[英]Can access player struct in one class but not the other
I am filling two players' hands with random dominoes and have no issue.我正在用随机的多米诺骨牌填充两个玩家的手,没有问题。 When I send the struct to another class, I cannot access the players hands anymore.
当我将结构发送到另一个 class 时,我无法再访问玩家的手了。
using namespace std;
struct player {
int playerNum;
vector < pair <int, int>> hand;
};
vector < pair <int, int>> availablePieces;
void Player::createHand(vector < pair <int, int>> &multiVector, player* player) {
srand(time(NULL)); // rand seed
int ranNumb;
//fill players' hand
for (int i = 0; i < 10; i++) {
ranNumb = rand() % multiVector.size();
player[0].hand.push_back(multiVector[ranNumb]);
multiVector.erase(multiVector.begin() + ranNumb);
ranNumb = rand() % multiVector.size();
player[1].hand.push_back(multiVector[ranNumb]);
multiVector.erase(multiVector.begin() + ranNumb);
}
}
setAvailablePieces(multiVector);
void Player::createPlayers(vector < pair <int, int>>& multiVector) {
struct player* domiPlayer = new struct player[2];
domiPlayer[0].playerNum = 1;
domiPlayer[1].playerNum = 2;
createHand(multiVector, domiPlayer);
}
Game gameObj;
gameObj.API(player, availablePieces);
Game Header:游戏 Header:
using namespace std;
class Game
{
public:
void API(struct player* player, vector < pair <int, int>> &availablePieces);
private:
void playGame(player* player, vector < pair <int, int>>& availablePieces);
};
Game Class:游戏 Class:
void Game::playGame(player* player, vector < pair <int, int>>& availablePieces) {
cout << player[0].hand[0].first << endl;
}
void Game::API(player* player, vector < pair <int, int>> &availablePieces) {
playGame(player, availablePieces);
}
In the function playGame, I cannot access the individual players hands.在 function playGame 中,我无法访问个别玩家的手牌。 I get the error: Expression must be a pointer to a complete object type.
我收到错误:表达式必须是指向完整 object 类型的指针。
My initial answer was incorrect (apologies).我最初的回答是不正确的(道歉)。 But after looking at this again I think I see your issue (in addition to the leaking of your
player
objects when createPlayers
finishes as @TedLyngmo mentioned).但是在再次查看此内容后,我想我看到了您的问题(除了@TedLyngmo 提到的
createPlayers
完成时player
对象的泄漏)。
When you create your players
you use struct
again.当你创建你的
players
时,你再次使用struct
。 This isn't needed as you've already defined player
as a struct.这不是必需的,因为您已经将
player
定义为结构。 See below, where I've made a more minimal example of your code, initializing players
and storing them within the Game
class:见下文,我为您的代码制作了一个更简单的示例,初始化
players
并将它们存储在Game
class 中:
#include <stdio.h>
struct player {
int test = 2;
};
class Game {
public:
Game(const int nPlayers);
void playGame();
private:
player *players;
};
Game::Game(const int nPlayers) {
players = new player[nPlayers];
}
void Game::playGame() {
printf("%d\n", players[0].test);
}
int main() {
const int nPlayers = 2;
Game game(nPlayers);
game.playGame();
}
This solves the problem of players
going out of scope as well as not using struct
again when initializing players
.解决了
players
器在初始化players
器时退出 scope 以及不再使用struct
的问题。 I also omitted the Player
class as it was not clear where that comes from in the code you posted.我还省略了
Player
class,因为在您发布的代码中不清楚它来自哪里。
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