C++类前向声明

发布于 2025-01-02 03:02:23 字数 1559 浏览 3 评论 0原文

当我尝试编译此代码时,我得到:

52 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h invalid use of undefined type `struct tile_tree_apple' 
46 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h forward declaration of `struct tile_tree_apple' 

我的代码的某些部分:

class tile_tree_apple;

class tile_tree : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree_apple;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE;};        
};

class tile_tree_apple : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE_APPLE;}; 
          tile onUse() {return *new tile_tree;};       
};

我真的不知道该怎么做,我搜索了解决方案,但找不到与我的问题类似的任何内容...实际上,我有更多的类与父“tile”并且之前没问题...

编辑:

我决定将所有返回类型更改为指针以避免内存泄漏,但现在我得到:

27 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h ISO C++ forbids declaration of `tile' with no type 
27 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h expected `;' before "tick"

它仅在基类中,其他一切都好...中的每个函数返回 *tile 的tile类有这个错误......

一些 代码:

class tile
{
      public:
          double health;
          tile_type type;
          *tile takeDamage(int ammount) {return this;};
          *tile onDestroy() {return this;};
          *tile onUse() {return this;};
          *tile tick() {return this};
          virtual void onCreate() {};
};

When I try to compile this code, I get:

52 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h invalid use of undefined type `struct tile_tree_apple' 
46 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h forward declaration of `struct tile_tree_apple' 

some part of my code:

class tile_tree_apple;

class tile_tree : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree_apple;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE;};        
};

class tile_tree_apple : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE_APPLE;}; 
          tile onUse() {return *new tile_tree;};       
};

I dont really know what to do, I searched for the solution but I couldn't find anything simmilar to my problem... Actually, I have more classes with parent "tile" and It was ok before...

EDIT:

I decided to change all returned types to pointers to avoid memory leaks, but now I got:

27 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h ISO C++ forbids declaration of `tile' with no type 
27 C:\Dev-Cpp\Projektyyy\strategy\Tiles.h expected `;' before "tick"

Its only in base class, everything else is ok... Every function in tile class which return *tile has this error...

Some code:

class tile
{
      public:
          double health;
          tile_type type;
          *tile takeDamage(int ammount) {return this;};
          *tile onDestroy() {return this;};
          *tile onUse() {return this;};
          *tile tick() {return this};
          virtual void onCreate() {};
};

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评论(8

酒几许 2025-01-09 03:02:23

尽可能使用前向声明。

假设您要定义一个使用 A 类对象的新类 B

  1. B 仅使用对 A 的引用或指针。使用前向声明则不需要包含 。这反过来会加快编译速度。

    A 类;
    
    B级 
    {
      私人的:
        A* fPtrA ;
      民众:
        void mymethod(const&A) const ;
    };
    
  2. B 派生自 AB 显式(或隐式)使用 A 类的对象。然后您需要包含

    #include <啊>;
    
    B 类:公共 A 
    {
    };
    
    C级 
    {
      私人的:
        一个fA;
      民众:
        void mymethod(A par) ;   
    }
    

Use forward declaration when possible.

Suppose you want to define a new class B that uses objects of class A.

  1. B only uses references or pointers to A. Use forward declaration then you don't need to include <A.h>. This will in turn speed a little bit the compilation.

    class A ;
    
    class B 
    {
      private:
        A* fPtrA ;
      public:
        void mymethod(const& A) const ;
    } ;
    
  2. B derives from A or B explicitely (or implicitely) uses objects of class A. You then need to include <A.h>

    #include <A.h>
    
    class B : public A 
    {
    };
    
    class C 
    {
      private:
        A fA ;
      public:
        void mymethod(A par) ;   
    }
    
虐人心 2025-01-09 03:02:23

为了使 new T 能够编译,T 必须是完整类型。在您的情况下,当您在 tile_tree::tick 的定义中说 newtile_tree_apple 时,tile_tree_apple 是不完整的(它已被向前声明,但是它的定义稍后在您的文件中)。尝试将函数的内联定义移动到单独的源文件中,或者至少将它们移动到类定义之后。

就像这样:

class A
{
    void f1();
    void f2();
};
class B
{
   void f3();
   void f4();
};

inline void A::f1() {...}
inline void A::f2() {...}
inline void B::f3() {...}
inline void B::f4() {...}

当您以这种方式编写代码时,这些方法中对 A 和 B 的所有引用都保证引用完整类型,因为不再有前向引用!

In order for new T to compile, T must be a complete type. In your case, when you say new tile_tree_apple inside the definition of tile_tree::tick, tile_tree_apple is incomplete (it has been forward declared, but its definition is later in your file). Try moving the inline definitions of your functions to a separate source file, or at least move them after the class definitions.

Something like:

class A
{
    void f1();
    void f2();
};
class B
{
   void f3();
   void f4();
};

inline void A::f1() {...}
inline void A::f2() {...}
inline void B::f3() {...}
inline void B::f4() {...}

When you write your code this way, all references to A and B in these methods are guaranteed to refer to complete types, since there are no more forward references!

缱绻入梦 2025-01-09 03:02:23

前向声明是一个“不完整类型”,您对此类类型唯一能做的就是实例化一个指向它的指针,或者在函数中引用它声明(即函数原型中的参数或返回类型)。在代码的第 52 行中,您尝试实例化一个对象

此时编译器不知道对象的大小及其构造函数,因此无法实例化对象。

The forward declaration is an "incomplete type", the only thing you can do with such a type is instantiate a pointer to it, or reference it in a function declaration (i.e. and argument or return type in a function prototype). In line 52 in your code, you are attempting to instantiate an object.

At that point the compiler has no knowledge of the object's size nor its constructor, so cannot instantiate an object.

红颜悴 2025-01-09 03:02:23

我有这个:

class paulzSprite;
...

struct spriteFrame
{
    spriteFrame(int, int, paulzSprite*, int, int);
    paulzSprite* pSprite; //points to the sprite class this struct frames
    static paulzSprite* pErase; //pointer to blanking sprite
    int x, y;
    int Xmin, Xmax, Ymin, Ymax; //limits, leave these to individual child classes, according to bitmap size
    bool move(int, int);
    bool DrawAt(int, int);
    bool dead;
};

spriteFrame::spriteFrame(int initx, int inity, paulzSprite* pSpr, int winWidth, int winHeight)
{
    x = initx;
    y= inity;
    pSprite = pSpr;
    Xmin = Ymin = 0;
    Xmax = winWidth - pSpr->width;
    Ymax = winHeight - pSpr->height;
    dead = false;
}

...

和原来的问题一样感到悲伤。
只能通过将 paulzSprite 的定义移动到 spriteFrame 的之后来解决。编译器不应该比这个更聪明吗(VC++,VS 11 Beta)?

顺便说一句,我完全同意克利福德上面的评论“指针不会导致内存泄漏,糟糕的编码会导致内存泄漏”。恕我直言,许多其他新的“智能编码”功能也是如此,这些功能不应取代理解您实际要求计算机执行的操作。

I had this:

class paulzSprite;
...

struct spriteFrame
{
    spriteFrame(int, int, paulzSprite*, int, int);
    paulzSprite* pSprite; //points to the sprite class this struct frames
    static paulzSprite* pErase; //pointer to blanking sprite
    int x, y;
    int Xmin, Xmax, Ymin, Ymax; //limits, leave these to individual child classes, according to bitmap size
    bool move(int, int);
    bool DrawAt(int, int);
    bool dead;
};

spriteFrame::spriteFrame(int initx, int inity, paulzSprite* pSpr, int winWidth, int winHeight)
{
    x = initx;
    y= inity;
    pSprite = pSpr;
    Xmin = Ymin = 0;
    Xmax = winWidth - pSpr->width;
    Ymax = winHeight - pSpr->height;
    dead = false;
}

...

Got the same grief as in the original question.
Only solved by moving the definition of paulzSprite to after that of spriteFrame. Shouldn't the compiler be smarter than this (VC++, VS 11 Beta)?

And btw, I wholeheartedly agree with Clifford's remark above "Pointers don't cause memory leaks, poor coding causes memory leaks". IMHO this is true of many other new "smart coding" features, which should not become a substitute for understanding what you are actually asking the computer to do.

烟酒忠诚 2025-01-09 03:02:23

问题是 tick() 需要知道 tile_tree_apple 的定义,但它所拥有的只是它的前向声明。您应该将声明和定义分开,如下所示:

tile_tree.h

#ifndef TILE_TREE_H
#define TILE_TREE_H
#include "tile.h"

class tile_tree : public tile
{
public:
    tile onDestroy();
    tile tick();
    void onCreate();
};

#endif

tile_tree.cpp

tile tile_tree::onDestroy() {
    return *new tile_grass;
}

tile tile_tree::tick() {
     if (rand() % 20 == 0)
         return *new tile_tree_apple;
}

void tile_tree::onCreate() {
    health = rand() % 5 + 4;
    type = TILET_TREE;
}

例外您遇到了一个主要问题:您正在分配内存(使用new),然后复制分配的对象并返回副本。这称为内存泄漏,因为您的程序无法释放它使用的内存。不仅如此,您还将 tile_tree 复制到 tile 中,这会丢弃使 tile_tree不同的信息平铺;这称为切片

您想要的是返回一个指向新tile的指针,并确保在某个时刻调用delete来释放内存:

tile* tile_tree::tick() {
     if (rand() % 20 == 0)
         return new tile_tree_apple;
}

更好的是返回一个智能指针这将为您处理内存管理:

#include <memory>

std::shared_ptr<tile> tile_tree::tick() {
     if (rand() % 20 == 0)
         return std::make_shared<tile_tree_apple>();
}

The problem is that tick() needs to know the definition of tile_tree_apple, but all it has is a forward declaration of it. You should separate the declarations and definitions like so:

tile_tree.h

#ifndef TILE_TREE_H
#define TILE_TREE_H
#include "tile.h"

class tile_tree : public tile
{
public:
    tile onDestroy();
    tile tick();
    void onCreate();
};

#endif

tile_tree.cpp:

tile tile_tree::onDestroy() {
    return *new tile_grass;
}

tile tile_tree::tick() {
     if (rand() % 20 == 0)
         return *new tile_tree_apple;
}

void tile_tree::onCreate() {
    health = rand() % 5 + 4;
    type = TILET_TREE;
}

Except you have a major problem: you’re allocating memory (with new), then copying the allocated object and returning the copy. This is called a memory leak, because there’s no way for your program to free the memory it uses. Not only that, but you’re copying a tile_tree into a tile, which discards the information that makes a tile_tree different from a tile; this is called slicing.

What you want is to return a pointer to a new tile, and make sure you call delete at some point to free the memory:

tile* tile_tree::tick() {
     if (rand() % 20 == 0)
         return new tile_tree_apple;
}

Even better would be to return a smart pointer that will handle the memory management for you:

#include <memory>

std::shared_ptr<tile> tile_tree::tick() {
     if (rand() % 20 == 0)
         return std::make_shared<tile_tree_apple>();
}
世俗缘 2025-01-09 03:02:23

类tile_tree_apple 应在单独的.h 文件中定义。

tta.h:
#include "tile.h"

class tile_tree_apple : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE_APPLE;}; 
          tile onUse() {return *new tile_tree;};       
};

file tt.h
#include "tile.h"

class tile_tree : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree_apple;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE;};        
};

另一件事:返回图块而不是图块引用并不是一个好主意,除非图块是原始类型或非常“小”类型。

class tile_tree_apple should be defined in a separate .h file.

tta.h:
#include "tile.h"

class tile_tree_apple : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE_APPLE;}; 
          tile onUse() {return *new tile_tree;};       
};

file tt.h
#include "tile.h"

class tile_tree : public tile
{
      public:
          tile onDestroy() {return *new tile_grass;};
          tile tick() {if (rand()%20==0) return *new tile_tree_apple;};
          void onCreate() {health=rand()%5+4; type=TILET_TREE;};        
};

another thing: returning a tile and not a tile reference is not a good idea, unless a tile is a primitive or very "small" type.

妳是的陽光 2025-01-09 03:02:23

要执行除声明指向对象的指针之外的任何操作,您需要完整的定义。

最好的解决方案是将实现移到单独的文件中。

如果您必须将其保留在标头中,请将定义移到两个声明之后:

class tile_tree_apple;

class tile_tree : public tile
{
  public:
      tile onDestroy();
      tile tick();
      void onCreate();        
};

class tile_tree_apple : public tile
{
  public:
      tile onDestroy();
      tile tick();
      void onCreate(); 
      tile onUse();       
};

tile tile_tree::onDestroy() {return *new tile_grass;};
tile tile_tree::tick() {if (rand()%20==0) return *new tile_tree_apple;};
void tile_tree::onCreate() {health=rand()%5+4; type=TILET_TREE;};        

tile tile_tree_apple::onDestroy() {return *new tile_grass;};
tile tile_tree_apple::tick() {if (rand()%20==0) return *new tile_tree;};
void tile_tree_apple::onCreate() {health=rand()%5+4; type=TILET_TREE_APPLE;}; 
tile tile_tree_apple::onUse() {return *new tile_tree;};       

重要 >

你有内存泄漏:

tile tile_tree::onDestroy() {return *new tile_grass;};

将在堆上创建一个对象,之后你无法销毁该对象,除非你做了一些丑陋的黑客行为。此外,您的对象将被切片。 不要这样做,返回一个指针。

To do anything other than declare a pointer to an object, you need the full definition.

The best solution is to move the implementation in a separate file.

If you must keep this in a header, move the definition after both declarations:

class tile_tree_apple;

class tile_tree : public tile
{
  public:
      tile onDestroy();
      tile tick();
      void onCreate();        
};

class tile_tree_apple : public tile
{
  public:
      tile onDestroy();
      tile tick();
      void onCreate(); 
      tile onUse();       
};

tile tile_tree::onDestroy() {return *new tile_grass;};
tile tile_tree::tick() {if (rand()%20==0) return *new tile_tree_apple;};
void tile_tree::onCreate() {health=rand()%5+4; type=TILET_TREE;};        

tile tile_tree_apple::onDestroy() {return *new tile_grass;};
tile tile_tree_apple::tick() {if (rand()%20==0) return *new tile_tree;};
void tile_tree_apple::onCreate() {health=rand()%5+4; type=TILET_TREE_APPLE;}; 
tile tile_tree_apple::onUse() {return *new tile_tree;};       

Important

You have memory leaks:

tile tile_tree::onDestroy() {return *new tile_grass;};

will create an object on the heap, which you can't destroy afterwards, unless you do some ugly hacking. Also, your object will be sliced. Don't do this, return a pointer.

狠疯拽 2025-01-09 03:02:23

要执行*newtile_tree_apple,应该调用tile_tree_apple的构造函数,但是在这个地方编译器对tile_tree_apple一无所知,所以它不能使用构造函数。

如果您放入

tile tile_tree::tick() {if (rand()%20==0) return *new tile_tree_apple;};

具有类tile_tree_apple 定义的单独cpp 文件或包含具有该定义的头文件,一切都会正常工作。

To perform *new tile_tree_apple the constructor of tile_tree_apple should be called, but in this place compiler knows nothing about tile_tree_apple, so it can't use the constructor.

If you put

tile tile_tree::tick() {if (rand()%20==0) return *new tile_tree_apple;};

in separate cpp file which has the definition of class tile_tree_apple or includes the header file which has the definition everything will work fine.

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