如何创建存储类的所有实例的向量?然后我如何迭代它们并调用它们的一个成员函数?
以下是我一直在努力做的一个浓缩的例子。
#include <vector>
struct Entity{
Entity::Draw(){
// do drawing things
}
};
static std::vector<Entity> entities;
Entity player;
Entity enemy;
void renderEntities() {
for (std::vector<Entity>::iterator iter = entities.begin();
iter < entities.end();
iter++) {
iter->Draw; // Error in the example. I'm using Draw(); in the actual code.
}
但是renderEntities()没有做任何事情。 Draw成员函数有效,如果我使用例如播放器 - &GT;绘制。我要么搞砸了矢量或者是迭代器,要么两者兼而有之,我无法弄清楚如何修复它。我已经尝试过使用引用和指针,我认为这是要做的事情,但每当我尝试时,我都会收到我无法解决的错误。
更新: 我很感激所有的帮助,我正在学习很多东西。但是我的render_entities函数仍然没有做任何事情。这是所有代码。
以terminal_开头的任何函数调用都来自BearLibTerminal库。
的main.cpp
#include <BLT/BearLibTerminal.h>
#include <iostream>
#include <string.h>
#include <vector>
#include "entity.h"
const int WindowSizeX{50};
const int WindowSizeY{20};
const std::string Title{"BLT Test"};
const std::string Font{"../res/SourceCodePro-Regular.ttf"};
const int FontSize{24};
bool quit_game{false};
static Entity player;
static Entity enemy;
void initialize();
void handle_input(int key, Entity &entity);
void draw_player(int x, int y, const char *symbol);
void render_entities();
void clear_entities();
int main() {
initialize();
while (!quit_game) {
terminal_refresh();
int key{terminal_read()};
if (key != TK_CLOSE) {
handle_input(key, player);
}
else {
quit_game = true;
break;
}
clear_entities();
}
terminal_close();
return 0;
}
void initialize() {
terminal_open();
std::string size{"size=" + std::to_string(WindowSizeX) + "x" +
std::to_string(WindowSizeY)};
std::string title{"title='" + Title + "'"};
std::string window{"window: " + size + "," + title};
std::string fontSize{"size=" + std::to_string(FontSize)};
std::string font{"font: " + Font + ", " + fontSize};
std::string concatWndFnt{window + "; " + font};
const char *setWndFnt{concatWndFnt.c_str()};
terminal_set(setWndFnt);
terminal_clear();
player.x = 0;
player.y = 0;
player.layer = 0;
player.symbol = "P";
player.color = "green";
enemy.x = 10;
enemy.y = 10;
enemy.layer = 0;
enemy.symbol = "N";
enemy.color = "red";
}
void handle_input(int key, Entity &entity) {
int dx{0};
int dy{0};
switch (key) {
case TK_LEFT:
case TK_H:
dx = -1;
dy = 0;
break;
case TK_RIGHT:
case TK_L:
dx = 1;
dy = 0;
break;
case TK_UP:
case TK_K:
dx = 0;
dy = -1;
break;
case TK_DOWN:
case TK_J:
dy = 1;
dx = 0;
break;
case TK_Y:
dx = -1;
dy = -1;
break;
case TK_U:
dx = 1;
dy = -1;
break;
case TK_B:
dx = -1;
dy = 1;
break;
case TK_N:
dx = 1;
dy = 1;
break;
case TK_ESCAPE:
quit_game = true;
break;
}
player.Move(dx, dy);
if (player.x > WindowSizeX - 1) {
player.x = WindowSizeX - 1;
}
else if (player.x < 0) {
player.x = 0;
}
if (player.y > WindowSizeY - 1) {
player.y = WindowSizeY - 1;
}
else if (player.y < 0) {
player.y = 0;
}
player.Draw(); // This works.
enemy.Draw(); // So do this.
entity.Draw(); // This draws only player.
render_entities(); // This doesn't do anything.
// Player X and Y are printed out correctly, Entities is always 0.
std::cout << "Player X: " << player.x << std::endl;
std::cout << "Player Y: " << player.y << std::endl;
std::cout << "Entities: " << entities.size() << std::endl;
}
void render_entities() {
for (auto entity : entities) {
entity->Draw();
}
}
void clear_entities() {
for (auto entity : entities) {
entity->Clear();
}
}
entity.h
#ifndef ENTITY_H_
#define ENTITY_H_
struct Entity {
int x;
int y;
int layer;
const char *symbol;
const char *color;
Entity();
~Entity();
void Move(int dx, int dy);
void Draw();
void Clear();
};
static std::vector<Entity *> entities;
#endif /* ENTITY_H_ */
entity.cpp
#include <BLT/BearLibTerminal.h>
#include <vector>
#include <algorithm>
#include "entity.h"
Entity::Entity() {
entities.push_back(this);
}
// Entity(const Entity &) : Entity() {}
// I get an "expected unqualified-id" when I uncomment this. Why?
Entity::~Entity() {
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
void Entity::Move(int dx, int dy) {
this->x += dx;
this->y += dy;
}
void Entity::Draw() {
terminal_layer(this->layer);
terminal_color(color_from_name(this->color));
terminal_print(this->x, this->y, this->symbol);
}
void Entity::Clear() {
terminal_layer(this->layer);
terminal_print(this->x, this->y, " ");
}
在main.cpp中,在handle_input()的底部你会看到......
player.Draw(); // This works.
enemy.Draw(); // So do this.
entity.Draw(); // This draws only player.
render_entities(); // This doesn't do anything.
// Player X and Y are printed out correctly, Entities is always 0.
std::cout << "Player X: " << player.x << std::endl;
std::cout << "Player Y: " << player.y << std::endl;
std::cout << "Entities: " << entities.size() << std::endl;
答案 0 :(得分:2)
renderEntities()
没有做任何事情,因为您没有向Entity
添加任何vector
个对象。当您声明player
和enemy
个对象时,它们只是在内存中闲置,它们不会自动添加到vector
。您需要明确添加它们,例如通过调用entities.push_back()
。
我建议使用Entity
构造函数和析构函数自动更新vector
,而不是必须记住手动执行。这样,每个Entity
对象都由renderEntities()
计算,例如:
#include <vector>
#include <algorithm>
struct Entity;
static std::vector<Entity*> entities;
struct Entity
{
Entity()
{
entities.push_back(this);
}
Entity(const Entity &)
: Entity()
{
}
~Entity()
{
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
void Draw()
{
// do drawing things
}
};
Entity player;
Entity enemy;
void renderEntities()
{
for (auto *entity : entities)
{
entity->Draw();
}
}
更新:看到完整的代码后,我发现您仍然犯了一些错误。
在main.cpp
中,entity
范围内没有handle_input()
变量,因此调用entity.Draw()
不应该编译。
但真正的大错误在于entity.h
。请勿在该文件中将entities
变量声明为static
!这会导致每个 .cpp
#include
您的entity.h
文件获取自己的变量副本。这意味着main.cpp
和entity.cpp
正在单独的std::vector
个对象上运行!这就是entities
中main.cpp
始终为空的原因 - Entity
对象永远不会添加到std::vector
中存在的main.cpp
,只会添加到std::vector
entities.cpp
中存在的std::vector
。
您需要将实际entity.cpp
变量移至static
(不含extern
),然后在entity.h
中将变量声明为.cpp
,以便全部您的#ifndef ENTITY_H_
#define ENTITY_H_
#include <vector>
#include <string>
struct Entity {
int x = 0;
int y = 0;
int layer = 0;
std::string symbol;
std::string color;
Entity();
Entity(const Entity&);
~Entity();
Entity& operator=(const Entity&) = default;
...
};
extern std::vector<Entity *> entities; // <-- extern, NOT static!
#endif /* ENTITY_H_ */
个文件可以访问和共享单个变量。
请改为尝试:
entity.h
#include <BLT/BearLibTerminal.h>
#include <vector>
#include <algorithm>
#include "entity.h"
std::vector<Entity *> entities; // <-- real variable, also NOT static!
Entity::Entity() {
entities.push_back(this);
}
Entity::Entity(const Entity &src) : Entity() {
*this = src;
}
Entity::~Entity() {
auto iter = std::find(entities.begin(), entities.end(), this);
if (iter != entities.end())
entities.erase(iter);
}
...
void Entity::Draw() {
terminal_layer(layer);
terminal_color(color_from_name(color.c_str()));
terminal_print(x, y, symbol.c_str());
}
...
entity.cpp
{{1}}
答案 1 :(得分:1)
您需要ListBox1.Font = New Font(ListBox1.Font.FontFamily, ListBox1.Font.SizeInPoints + 2, ListBox1.Font.Style, GraphicsUnit.Point)
ListBox1.DrawMode = DrawMode.Normal
ListBox1.DrawMode = DrawMode.OwnerDrawVariable
ListBox1.Height = '[OriginalHeight]
ListBox1.Update()
而不是iter != entities.end();
。此外,在此代码示例中,您忘记了<
之后的括号。
答案 2 :(得分:0)
从c ++ 11开始使用for循环更容易:
delete from dummy2 d1 where d1.num='7' and time in (select time from dummy2 d2 where d2.num='5') ;
答案 3 :(得分:0)
有几种方法可以做到这一点,我会将它们从最差到最好排名(不是说你的方式很糟糕,只是在这种情况下有更好的方法)。
您的代码存在问题iter->Draw;
- &gt;这实际上并不是在调用函数,所以它应该是:
for (std::vector<Entity>::iterator iter = entities.begin();
iter < entities.end();
iter++) {
iter->Draw(); // Notice I added ()
}
但是,有一种更好的方法可以做同样的事情:
// Entity & is important so that a copy isn't made
for (Entity & entity : entities) {
entity.Draw();
}
现在是上述版本的等效(但略微更好):
// Notice the use of auto!
for (auto & entity : entities) {
entity.Draw();
}
最后,如果你以后决定需要它作为指针的矢量,你可以:
static std::vector<Entity *> entities;
static Entity * player = new Entity();
static Entity * enemy = new Entity();
...
for (Entity * entity : entities) { // You could also use (auto entity : entities)
entity->Draw();
}
在这种情况下,因为它是raw pointers
而不是smart pointers
的向量,所以在调用entities.clear之前,您需要确保循环遍历向量并删除某些实体。 )或者你会有内存泄漏。
关于最后一个例子的好处是,如果你以后重新组织你的代码以拥有其他类extend
实体以便提供他们自己的Draw行为,你的向量仍然可以存储指向所有的指针这些新类并调用它们的Draw()方法。
答案 4 :(得分:0)
这是一个例子。
#include <iostream>
#include <string>
#include <vector>
using namespace std;
struct Entity {
Entity(string _name):name(_name){}
void Draw(){
// do drawing things
cout << name << "::Draw" << endl;
}
private:
string name;
};
static std::vector<Entity *> entities;
static Entity * player = new Entity("Player");
static Entity * enemy = new Entity("Enemy");
void renderEntities()
{
for( auto & entity : entities){
entity->Draw();
}
}
int main()
{
entities.push_back(player);
entities.push_back(enemy);
renderEntities();
return 0;
}