[英]Illegal call to non-static member function (C++)?
I'm developing a game which is based around the user controlling a ball which moves between areas on the screen. 我正在开发一种基于用户控制球的游戏,该球在屏幕上的区域之间移动。 The 'map' for the screen is defined in the file ThreeDCubeGame.cpp: 屏幕的“地图”在文件ThreeDCubeGame.cpp中定义:
char m_acMapData[MAP_WIDTH][MAP_HEIGHT];
The ThreeDCubeGame.cpp handles most of the stuff to do with the map, but the player (and keyboard input) is controlled by ThreeDCubePlayer.cpp. ThreeDCubeGame.cpp处理大部分与地图有关的事情,但播放器(和键盘输入)由ThreeDCubePlayer.cpp控制。 When a player moves into a new map cell, the game will have to check the contents of that cell and act accordingly. 当玩家进入新的地图单元格时,游戏必须检查该单元格的内容并采取相应的行动。 This function in ThreeDCubeGame.cpp is what I am trying to use: 我正在尝试使用ThreeDCubeGame.cpp中的这个函数:
inline char GetMapEntry( int iMapX, int iMapY ) { return m_acMapData[iMapX][iMapY]; }
So, in order to check whether the player is allowed to move into a map cell I use this function call from ThreeDCubePlayer.cpp: 因此,为了检查播放器是否被允许移动到地图单元格,我使用来自ThreeDCubePlayer.cpp的此函数调用:
if (ThreeDCubeGame::GetMapEntry(m_iMapX+MAP_OFF_X, m_iMapY+MAP_OFF_Y) == ' ')
{
// do stuff
}
But, when I compile this, I get the warning "error C2352: 'ThreeDCubeGame::GetMapEntry' : illegal call of non-static member function". 但是,当我编译它时,我收到警告“错误C2352:'ThreeDCubeGame :: GetMapEntry':非静态成员函数的非法调用”。 Is this something to do with the scope of the variables? 这与变量的范围有关吗? Is it fixable without redesigning all the code? 如果不重新设计所有代码,它是否可以修复?
class A {
int i;
public:
A(): i(0) {}
int get() const { return i; }
};
int main() {
A a;
a.get(); // works
A::get(); // error C2352
}
There's no object to call the function with. 没有用于调用该函数的对象。
GetMapEntry is not static
so you can't call it without an object of the type ThreeDCubeGame. GetMapEntry不是static
因此如果没有ThreeDCubeGame类型的对象,则无法调用它。
Alternatives: 备择方案:
-Make GetMapEntry static: static inline char GetMapEntry
-Make GetMapEntry static: static inline char GetMapEntry
-Create an instance of ThreeDCubeGame and do instance.GetMapEntry(
- 创建ThreeDCubeGame的实例并执行instance.GetMapEntry(
ThreeDCubeGame
is a class, not an instance, thus you can only use it to access static members (that is, member function with the keyword static
) You have to instantiate an object of this class to use non-static members ThreeDCubeGame
是一个类,而不是一个实例,因此您只能使用它来访问静态成员(即带有关键字static
成员函数)您必须实例化此类的对象以使用非静态成员
ThreeDCubeGame map;
...
map.GetMapEntry(iMapX, iMapY).
You are trying to call a class method. 您正在尝试调用类方法。 Is that what you intend? 这是你想要的吗? Or do you mean for GetMapEntry
to be an instance method? 或者你的意思是GetMapEntry
是一个实例方法? If it's a class method, it needs to be marked static. 如果它是类方法,则需要将其标记为静态。 If it's an instance method, you need to call it with an instance of ThreeDCubeGame
. 如果它是实例方法,则需要使用ThreeDCubeGame
实例调用它。 Also, is GetMapEntry
even a member of a class? 另外, GetMapEntry
甚至是一个类的成员吗?
The error indicates that your are calling the GetMapEntry
function as a static one whereas you have declare it as a member function. 该错误表示您正在将GetMapEntry
函数作为静态函数调用,而您已将其声明为成员函数。 You need to: 你需要:
threedcubegameinstance.GetMapEntry()
, 通过ThreeDCubeGame实例调用它: threedcubegameinstance.GetMapEntry()
, You're missing the "static" keyword. 你错过了“static”关键字。
// .h
class Playfield
{
public:
static char GetTile( int x, int y );
// static on a method means no 'this' is involved
};
// .cpp
static char tiles[10][10] = {};
// static on vars in .cpp prevents access from outside this .cpp
char Playfield::GetTile( int x, int y )
{
// handle invalid args
// return tile
return tiles[x][y];
}
There's other options if you want only one unique playfield: You can make Playfield a singleton, turn it into a namespace or use global functions. 如果您只想要一个独特的游戏区,还有其他选项:您可以将Playfield设为单个,将其转换为命名空间或使用全局函数。 The result is the same from the caller's point of view. 从呼叫者的角度来看,结果是一样的。
On a side note: Since all of these use a static and/or global variable it's inherently not thread-safe. 旁注:由于所有这些都使用静态和/或全局变量,因此它本身不是线程安全的。
If you require multiple playfields and/or want to play safe with multi-threadding and/or want to absolutely do it in an OOP fashion, you will need an instance of Playfield to call the function on (the 'this' pointer): 如果您需要多个游戏区域和/或想要以多线程方式安全地玩游戏和/或想要以OOP方式完全执行它,您将需要一个Playfield实例来调用该函数('this'指针):
class Playfield
{
public:
char GetTile( int x, int y ) const { return this->tiles[x][y]; }
// you can omit 'this->', but it's inherently present because
// the method is not marked as static
public:
Playfield()
{ /*you will have to initialize 'this->tiles' here because
you cannot use the struct initializer '= {}' on member vars*/ }
private:
char tiles[10][10];
};
The calling code would use Playfield like this: 调用代码将使用Playfield,如下所示:
void main()
{
// static version
char tile11 = Playfield::GetTile( 1, 1 );
// non-static version
Playfield myPlayfield;
char tile12 = myPlayfield.GetTile( 1, 2 );
}
It can be useful to have a class containing a collection of functions, without any data members, if you don't want to expose the helper-functions. 如果您不想公开辅助函数,那么拥有一个包含函数集合的类(没有任何数据成员)会很有用。
Otherwise it would be more practical to use a namespace to collect these functions in. 否则,使用命名空间来收集这些函数会更实际。
Example: 例:
class Solvers
{
public:
void solve_a(std::vector<int> data);
void solve_b(std::vector<int> data, int value);
private:
int helper_a(int a, int b);
}
But a class needs to be initialised before use. 但是一个类需要在使用前初始化。
The simplest way to make these functions usable would be to mark them static in the class: 使这些函数可用的最简单方法是在类中将它们标记为静态:
static void solve_a(std::vector<int> data);
Then the member-functions can be used as: 然后成员函数可以用作:
Solver::solve_a(my_vector);
Another way would be to initialise the class before using: 另一种方法是在使用之前初始化类:
Solver solver;
solver.solve_a(my_vector);
And the third method, not mentioned before, is by default initialising it during use: 并且之前未提及的第三种方法默认在使用期间初始化它:
Solver().solve_a(my_vector);
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