可能的循环引用问题
我不是白痴,但头文件有时让我感觉自己像个白痴。我的设置可能过于复杂,并且存在无法解决的错误。在这里,它是我能做到的最简单的细节......
- 我有一个包含模型类的控制器类。
- 我有一个 Scene 类来捕获动作并与控制器进行通信。
- 我有一个 Layer 类,它与 Model 类对话以输出模型的状态。
- Scene 类包含仅用于输出的 Layer 类。
- 场景必须包含由 Cocos2D 框架确定的图层。
- 特定的 Scene 类派生自 RootScene 类,该类保存对 Controller 类的引用。
- 特定的 Layer 类派生自 RootLayer 类,该类保存对 Model 类的引用。
- 控制器负责创建场景,场景负责创建图层。
当创建一个图层并将控制器的模型传递给图层的模型(在 AScene.m
中)时,问题就出现了。我收到“请求在非结构或联盟中寻找成员‘模型’”。选角不起作用,我不知道如何让这些类相互交谈。我认为部分问题可能是控制器类包含模型类。
Controller.h
#import <Foundation/Foundation.h>
@class Model;
@class AScene;
@interface Controller : NSObject {
Model *Model;
}
@property (nonatomic, retain) Model *Model;
-(void)runScene;
Controller.m
#import "Controller.h"
#import "Model.h"
#import "AScene.h"
@implementation Controller
@synthesize Model;
- (void)runScene {
AScene *newScene = [[AScene alloc] init];
newScene.controller = self;
}
RootScene.h
#import "cocos2d.h"
@class Controller;
@interface RootScene : Scene {
Controller *controller;
}
@property (nonatomic, retain) Controller *controller;
@end
RootScene.m
#import "RootScene.h"
#import "Controller.h"
@implementation RootScene
@synthesize controller;
- (id) init {
self = [super init];
if (self != nil) {
//
}
return self;
}
- (void) dealloc {
[controller release];
[super dealloc];
}
@end
AScene.h
#import "RootScene.h"
@class ALayer;
@class Model;
@interface AScene : RootScene {
}
@end
AScene.m
#import "AScene.h"
#import "ALayer.h"
#import "Model.h"
@implementation AScene
- (id) init {
self = [super init];
if (self != nil) {
ALayer *newLayer = [ALayer node];
newLayer.model = controller.Model; // <-- Request for member 'Model' in something not a stucture or union
[self addChild:statusScreenLayer];
}
return self;
}
- (void) dealloc {
[super dealloc];
}
@end
RootLayer.h
#import "cocos2d.h"
@class Model;
@interface RootLayer : Layer {
Model *model;
}
@property (nonatomic, retain) Model *model;
@end
RootLayer.m
#import "RootLayer.h"
#import "Model.h"
@implementation RootLayer
@synthesize model;
- (id) init {
self = [super init];
if (self != nil) {
//
}
return self;
}
- (void) dealloc {
[model release];
[super dealloc];
}
@end
ALayer.h
#import "RootLayer.h"
@interface ALayer : RootLayer {
}
-(void) draw;
@end
ALayer.m
#import "ALayer.h"
@implementation ALayer
-(void) draw {
// draw based on state of the model
}
@end
I am not an idiot, but header files make me feel like one sometimes. I have what is probably an overly-complicated set-up that has an error that I cannot resolve. Here it is in about as simple as detail as I can make it....
- I have a Controller class that contains a Model class.
- I have a Scene class to capture actions and communicates with the Controller.
- I have a Layer class that talks with the Model class to output the state of the Model.
- The Scene class contains Layer class solely for output.
- Scenes must hold Layers as determined by the Cocos2D framework.
- Specific Scene classes derive from a RootScene class that holds the reference to the Controller class.
- Specific Layer classes derive from a RootLayer class that holds the reference to the Model class.
- The Controller is responsible for creating Scenes and Scenes are responsible for creating Layers.
The problem comes when making a Layer and passing the Controller's Model to the Layer's Model (in AScene.m
). I get the "Request for member 'Model' in something not a stucture or union". Casting doesn't work, and I'm at a loss for how to allow these classes to talk with each other. I think part of the problem might be that Controller class contains the Model class.
Controller.h
#import <Foundation/Foundation.h>
@class Model;
@class AScene;
@interface Controller : NSObject {
Model *Model;
}
@property (nonatomic, retain) Model *Model;
-(void)runScene;
Controller.m
#import "Controller.h"
#import "Model.h"
#import "AScene.h"
@implementation Controller
@synthesize Model;
- (void)runScene {
AScene *newScene = [[AScene alloc] init];
newScene.controller = self;
}
RootScene.h
#import "cocos2d.h"
@class Controller;
@interface RootScene : Scene {
Controller *controller;
}
@property (nonatomic, retain) Controller *controller;
@end
RootScene.m
#import "RootScene.h"
#import "Controller.h"
@implementation RootScene
@synthesize controller;
- (id) init {
self = [super init];
if (self != nil) {
//
}
return self;
}
- (void) dealloc {
[controller release];
[super dealloc];
}
@end
AScene.h
#import "RootScene.h"
@class ALayer;
@class Model;
@interface AScene : RootScene {
}
@end
AScene.m
#import "AScene.h"
#import "ALayer.h"
#import "Model.h"
@implementation AScene
- (id) init {
self = [super init];
if (self != nil) {
ALayer *newLayer = [ALayer node];
newLayer.model = controller.Model; // <-- Request for member 'Model' in something not a stucture or union
[self addChild:statusScreenLayer];
}
return self;
}
- (void) dealloc {
[super dealloc];
}
@end
RootLayer.h
#import "cocos2d.h"
@class Model;
@interface RootLayer : Layer {
Model *model;
}
@property (nonatomic, retain) Model *model;
@end
RootLayer.m
#import "RootLayer.h"
#import "Model.h"
@implementation RootLayer
@synthesize model;
- (id) init {
self = [super init];
if (self != nil) {
//
}
return self;
}
- (void) dealloc {
[model release];
[super dealloc];
}
@end
ALayer.h
#import "RootLayer.h"
@interface ALayer : RootLayer {
}
-(void) draw;
@end
ALayer.m
#import "ALayer.h"
@implementation ALayer
-(void) draw {
// draw based on state of the model
}
@end
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评论(2)
您的
AScene
实现不会#import
Controller
的标头。编辑:明确的解决方案。
在AScene.m中添加:
Your implementation of
AScene
does not#import
the header ofController
.Edit: Explicit solution.
In AScene.m add:
尼古拉似乎是对的。除此之外,最佳实践规定属性(如 ivars)不应以大写字母开头。你只是在自找伤害。请使用这些:
Controller.h
Controller.m
Nikolai seems to be right. Beyond that, best practice would dictate that properties (like ivars) should NOT start with an uppercase letter. You're just asking for hurt. Use these instead:
Controller.h
Controller.m