有没有办法在C ++中创建哈希哈希?
实际上,我正在尝试用Perl做你能做的事,但只能用C ++做。 这是我希望在C ++中实现的Perl代码示例
%hash = (
gameobject1 => {
position => {
x_loc => 43,
y_loc => 59,
}
rect_size => {
width => 5,
height => 3,
}
collidable => 1,
sounds => {
attack => "player_attack.ogg",
jump => "player_jump1.ogg",
jump_random => [qw/player_jump1.ogg player_jump2.ogg player_jump3.ogg/]
}
},
gameobject2 => {
position => {
x_loc => 24,
y_loc => 72,
}
rect_size => {
width => 2,
height => 4,
}
sounds => {
attack => "goblin_attack.ogg",
}
items => [qw/sword helmet boots/]
},
);
需要注意的是游戏对象中的哈希值是否存在...即游戏对象中可能存在位置但游戏对象可能不存在。
有什么想法吗?
答案 0 :(得分:6)
Perl哈希允许您使用任何值来表示值。 C ++是一种静态类型语言,它不会让你这样做:你必须准确指定你想要的哈希值(在C ++术语,地图中)的类型。
这是C ++ 11和boost的可能解决方案,其中包含一些强类型:)
#include <map>
#include <vector>
#include <string>
#include <boost/optional.hpp>
// Coordinates are always like this, aren't they?
struct coords {
int x_loc;
int y_loc;
};
// Dimensions are always like this, aren't they?
struct dims {
int width;
int height;
};
// Sound maps: each string key maps to a vector of filenames
typedef std::map<std::string, std::vector<std::string>> sound_map;
// Item lists: looks like it's just a collection of strings
typedef std::vector<std::string> item_list;
// Fancy names to improve readability
enum collidability : bool {
collidable = true,
not_collidable = false
};
// A structure to describe a game object
struct game_object {
// An optional position
boost::optional<coords> position;
// An optional rectangle size
boost::optional<dims> rect_size;
// Assuming "false" can mean the same as "no collidable key"
bool collidable;
// Assuming an "empty map" can mean the same as "no map"
sound_map sounds;
// Assuming an "empty vector" can mean the same as "no vector"
item_list items;
// If any of the above assumptions is wrong,
// sprinkle boost::optional liberally :)
};
// Finally, values for our "hash"
std::map<std::string, game_object> hash {
{ "game_object1",
{
coords { 43, 59 },
dims { 5, 3 },
collidable, // remember those fancy names?
sound_map {
{ "attack", { "player_attack.ogg" } },
{ "jump", { "player_attack.ogg" } },
{ "jump_random", { "player_jump1.ogg", "player_jump2.ogg", "player_jump3.ogg" } }
},
item_list {}
} },
{ "game_object2",
{
coords { 24, 72 },
dims { 2, 4 },
not_collidable,
sound_map {
{ "attack", { "goblin_attack.ogg" } }
},
item_list { "sword", "helmet", "boots" }
} },
{ "game_object25",
{
boost::none, // no position
dims { 2, 4 },
not_collidable,
sound_map {
{ "attack", { "goblin_attack.ogg" } }
},
item_list { "sword", "helmet", "boots" }
} }
};
如果你真的想要像Perl哈希的Perl哈希那样,你可以使用std::map<std::string, boost::any>
来在地图中存储任何东西。但是,这需要您在从地图获取每个值之前测试它们的类型。如果只有一组特定类型,您可以使用比boost::any
更强类型的内容,例如boost::variant
。
答案 1 :(得分:2)
使用std :: map?
类似的东西:
#include <map>
#include <string>
class GameObject;
typedef std::map<std::string, GameObject> object_map_t;
typedef std::map<std::string, object_map_t> map_of_object_maps_t;
答案 2 :(得分:2)
此示例可以帮助您了解实现:
#include <map>
#include <string>
#include <iostream>
using namespace std;
void main() {
map<string, map<string, int>> hash;
hash["A"]["A"] = 1;
hash["A"]["B"] = 2;
hash["B"]["A"] = 4;
hash["B"]["B"] = 8;
for(map<string, int>::iterator i = hash["B"].begin(); i != hash["B+"].end(); i++) {
cout << i->first << " - " << i->second << "\n";
}
}
干杯...:)