如何在C++中引用类的非静态成员。

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英文:

How do i reference a nonstatic member of a class in C++

问题

"在编写一个头文件,我试图在主类中更改一个变量,但出现了错误:

“非静态成员必须与特定对象相关”

我并不想创建一个对象,而且这个变量必须是非静态的。我找到的解决方案涉及创建一个对象,或将其设为constexpr静态,虽然可以解决问题,但会使其不可修改。

Engine.h:

class Engine {
public:
    playerObject2D mainPlayer;
    /* 其他定义 */
};

main.cpp:

#include "Engine.h";
playerObject2D player;

int main(int argc, char* argv[]){
    Engine::init(640, 480, "Test", 0, 0, 0, argc, argv);
    player.setPos(320, 240); /* 设置玩家位置为屏幕中心 */
    player.pspd = 8; /* 设置玩家速度 */

    Engine::mainPlayer = player; /* 错误 */
}
英文:

I am writing a header file, i am trying to change a variable in the main class, but an error pops up:

"a nonstatic member must be relative to a specific object"

I am not trying to make an object, and the variable must be nonstatic, The solutions i found involve making an object, or making it a constexpr static, while that works, it would make it unmodifiable

Engine.h:

class Engine {
public:
    playerObject2D mainPlayer;
    /* other definitions */
};

main.cpp:

#include "Engine.h"
playerObject2D player;

int main(int argc, char* argv[]){
    Engine::init(640, 480, "Test", 0, 0, 0, argc, argv);
    player.setPos(320,240); /* set player positon to center of screen */
    player.pspd = 8; /* set player speed */
    
    Engine::mainPlayer = player; /* Error */
}

答案1

得分: 1

你必须使用以下其中一种方法来创建一个类的实例。

class Engine
{
public:
    void DoStuff() {}
};

你可以直接在堆栈上创建实例:

int main(int argc, char* argv[])
{
    Engine engine;
    engine.DoStuff();
}

或者你可以在堆上创建它,并通过指针访问它:

int main(int argc, char* argv[])
{
    Engine* engine = new Engine();
    engine->DoStuff();
}
英文:

You have to use one of the ways to create an instance of a class.

class Engine
{
public:
    void DoStuff() {}
};

You can either do it directly on the stack

int main(int argc, char* argv[])
{
    Engine engine;
    engine.DoStuff();
}

Or you can create it on the heap and access it via pointer.

int main(int argc, char* argv[])
{
    Engine* engine = new Engine();
    engine->DoStuff();
}

答案2

得分: 0

Engine::init不会初始化全局对象Engine,它只是Engine类命名空间中的静态函数(即非成员函数)。如果您的意图是创建一个单例模式,那么您必须通过静态函数来访问该单例的成员:

// 在Engine类中
static Engine& instance()
{
    static Engine inst;
    return inst;
}

// 在主函数中
Engine::instance().mainPlayer = player;

否则,可以按照其他评论所说,编写一个常规的C++构造函数并创建一个Engine类的单一实例:https://stackoverflow.com/a/75683067/16062280

英文:

Engine::init does not initialize a global object Engine, it's just a static (meaning non-member) function in the namespace of class Engine. If your intention is to write a singleton, then you have to access members of that singleton through a static function:

// within class Engine
static Engine& instance()
{
    static Engine inst;
    return inst;
}

// within main
Engine::instance().mainPlayer = player;

otherwise write a regular C++ constructor and create a single instance of class Engine like the other comment said: https://stackoverflow.com/a/75683067/16062280

答案3

得分: -1

mainPlayer doesn't need to be constexpr. That's a choice you as the programmer makes depending upon your requirements.

BUT a member variable is either an instance member or a class member (i.e. static), you can't have it both ways.

英文:

mainPlayer doesn't need to be constexpr. That's a choice you as the programmer makes depending upon your requirements.

BUT a member variable is either an instance member or a class member (i.e. static), you can't have it both ways.

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  • 本文由 发表于 2023年3月9日 18:00:09
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