[英]Creating an object with another object as parameters in constructor
因此,我正在編寫一個程序,該程序將查找boggle游戲(如果您不知道它是什么,可以用Google搜索)的所有可能的單詞(由字典定義)。 無論如何,我有3個類/對象:字典,游戲板和bogglegame。 bogglegame應該組合字典和游戲板並找到所有合法單詞。 我的bogglegame構造函數看起來像
BoggleGame::BoggleGame(Dictionary dictionaryIN, GameBoard gameboardIN)
而Dictionary和GameBoard的構造器看起來像
Dictionary::Dictionary(set<string> wordsInDictionaryIN, unsigned maxLengthIN)
GameBoard::GameBoard(vector<vector<string> > gamestateIN, unsigned boardSizeIN)
當我嘗試編譯時,出現錯誤提示“錯誤:沒有匹配的函數來調用'Dictionary :: Dictionary()”
我希望能夠將字典和游戲板對象從main傳遞到構造函數中,並將它們存儲為BoggleGame對象的私有成員,從而有效地使BoggleGame對象成為2個對象的對象。
編輯:郵編
BoggleGame的構造函數
#include "BoggleGame.h"
BoggleGame::BoggleGame(Dictionary dictionaryIN, GameBoard gameboardIN)
{
dictionary = dictionaryIN;
gameboard = gameboardIN;
}
#pragma once
#include "Dictionary.h"
#include "GameBoard.h"
class BoggleGame
{
public:
BoggleGame(Dictionary dictioanryIN, GameBoard gameboardIN);
void foundWord(string wordIN);
string findTheWords(string w, unsigned row, unsigned column);
set<string> getTheFoundWords() {return foundWords;}
bool isInDictionary(string word);
bool isOffBoard(unsigned row, unsigned column);
bool usedTile(unsigned row, unsigned column);
vector<vector<string> > getTheGameBoard(){gameboard.getGameBoard();}
private:
Dictionary dictionary;
GameBoard gameboard;
set<string> foundWords;
};
#pragma once
#include <set>
#include <vector>
#include <string>
#include <iterator>
using std::set;
using std::string;
using std::vector;
class Dictionary
{
public:
Dictionary(set<string> wordsInDictionaryIN, unsigned maxLengthIN);
bool isInDictionary(string wordIN);
void foundWord (string wordIN);
string findTheWords(string w, unsigned row, unsigned column);
unsigned getMaxLength() {return maxLength;}
private:
set<string> wordsInDictionary;
unsigned maxLength;
set<string> foundWords;
};
#pragma once
#include <vector>
#include <string>
using std::string;
using std::vector;
class GameBoard
{
public:
GameBoard(vector<vector<string> > gamestateIN, unsigned boardSizeIN);
bool outOfBoard(unsigned row, unsigned column);
bool getTileUseState(unsigned row, unsigned column){return usedTiles.at(row).at(column);}
void setTileUsed(unsigned row, unsigned column);
vector<vector<string> > getGameBoard(){return gamestate;}
unsigned getSize(){return boardSize;}
vector<vector<bool> > getUsedTiles() {return usedTiles;}
string readTile(unsigned row, unsigned column) {return gamestate.at(row).at(column);}
void previousState(vector<vector<bool> > previous) {usedTiles = previous;}
private:
vector<vector<string> > gamestate;
vector<vector<bool> > usedTiles;
unsigned boardSize;
};
也許這就是在BoggleGame類中聲明Dictionary對象的方式。
假設您做了這樣的事情:
BoggleGame類{
private:字典dico;
}
在這種情況下,如果構造函數Dictionary :: Dictionary()不存在,則會出現編譯錯誤。
因此,我認為,您的問題的解決方案應該是:
但是如果發布代碼會更好。
錯誤在於BoggleGame
的構造BoggleGame
。 您沒有默認的Dictionary
構造函數。 您可以在構造函數中使用初始化列表:
BoggleGame::BoggleGame(Dictionary _dictionary)
: dictionary{_dictionary}
或者,為Dictionary
提供默認的構造函數:
Dictionary() = default;
Dictionary() { }
發生錯誤的原因是因為dictionary
是默認構造的。 當您將新值分配給dictionary
,您正在使用副本分配運算符。 通過使用構造函數初始化列表,可以直接初始化dictionary
。 展示:
BoggleGame::BoggleGame(Dictionary _dictionary)
{
dictionary = _dictionary;
}
Default.
Copy assignment.
BoggleGame::BoggleGame(Dictionary _dictionary)
: dictionary{_dictionary}
{
}
Copy constructor.
您可以看到很大的不同。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.