[英]Receiving error C2664: cannot convert parameter 1 from 'std::vector<_Ty>' to 'std::vector<_Ty,_Ax> &' when passing vector<int> to templated method
[英]error C2664 : 'void std::vector<_Ty>::push_back(_Ty&&)': cannot convert parameter 1 from 'Node<T> *' to 'Node<T>&&'
錯誤C2664:'void std :: vector <_Ty> :: push_back(_Ty &&)':無法將參數1從'Node *'轉換為'Node &&'
拜托,我需要幫助......
我創建了node.h和heap.h
node.h:
#ifndef __NODE_H_
#define __NODE_H_
#include <string>
#include <iostream>
using namespace std;
template <class T>
class Node {
private:
Node<T>* m_brother;
int m_index;
T m_data;
public:
Node (T data);
~Node ();
int GetIndex () const;
int GetBrother () const;
void SetIndex (const int index);
void SetBrother (const Node<T>* brother);
void SetData (const T& data);
bool operator<(const Node<T>& other) const;
};
template <class T>
Node<T>::Node(T data) {
SetData(data);
}
template <class T>
int Node<T>::GetIndex () const {
return m_index;
}
template <class T>
int Node<T>::GetBrother () const {
return m_brother->GetIndex();
}
template <class T>
void Node<T>::SetData (const T& data) {
m_data = data;
}
template <class T>
void Node<T>::SetBrother(const Node<T>* brother) {
m_brother = brother;
}
template <class T>
void Node<T>::SetIndex(const int index) {
if (index > 0)
m_index = index;
else
cout <<"ERROR: Index Can't be negative number!"<<endl;
}
template <class T>
bool Node<T>:: operator<(const Node<T>& other)const
{
return *(this->GetData()) > *(other.GetData());
}
#endif
heap.h:
#ifndef __HEAP_H_
#define __HEAP_H_
#pragma once
#include <vector>
#include "Node.h"
using namespace std;
template<class T> class Heap {
public:
Heap();
virtual ~Heap();
Node<T> * CreateNode (T data);
bool IsEmpty() const;
Node<T>* RemoveNode(int indexNode);
Node<T>* ExtractMin ();
//void AddToHeap(Node<T>* newNode);
//void Add(int indexNode);
void Insert(Node<T>* newNode);
void DecreaseKey (Node<T>* newNode);
void Exchange (int indexNode1, int indexNode2);
void MinHeapify (int indexNode);
private:
vector<Node<T>> m_heap;
int num;
};
template<class T>
Heap<T>::Heap() {
}
template<class T>
Heap<T>::~Heap() {
}
template<class T>
Node<T>* Heap<T>::CreateNode(T data) {
Node<T*>* node(T);
return node;
}
template<class T>
bool Heap<T>::IsEmpty() const {
return (m_heap.size() == 0);
}
template<class T>
Node<T>* Heap<T>::RemoveNode (int indexNum) {
Node<T>* nodeToRemove=NULL;
if (indexNum > 0 && indexNum < m_heap.size()) {
nodeToRemove = m_heap[indexNum];
m_heap [indexNum] = m_heap [ m_heap.size()-1];
m_heap [m_heap.size()-1] = nodeToRemove;
m_heap.pop_back();
MinHeapify(nodeToRemove->GetIndex());
}
return nodeToRemove;
}
template<class T>
void Heap<T>::Insert(Node<T>* newNode) {
if (m_heap.size() == 0) {
m_heap.push_back(newNode);
}
else
DecreaseKey(newNode);
}
template<class T>
void Heap<T>::DecreaseKey(Node<T>* newNode) {
m_heap.push_back(newNode);
int index = m_heap.size();
while ((index > 0) && (m_heap[(index/2)-1] > m_heap[index-1])) {
Exchange(index,index/2);
index = index/2;
}
}
template<class T>
Node<T>* Heap<T>::ExtractMin () {
Node<T>* minNode;
minNode = m_heap[0];
m_heap[0] = m_heap[m_heap.size()-1];
m_heap.erase(m_heap[m_heap.size()-1]);
MinHeapify (0);
return minNode;
}
template<class T>
void Heap<T>::Exchange (int indexNode1, int indexNode2) {
Node<T>* tmp = m_heap[indexNode1-1];
m_heap[indexNode1-1] = m_heap [indexNode2-1];
m_heap[indexNode2-1] = tmp;
}
template<class T>
void Heap<T>::MinHeapify (int indexNode) {
int leftNode = 2*indexNode;
int rightNode = 2*indexNode+1;
int smallest = indexNode;
if ((leftNode < m_heap.size()-1) && (m_heap[leftNode-1]<m_heap[smallest-1]))
smallest = leftNode;
if ((rightNode < m_heap.size()-1) && (m_heap[rightNode-1]<m_heap[smallest-1]))
smallest = rightNode;
if (smallest != indexNode) {
Exchange (indexNode,smallest);
MinHeapify(smallest);
}
}
#endif;
在主要,我試圖檢查,它沒有編譯。
int main () {
Node<Vehicle*> a(car1);
Heap<Vehicle*> heap;
Node<Vehicle*>* p = &a;
heap.Insert(p);
return 0;
}
為什么?
您的Heap<T>::Insert
函數采用Node<T*>*
。
m_heap
定義為vector<Node<T>>
。 您需要插入Node<T*>
,而不是Node<T*>*
。 Heap<T>::Insert
應該通過const引用而不是指針來獲取其參數。
你的代碼不必要地使用了許多指針; 如果你處理引用並按值返回東西而不是在整個地方糾纏指針,這會簡單得多。
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