我正在尝试编译实例化此类的文件。海湾合作委员会给了我一些神秘的错误,但是铿锵声没有投诉地编译它。
错误:
statemachine.h: In member function ‘void state_machine<Data, T>::start_submachine(void (*)(state_machine<Data, T>&, T), void (*)(state_machine<Data, T>&, T))’:
statemachine.h:245: error: ‘substate_machine<Data, T>::substate_machine(state_machine<Data, T>*)’ is protected
statemachine.h:215: error: within this context
statemachine.h: In member function ‘state_machine<Data, T>* substate_machine<Data, T>::parent()’:
main.cpp:282: instantiated from here
statemachine.h:138: error: ‘state_machine<Data, T>* state_machine<Data, T>::parent()’ is protected
statemachine.h:241: error: within this context
statemachine.h: In member function ‘void substate_machine<Data, T>::state_return()’:
main.cpp:282: instantiated from here
statemachine.h:232: error: ‘void state_machine<Data, T>::return_from_sub()’ is protected
statemachine.h:254: error: within this context
Main.cpp长282行,它指向的行只是一个右括号}。从不在课堂外调用Parent()(为什么它会抱怨它受到保护)?为什么会抱怨state_return()调用受保护的方法,因为这个是类的成员。 GCC / G ++是否与模板中的受保护数据成员搞混?我怀疑(这只是一种预感)它试图内联扩展宏等功能......但为什么呢?
代码:
#ifndef STATEMACHINE_H_INC
#define STATEMACHINE_H_INC
//#include <iostream> TODO: Make better templated stream type
#include <memory>
#include <string>
const std::string null_string = "";
/* Class state_machine:
* Templated class to allow easy implementation of FSMs.
*
* HOW TO USE:
* - Make a type containing whatever data needs to be passed
* to the current state.
* - If necessary, create a preprocessor function run before
* the actual state is invoked (prefunc)
* - Create a function for each state. In addition, each
* state can be made a submachine by using substate_machine
* - If necessary, specialize (INLINE and in the HEADER FILE)
* the finalize() method.
* - The function names should pretty much be self explanitory.
*
* Hooray for function pointers. The code was 5x longer and 10x
* buggier before I implemented lexer as a state machine :D.
*
* NOTE: This class COPY CONSTRUCTS from the hints provided (at least
* for now), so *don't* try and use your old pointer- it's not the
* same object! This was done to simplify this class's
* implementation. At some point I should probably change it...
*
*/
template <class Data, class T>
class state_machine {
public:
//public use typedefs
typedef void (*state)(state_machine<Data, T>&, T);
typedef state prefunc_t;
static void defprefunc(state_machine<Data, T>&, T);
static void defstate(state_machine<Data, T>&, T);
static void submachine_handle(state_machine<Data, T>&, T);
//The above works with submachines because references are treated
//by the standard like pointers- so polymorphism is allowed
private:
prefunc_t prefunc;
//don't feel like writing a full on destructor for one pointer
std::auto_ptr<Data> internal_data;
state curstate;
state returnstate;
//this MUST be an auto_ptr or our memory management gets REAL tricky
std::auto_ptr < state_machine<Data, T> > substate;
protected:
void init();
void call(state_machine<Data, T>&, T);
//this method allows submachine to get data from top of hierarchy.
virtual state_machine<Data, T> * parent(); //return TOP of tree
void return_from_sub(); //this is a slot, to use the qt term
public:
//public interface
state_machine(prefunc_t = defprefunc, Data * = NULL);
Data& data();
void change_state(state);
//TODO: change std::istream to a stream dependent on T
//void add_stream(std::istream&);
void add_char(T);
//NULL here means curstate:
void start_submachine(state, state = NULL);
//this method is available for specialization
void finalize();
virtual void state_return();
};
/* class substate_machine:
* This class is a helper class to allow the creation of state
* machines as states within another state machine. Submachines:
* -Share the same data.
* -Behave exactly like a regular state, except upon exiting
* the submachine the state should call the state_return()
* method, which allows control to flow to the parent machine.
* -Are invoked with the start_submachine() method.
* Basically, what allows them to share data is the protected
* virtual method parent(), which gets the state_machine object
* at the hierarchy's root. This is never used by the submachine,
* only in the parent machine methods when accessing shared data
* (i.e. the subclass provides 'plug-in' functionality with this
* method), so it *could* be made a private virtual, but those seem
* to be 1. poorly understood and 2. overprotective in cases like
* this (i.e. do we *really* care if the submachine knows how to
* access its parent? no, in fact, we encourage it).
*
* The user should never see this class. It is only to be used
* by the state_machine parent class provide transparent operation
* of substates (don't you love polymorphism>)
*/
template <class Data, class T>
class substate_machine : public state_machine<Data, T> {
state_machine<Data, T> * parentsm; //direct parent state machine
substate_machine() {} //Default construction causes failure
protected:
virtual state_machine<Data, T> * parent();
substate_machine(state_machine<Data, T>*);
public:
virtual void state_return(); //send a signal to the parent machine
};
// definitions
//note that state_machine<Data, T>::parent() returns the TOP of the
//hierarchy, NOT the direct parent.
template <class Data, class T>
state_machine<Data, T> * state_machine<Data, T>::parent() {
return this; //base class state machine must be at top of hierarchy
}
template <class Data, class T>
void state_machine<Data, T>::finalize() {
//this is left to be <intentionally> specialized over
}
template <class Data, class T>
Data& state_machine<Data, T>::data() {
//use parent here to allow all subs to access the hierarchy's shared
//data as if they own it.
return *(parent()->internal_data);
}
//these are two different functions for clarity's sake
template <class Data, class T>
void state_machine<Data, T>::defstate
(state_machine<Data, T>& self, T c) {
//do nothing - default behavior
}
template <class Data, class T>
void state_machine<Data, T>::defprefunc
(state_machine<Data, T>& self, T c) {
//do nothing - default behavior
}
template <class Data, class T>
void state_machine<Data, T>::
submachine_handle(state_machine<Data, T>& self, T c) {
//handle a submachine
self.substate->curstate(*(self.substate), c);
}
template <class Data, class T>
void state_machine<Data, T>::state_return() {
//should NOT happen, but handle just in case.
}
template <class Data, class T>
void state_machine<Data, T>::init() {
curstate = defstate;
prefunc = defprefunc;
}
template <class Data, class T>
state_machine<Data, T>::state_machine
(prefunc_t func, Data * d) {
init();
//make a new data - copy construct if d is not null
if (d) {
internal_data = std::auto_ptr<Data>(new Data(*d));
}
else {
internal_data = std::auto_ptr<Data>(new Data);
}
prefunc = func;
}
template <class Data, class T>
void state_machine<Data, T>::change_state(state s) {
curstate = s;
}
//the first state is the state to start a submachine in, the second
//state is the state to go into when the submachine returns to the
//parent, which is by default NULL (the current state)
template <class Data, class T>
void state_machine<Data, T>::start_submachine(state s, state rs) {
//get arround default argument errors (static resolution...)
if (rs == NULL) {
rs = curstate;
}
//set up submachines
substate = std::auto_ptr<state_machine<Data, T> >(new substate_machine<Data, T>(this));
substate->change_state(s);
returnstate = rs;
//set up the submachine state handler
curstate = submachine_handle;
}
//preprocess and then process a character through the state machine.
template <class Data, class T>
void state_machine<Data, T>::add_char(T c) {
prefunc(*this, c);
curstate(*this, c);
}
//this is a slot for the submachine to send its return signal to.
//basically just switches the function pointer back.
template <class Data, class T>
void state_machine<Data, T>::return_from_sub() {
curstate = returnstate;
}
//now for the substate
template <class Data, class T>
state_machine<Data, T> * substate_machine<Data, T>::parent() {
//remember, this is the top of the hierarchy.
return parentsm->parent();
}
template <class Data, class T>
substate_machine<Data, T>::
substate_machine(state_machine<Data, T> * sm) {
this->init();
parentsm = sm;
//initialization. MUST BE INITIALIZED BY A PARENT THROUGH THIS CTOR
}
template <class Data, class T>
void substate_machine<Data, T>::state_return() {
parentsm->return_from_sub();
//sends the parent the return signal.
}
#endif
提前感谢任何输入。我会用clang ++标记,但它不会让我......
答案 0 :(得分:1)
正如编译器所说,这些东西都受到了保护。父类不能调用派生类的受保护构造函数(它以另一种方式工作)。
class A
{
protected:
A(int) {}
public:
void foo();
};
class B: public A
{
protected:
B(int):
A(10) //OK here
{}
};
void A::foo()
{
B b(10); //error, that constructor is not accessible to A
}
而substate_machine的父方法确实试图通过静态类型不是substate_machine的指针来调用受保护的方法。
class A
{
protected:
void foo() {}
};
class B: public A
{
void bar() {
this->foo(); //OK
B other_b;
other_b.foo(); //OK
A a;
a.foo(); //not OK
A* b_ptr = &other_b;
b_ptr->foo(); //not OK, static type of *b_ptr is not B
}
};
我想知道你是否希望protected
表示“任何类都可以访问任何其他类的受保护部分,只要这两个类属于同一个继承树”?...
答案 1 :(得分:0)
我相信g ++是正确的。看起来您正在从另一个模板调用一个模板的受保护的初始化构造函数。它属于不同的类别,因此无法使用。
答案 2 :(得分:0)
这看起来像g ++中的错误。它不应该检查substate_machine<Data, T>
的构造函数的访问权限,因为它具有依赖类型。包含 new-expression 的函数可能仅针对substate_machine
专用且具有public
构造函数的类型进行实例化,因此不允许编译器拒绝此代码。 / p>
我找不到有这个bug的g ++版本;您使用的是哪个版本?