONT, GL_EMISSION, black);


    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
    glNormal3f(0.0, 1.0, 0.0);
    glBegin(GL_POLYGON);
    glVertex3f(7.0, -0.001, -7.0);
    glVertex3f(-7.0, -0.001, -7.0);
    glVertex3f(-7.0, -0.001, 7.0);
    glVertex3f(7.0, -0.001, 7.0);
    glEnd();


    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, green);
    glMaterialfv(GL_BACK, GL_SPECULAR, green);

    drawObjects();

    glFlush();
    glutSwapBuffers();

}


void keyboard(unsigned char key, int x, int y)
{
    static int polygonmode[2];

    switch (key) {
    case 27:
        exit(0);
        break;
    case 'w':
        glGetIntegerv(GL_POLYGON_MODE, polygonmode);
        if (polygonmode[0] == GL_FILL)
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        glutPostRedisplay();
        break;
    case 'x':
        if (lightSource == true)
            lpos[0] = lpos[0] + 0.2;
        glutPostRedisplay();
        break;
    case 'X':
        if (lightSource == true)
            lpos[0] = lpos[0] - 0.2;
        glutPostRedisplay();
        break;
    case 'y':
        if (lightSource == true)
            lpos[1] = lpos[1] + 0.2;
        glutPostRedisplay();
        break;
    case 'Y':
        if (lightSource == true)
            lpos[1] = lpos[1] - 0.2;
        glutPostRedisplay();
        break;
    case 'z':
        if (lightSource == true)
            lpos[2] = lpos[2] + 0.2;
        glutPostRedisplay();
        break;
    case 'Z':
        if (lightSource == true)
            lpos[2] = lpos[2] - 0.2;
        glutPostRedisplay();
        break;
    case '+':
        if (zoom != 1.5)zoom = zoom - 0.5;
        glutPostRedisplay();
        break;
    case '-':
        if (zoom != 15)zoom = zoom + 0.5;
        glutPostRedisplay();
        break;
    case '0':
        if (lightSource == true){
            glDisable(GL_LIGHT0);
            lightSource = false;
        }
        else{
            glEnable(GL_LIGHT0);

            lightSource = true;
        }
        glutPostRedisplay();
        break;
    default:
        break;
    }
}
void specialkey(GLint key, int x, int y)
{
    switch (key) {
    case GLUT_KEY_RIGHT:
        alpha = alpha + PI / 180;
        if (alpha > 2 * PI) alpha = alpha - 2 * PI;
        glutPostRedisplay();
        break;
    case GLUT_KEY_LEFT:
        alpha = alpha - PI / 180;
        if (alpha < 0) alpha = alpha + 2 * PI;
        glutPostRedisplay();
        break;
    case GLUT_KEY_UP:
        if (beta < 0.45*PI) beta = beta + PI / 180;
        glutPostRedisplay();
        break;
    case GLUT_KEY_DOWN:
        if (beta > -0.05*PI) beta = beta - PI / 180;
        glutPostRedisplay();
        break;
    default:
        break;
    }
}

int main(int argc, char** argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
    glutInitWindowSize(800, 800);
    glutInitWindowPosition(100, 100);
    glutCreateWindow(argv[0]);
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutSpecialFunc(specialkey);
    glutMainLoop();
    return 0;
}

2 个答案:

答案 0 :(得分:2)

C ++编译器执行单次传递(与C#和Java不同,它执行多次传递),这意味着编译器必须在它之前知道一个类型&#39;使用过。

下面:

Foo bar[N];
class Foo { };

...不起作用,编译器会看到数组定义bar[N],但不知道Foo是什么。

您有两种选择:

  1. 转发声明Foo而不定义它,因此编译器知道Foo存在(并且它知道它可以在以后找到定义) - 注意&#之间的区别34;定义&#34;和&#34;声明&#34;

    class Foo; // forward-declaration
    Foo bar[N]; // usage
    class Foo { }; // definition
    
  2. 移动声明,以便在使用之前定义类型Foo

    class Foo {}; // definition
    Foo bar[N]; // usage
    
  3. 此外,一些通用的C ++提示:

    我建议仅在class,字段,本地人中提供类型(struct es,uniontypedefTitleCase等)名称,(在我看来),参数和全局变量应该camelCase,以便在代码涉及实例或静态成员并避免含糊不清时使其显而易见。

    static Object ObjectArray[NUMBER_OF_OBJECTS];
    

    变为

    static Object objectArray[ NUMBER_OF_OBJECTS ];
    

    (另外,我会避免使用名称Object,因为许多库使用该名称。考虑Entity或在其前面加上项目的短标识符,或将其移到命名空间内。)

    代码中的表达式Object obj;将在堆栈中创建Object的实例,并在将其移动到数组中时执行复制。这是不必要的。如果您将代码更改为此代码,它将运行得更快,因为不会涉及复制:

     for (int i = 0; i < NUMBER_OF_OBJECTS; i++){
    
        objectArray[i].X = rand() % 13 - 6;
        objectArray[i].Y = 0;
        objectArray[i].Z = rand() % 13 - 6;
        objectArray[i].id = i;
    }
    

    作为微观化,请考虑缓存偏移指针:

    Object* arrayItem = objectArray[i];
    arrayItem->X = rand() % 13 - 6;
    arrayItem->Y = 0;
    arrayItem->Z = rand() % 13 - 6;
    

    ...但这是分裂的头发,优化编译器可能会为你做这件事。

答案 1 :(得分:1)

您的声明顺序很重要。编译器必须知道Object的大小才能创建它们的数组。

首先移动Object的定义是最简单的解决方案。