我在从行中获取正确的对象时遇到问题
Cell cF = fList [rand()%fList.size()]; //选择随机前沿单元格
Cell cl = inList [rand()%inList.size()]; //在单元格中选择随机
每当我使用visual studio调试时,我都可以看到Cell会因为方法pushToPrimsFrontierList(Cell& c)而添加它的成员,但是当我尝试从inList或fList中获取对象时,似乎我不是得到相同的对象引用,因为它的邻居列表再次为0。这里发生了什么?
你可以从图像中看到,在第一次迭代中,一个startCell被添加到inList中,所以当我访问它时它只返回一个对象,但不是这样,看起来我的对象不是甚至push_backed到inList向量。
#ifndef __CELL_H_
#define __CELL_H_
#include <vector>
using namespace std;
class Cell{
private:
int x, y, val; // cell co-ordinate
bool visited;
void setX(int);
void setY(int);
vector<Cell> neighbourList;
public:
Cell();
Cell(int,int);
int getX();
int getY();
int getVal();
vector<Cell>& getNeighbourList();
void pushToNeighbourList(Cell&);
void setVal(int);
void setVisited(bool);
bool IsVisited();
bool equals(Cell&);
};
#endif
#ifndef GENMAZE_H
#define GENMAZE_H
#include <vector>
#include <iostream>
#include "cell.h"
using namespace std;
class GenMaze{
private:
int rows;
int cols;
int gridSize;
vector<vector<Cell>> mazeGrid;
vector<Cell> inList;
vector<Cell> fList;
public:
GenMaze(int,int);
void setRows(int);
void setCols(int);
void setGridSize(int);
int getGridSize();
int getRows();
int getCols();
vector<vector<Cell>>& getMazeGrid();
void setMazeGrid(vector<vector<Cell>>);
void setValAt(int,int, Cell);
void printMazeCoords();
void printMazeValue();
bool isOddBlock(int,int);
void Prims();
void pushToPrimsFrontierList(Cell&);
void printCell(Cell&);
void makePath(Cell&, Cell&);
void removeFromfList(Cell&);
};
#endif
void GenMaze::Prims(){
Cell startCell = mazeGrid[1][1];//startCell
inList.push_back(startCell);
pushToPrimsFrontierList(startCell);
int randomFrontier= 0;
int randomIn = 0;
while (!fList.empty()){
cout<< "e";
Cell cF = fList[rand() % fList.size()];//choose random frontier cell
Cell cl = inList[rand() % inList.size()];//choose random in cell
for (vector<Cell>::size_type i = 0; i != cl.getNeighbourList().size(); i++) {
if (cl.getNeighbourList()[i].equals(cF)){
inList.push_back(cF);
pushToPrimsFrontierList(cF);
makePath(cl, cF);
removeFromfList(cF);
}
}
}
}
void GenMaze::removeFromfList(Cell& c){
for (vector<Cell>::size_type i = 0; i != fList.size(); i++) {
if (fList[i].equals(c)){
fList.erase(fList.begin() + i);
}
}
}
void GenMaze::makePath(Cell& from, Cell& to){
cout << "making path";
//on top
if ((from.getX() - 2 == to.getX()) & (from.getY() == to.getY())){
mazeGrid[from.getX() - 1][from.getY()].setVal(0);
}
//on right
if ((from.getX() == to.getX()) & (from.getY() + 2 == to.getY())){
mazeGrid[to.getX()][from.getY() - 1].setVal(0);
}
//on bottom
if ((from.getX() + 2 == to.getX()) & (from.getY() == to.getY())){
mazeGrid[from.getX() + 1][from.getY()].setVal(0);
}
//on left
if ((from.getX() == to.getX()) & (from.getY() - 2 == to.getY())){
mazeGrid[from.getX()][from.getY() - 1].setVal(0);
}
}
void GenMaze::printCell(Cell& c){
cout << "(" << c.getX() << "," << c.getY() << ")";
}
void GenMaze::pushToPrimsFrontierList(Cell& c){
//push all Cells around the given Cell c, into the frontier list.
if (!(c.getX() - 2 < 0)){
Cell topCell = mazeGrid[c.getX() - 2][c.getY()];
fList.push_back(topCell);
c.pushToNeighbourList(topCell);
}
if (!(c.getY() - 2 < 0)){
Cell leftCell = mazeGrid[c.getX()][c.getY() - 2];
fList.push_back(leftCell);
c.pushToNeighbourList(leftCell);
}
if (!(c.getY() + 2 > getCols() - 1)){
Cell rightCell = mazeGrid[c.getX()][c.getY() + 2];
fList.push_back(rightCell);
c.pushToNeighbourList(rightCell);
}
if (!(c.getX() + 2 > getRows() - 1)){
Cell bottomCell = mazeGrid[c.getX() + 2][c.getY()];
fList.push_back(bottomCell);
c.pushToNeighbourList(bottomCell);
}
}
答案 0 :(得分:0)
std::vector
几乎与每个STL
集合一样,您无法将引用放在对象上。如果你这样做:
Cell c;
std::vector<Cell> myvector1;
std::vector<Cell> myvector2;
myvector1.push_back(c);
myvector2.push_back(c);
当您尝试修改c
中的myvector1
时,该值不会传播到myvector2
。这是因为push_back
按值而不是通过引用添加元素。如果你需要对某个对象的实际引用,你应该创建指向元素的指针集合,代码应该是这样的:
Cell *c = new Cell;
std::vector<Cell*> myvector1;
std::vector<Cell*> myvector2;
myvector1.push_back(c);
myvector2.push_back(c);
现在,当您想要修改元素beneith c
时,您只需:
myvector1[indexofc]->somecellfield = othervalue