所以我在头文件中有这个用于飞镖游戏的代码:
class Player
{
private:
string playerName;
int bullAccuracy;
int outerAccuracy;
int singleAccuracy;
public:
//getters
string& getName();
int& getBullAccuracy();
int& getSingleAccuracy();
//setters
void setName(string& name);
void setBullAccuracy(int& bull_accuracy);
void setSingleAccuracy(int& single_accuracy);
};
然后.cpp文件中的对应getter和setter函数如下所示:
//getters
string& Player::getName()
{
return playerName;
}
unsigned int& Player::getScore()
{
return playerScore;
}
int& Player::getBullAccuracy()
{
return bullAccuracy;
}
int& Player::getSingleAccuracy()
{
return singleAccuracy;
}
//setters
void Player::setName(string& name)
{
playerName = name;
}
void Player::setBullAccuracy(int& bull_accuracy)
{
bullAccuracy = bull_accuracy;
}
void Player::setSingleAccuracy(int& single_accuracy)
{
singleAccuracy = single_accuracy;
}
所有这些非常简单和基本的getter / setter代码都适用于类数据,对吧?
在main()函数中,我为我的玩家设置名称,各种准确度,然后通过getter显示它们。所有这些都是使用对象和迭代器的向量完成的,如下所示:
vector<Player> player(2);
vector<Player>::iterator modIter;
int bAccuracy, sAccuracy;
string playerName;
cout << "Input the name of the players: " << endl;
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
cin >> playerName;
modIter->setName(playerName);
}
cout << "\nSet the players' bull accuracy:" << endl;
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
cout << modIter->getName() << ": ";
cin >> bAccuracy;
modIter->setBullAccuracy(bAccuracy);
}
cout << "\nSet the players' single hit accuracy: " << endl;
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
cout << modIter->getName() << ": ";
cin >> sAccuracy;
modIter->setBullAccuracy(sAccuracy);
}
//display values to check program working well so far
for (modIter = player.begin(); modIter != player.end(); modIter++)
{
cout << modIter->getBullAccuracy() << endl;
cout << modIter->getOuterAccuracy() << endl;
cout << modIter->getSingleAccuracy() << endl;
}
运行代码后,输入输入&#34; Joe&#34;和&#34; Sid&#34;对于名称,分别为71和73的公牛准确度,然后对于单人命中准确度为80,这就是我的控制台输出:
输入玩家姓名:
乔
西特
设置玩家的公牛准确度:
乔:71:Sid:73 //这意味着至少名字设置正确
设置玩家的单击命中率:
乔:80:希德:80
//这里是奇怪的输出
80 //这应该是71
-842150451 //这80
80 //这里是73
-842150451 //再来一次80
那究竟发生了什么,因为这是基本和熟悉的getter和setter的使用,我不知道如何自己调试,因为我没有看到问题。我的代码中是否有某些内容可以让我发现这会改变结果?
非常感谢您的帮助
答案 0 :(得分:6)
当您提示单一准确度时,您仍然在调用setBullAccuracy
方法,而不是setSingleAccuracy
。你也没有初始化你的成员变量,这就是为什么打印singleAccuracy
给你带来垃圾。