I've got a bit of a problem here. I'm trying to define several classes, of which some are Players and some are Pawns belonging to the players. Coming from Python, I'm used to being able to conven开发者_高级运维iently access a Pawn's owning Player through the Pawn, as well as accessing a Player's Pawns through the Player. Correct me if I'm wrong, but this seems impossible in C++.
I currently define Player first, and one of its data members m_Pawns
is supposed to be a vector<Pawn>
. I declare the data member, but I don't assign it any value. I also define a member function that is meant to assign a vector of pawns to m_Pawns
, but I don't call it anywhere near the constructor. Since I'm not actually calling the constructor for Pawn
in the constructor for Player
, it seems I should be fine.
Here's my Player
class. The Board
class is defined beforehand, whereas the Pawn
class is defined afterwards (the Pawn
class contains pointers to an owner of the Player
class, so switching it around doesn't really help).
class Player
{
public:
Player(sf::Color color, const string& name);
sf::Color GetColor();
string GetName();
void CreatePawns(Board& board, int which);
protected:
vector<Pawn> m_Pawns;
sf::Color m_Color;
string m_Name;
};
Player::Player(sf::Color color, const string& name):
m_Color(color),
m_Name(name)
{}
sf::Color Player::GetColor()
{
return m_Color;
}
string Player::GetName()
{
return m_Name;
}
void Player::CreatePawns(Board& board, int which)
{
switch(which)
{
case 1:
for(int i = 0; i < 4; ++i)
{
m_Pawns.push_back(Pawn((*board).Cluster1[i], this*, m_Color));
}
break;
case 2:
for(int i = 0; i < 4; ++i)
{
m_Pawns.push_back(Pawn((*board).Cluster2[i], this*, m_Color));
}
break;
case 3:
for(int i = 0; i < 4; ++i)
{
m_Pawns.push_back(Pawn((*board).Cluster3[i], this*, m_Color));
}
break;
default:
cout << "Invalid player ID!\n\n";
break;
}
}
If the class Player
is coming first and class Pawn
coming later then you can only declare pointer or reference to the later class (here Pawn
). You cannot have objects of later class, e.g.
class Player {
Pawn* p; // allowed
Pawn& r; // allowed
vector<Pawn*> p; // allowed
vector<Pawn&> vr; // not allowed (reference are not copyable)
vector<Pawn> o; // error !
};
class Pawn {};
There is no way you can overcome this situation, as in C++ for non-template
class one need to show full definition to declare objects.
The only way out is to reformat your code or use pointer/reference (with forward declaration).
The class Pawn still has to be defined so compiled can instantiate vector. You can get away with storing references or pointers to Pawn objects in your vector instead of values; vector for example. In that case forward declaration of class Pawn will be enough.
You can switch it around, because you can forward declare Player
, and then Pawn
can have a pointer to it.
You can take a pointer to an incomplete type. You can't hold values of that type.
You can do something like this:
class Pawn;
class Player {
}
class Pawn {
}
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