gpt4 book ai didi

c++ - 试图制作派生类,编译器期望抽象基的默认构造函数

转载 作者:太空宇宙 更新时间:2023-11-04 11:45:15 25 4
gpt4 key购买 nike

我们正在尝试创建抽象类“Game”和派生类“FiveCardDraw”。 FiveCardDraw 的构造函数期望 Game 有一个默认构造函数,但我们的 Game 类不能有默认构造函数,因为我们有纯虚方法。解决方案是什么?

我们的错误看起来像c:\users\wesley\documents\visual studio 2010\projects\lab4\lab4\fivecarddraw.cpp(14):error C2512: 'Game': 没有合适的默认构造函数可用

游戏.h

#ifndef GAME_H
#define GAME_H
#include "stdafx.h"
#include <string>
#include <vector>
#include "Player.h"
#include "Deck.h"

struct Player;
class Deck;

class Game{
protected:
Deck mainDeck;
vector<Player*> players;
static Game* game;
public:
static Game* instance();
static void start_game(const string&);
static void stop_game();
void addPlayer(const string&);
Player* find_player(const string&);
virtual ~Game();
virtual int before_turn(Player&)=0;
virtual int turn(Player&)=0;
virtual int after_turn(Player&)=0;
virtual int round()=0;
virtual int before_round()=0;
virtual int after_round()=0;
private:
Game(Game&);
void operator=(Game&);
};

#endif

游戏.cpp

#include "stdafx.h"
#include <string>
#include <vector>
#include "Player.h"
#include "Deck.h"
#include "Game.h"
#include "FiveCardDraw.h"
using namespace std;

static const int INSTANCE_NOT_AVAILABLE_ERROR=12;
static const int GAME_ALREADY_STARTED_ERROR=13;
static const int UNKNOWN_GAME_ERROR=14;
static const int NO_GAME_IN_PROGRES_ERROR=15;
static const int ALREADY_PLAYING_ERROR=16;


Game* Game::instance(){
if(game==0){
throw INSTANCE_NOT_AVAILABLE_ERROR;
}
else{
return game;
}
}
void Game::start_game(const string& gameType){
if(game!=0){
throw GAME_ALREADY_STARTED_ERROR;
}else if(gameType.find("FiveCardDraw")!=string::npos){
game = new FiveCardDraw();
}
else{
throw UNKNOWN_GAME_ERROR;
}
}

void Game::stop_game(){
if(game==0){
throw NO_GAME_IN_PROGRES_ERROR;
}
else{
delete game;
game=0;
}
}


void Game::addPlayer(const string& playerName){
for(unsigned int i=0; i<players.size();++i){
if(playerName==players[i]->Name){
throw ALREADY_PLAYING_ERROR;
}
}
players.push_back(new Player(playerName));
}

Player* Game::find_player(const string& playerName){
for(unsigned int i=0; i<players.size();++i){
if(playerName==players[i]->Name){
return players[i];
}
}
return 0;
}

Game::~Game(){
for(unsigned int i=0; i<players.size();++i){
delete players[i];
}
}

FiveCardDraw.h

#ifndef FIVECARDDRAW_H
#define FIVECARDDRAW_H
#include "stdafx.h"
#include <string>
#include <vector>
#include "Player.h"
#include "Deck.h"
#include "Game.h"

class FiveCardDraw : public Game {

protected:
unsigned int size_t;
Deck discardDeck;
public:
FiveCardDraw();
virtual int before_turn(Player &);
virtual int turn (Player &);
virtual int after_turn (Player &);
virtual int before_round();
virtual int round();
virtual int after_round();
};


#endif

FiveCardDraw.cpp

#include "stdafx.h"
#include <iostream>
#include <stdio.h>
#include "FiveCardDraw.h"
#include "Card.h"

using namespace std;

static const int NUM_SUITS=4;
static const int NUM_RANKS=13;
static const int CARDS_PER_HAND =5;
static const int NOT_ENOUGH_CARDS_ERROR=16;

FiveCardDraw::FiveCardDraw() {
size_t = 0;

//nested for loop to generate all 52 possible cards
for(unsigned int s=0; s<NUM_SUITS; ++s){
for(unsigned int r=0; r<NUM_RANKS; ++r){
mainDeck.addCard( Card(Card::rank_(r),Card::suit_(s)));
}
}
}
int FiveCardDraw::before_turn(Player & player){
cout<<player.Name<<" has "<<player.myHand;
cout<<endl;
string toDiscard="";
while(toDiscard!="none"){
cout<<"Enter the number of a card you wish to discard (0-4) or \"none\" if you are done discarding."<<endl;
cin>>toDiscard;
if(toDiscard=="0" || toDiscard=="1" ||toDiscard=="2" || toDiscard=="3" || toDiscard=="4"){
unsigned int intToDiscard=stoi(toDiscard);
if(intToDiscard<toDiscard.size()){
discardDeck.addCard(player.myHand[intToDiscard]);
player.myHand.remove_card(intToDiscard);
}
else{
cout<<"There is no longer a card at position "<<intToDiscard<<"."<<endl;
}
}
}
return 0;
}
int FiveCardDraw::turn (Player & player){
unsigned int numCardsToReplace=CARDS_PER_HAND-player.myHand.size();
if(mainDeck.size()+discardDeck.size()<numCardsToReplace){
return NOT_ENOUGH_CARDS_ERROR;
}
if(mainDeck.size()<numCardsToReplace){
discardDeck.shuffle();
for(unsigned int i=0; i<numCardsToReplace; ++i){
mainDeck.addCard(discardDeck.removeCard());
}
}

while(player.myHand.size()<CARDS_PER_HAND){
player.myHand<<mainDeck;
}
return 0;
}

int FiveCardDraw::after_turn (Player & player){
cout<<player.Name<<" now has "<<player.myHand;
cout<<endl;
return 0;
}

int FiveCardDraw::before_round(){
return 0;
}
int FiveCardDraw::round(){
return 0;
}
int FiveCardDraw::after_round(){
return 0;
}

最佳答案

除非您声明自己的构造函数,否则编译器将为您提供一个空的默认构造函数。你做了什么。

如果不先创建所有子对象(包括基类的子对象),就无法创建派生类。为此需要一个构造函数。

protected:
Game() {}

注意,如果你想禁用复制,你仍然应该使用正常的签名。

private:
Game(const /* <- right there */ Game&);

在 C++11 中,您可以更明确地告诉编译器您要防止复制:

    Game(const Game&) = delete;

同样对于默认构造函数,您可以告诉编译器您确实希望它自动生成一个:

    Game() = default;

关于c++ - 试图制作派生类,编译器期望抽象基的默认构造函数,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/20027568/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com