C++ :: Accessing Objects Within Another Object

Feb 8, 2014

I'm currently trying to access a variable contained within a base object from another completely different object and I continually get error messages. I'll attempt to put up the important code since it's contained within fairly large classes. From the Base .cpp file. ObjectPosition:

void ObjectPosition::init(float x,float y, float speed, int boundx, int boundy, float hit, int lives, bool live) {
ObjectPosition::x = x;
ObjectPosition::y = y;
ObjectPosition::speed = speed;
ObjectPosition::boundx = boundx;
ObjectPosition::boundy = boundy;
ObjectPosition::hit = hit;
ObjectPosition::lives = lives;
ObjectPosition::live = live;
}

This is the initialization function for the BaseObject. All objects are inheriting these variables which are Protected within the ObjectPosition class.Then they are initialized within the Pig class thus wise:

void Pig::binit(float sx,float sy, ALLEGRO_BITMAP *simage) {
//Sets all ObjectPosition Variables
ObjectPosition::init(800,900,10,80,40,40,10,true);
smaxFrame = 4;
scurFrame = 0;

[code]...

I tried to initialize the boundx through the pig via pinitx but I get errors and I can't access through the pig to the object position to the boundx.

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May 9, 2013

I have a pointer to a vector of objects, each object has an array and a couple of strings. how to access the data in the objects via the pointer.

Best tree::chooseSplit(vector <pgm> *ptr)
{
Best splits;
cout<<ptr[1].filePath; //not working!!!
}

filepath is a string in the pgm object. i also need to be able to access elements in an array that also exists in pgm.

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C++ :: Video Game - Accessing Objects In Another Class?

Dec 3, 2014

I am working on a video game that is based on a tutorial I found online and I ran into an issue associated with accessing an object's method inside another class object's function without making the object global which seems bad.

Here is basically how the tutorial set things up in the game: The game has a base class called GameObject then there are other child classes that inherit from this class. The GameObject class has all the basic information an object would have that needs rendered on the screen (x/y position, size of bitmap, bitmap, whether or not it is collidable, etc).

One of the child classes SpaceShip, which is the player so it has attributes and methods associated with managing # of lives and points scored.

There are other child classes of GameObjects in the game that need to take life and add points from the SpaceShip object if they collide with the spaceship or other objects.

In the collision handling routine I basically call a function "void Collided(int objectID)" when a game object collides with another. Within the Collided() routine, there is logic that executes code or other functions based on the objectID it collided with. Some of the collisions require taking life from the spaceship or adding points. The way this was accomplished in the tutorial was with function pointers (see Bullet class constructor and collided method for example). Is this really the best way to handle this sort of thing? It seems like there has to be a simpler way than to keep referencing function pointers in any new class I want to add to the game. I realized this when I went to add a method for the spaceship to fire bullets rather than inside my game class.

My Project Source found here: [URL] .....

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C/C++ :: Accessing Functions And Objects Within Class From Main

Apr 28, 2015

We are coding a Blackjack/21 game. I have a Deck.cpp class, Deck.h, Play.cpp (holds Main), and Card.h (holds card struct). I also have a Hand class/header, but I'm not using it yet. This is what is required per instructor.I am having issues accessing the functions that are in my Deck class. I have tried a few other means to access the class's function, but I've already gotten rid of those. These three are my latest attempts with the specific errors in the comment on the line the error was happening.
ve.

Here is my Deck.h

#pragma once
#include <iostream>
#include <fstream>
#include <string>
#include <cstdlib>
#include <ctime>
#include <iomanip>
#include "Card.h"
#include "Hand.h"
using namespace std;
class Deck

[Code]...

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Aug 20, 2014

I'm trying to get my head around threading and gui applications for fun, and I've ran into a problem I'm not too sure how to google it correctly or I don't understand the answers given. Basically I'm trying to access GUI item properties (add to a listview). I've been on stackoverflow alot, and I've noticed that accessing these properties is quite difficult. At least, I'm not really understanding how it is supposed to be done.

The following line gives me a null value.

frm.lstChat.Items.Add(newList);

From what I understand I need to access my form object instead of creating a new object window... but I'm not sure how to reference the initial form application.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using System.Net.Sockets;
using System.IO;
using System.Threading;
namespace ModBot {

[Code] ....

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C++ :: One Object Accessing Private Data Of Other?

Feb 26, 2012

Basically, I've got one object which has to access private data in another object... and can't.

Here's the specifics: I'm writing a little war game program where players deploy units (soldiers, tanks, planes, etc.) onto a gameboard. Players and Units are modeled as objects:

Code:
class GameUnit {
public:
string GetName() {return Name;}
protected:
string Name;
};
class Player {

[Code] ....

Here's the problem: In the above code, Player's ListUnits() function doesn't work because Player can't access GameUnit's GetName() function.

Specifically, here's the compiler's error message:

Code:
In file included from Main.cpp:18:
Player.h: In member function 'void Player::ListUnits()':
Player.h:47: error: 'GetName' undeclared (first use this function)
Player.h:47: error: (Each undeclared identifier is reported only once for each function it appears in.)

I've tested enough to realize that the problem is the GameUnit::GetName() function is a public function within the GameUnit object. Why can't a Player call this function? Making both friend classes of each other doesn't work.

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Dec 21, 2014

I'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.

The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.

How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?

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Jan 28, 2015

I'm working on collision detection for a game in SFML. I successfully designed a Spatial Partition grid to speed up the collision test, in the following of this tutorial: [URL] ....

But now I have an issue with one aspect of it: Going through a vector of objects and testing all the OTHER objects in the vector against said object. The author puts it into psueudocode here:

For each tick of the clock

For every object in the game

Get all the other objects in the same grid square

For each other object in the same grid square

I have trouble with the last line, because in iterating through a vector I am not sure how to skip over the current object. Here is my own code (a couple of sysntax errors but this is a c++ question not an SFML question):

//for every moveable object
for(int i = 0; i < rects_.size(); i++){
std::vector<sf::RectangleShape> posibleObjects_; //this will be a vector of WorldObjects in a real game
//for every object in that object's gridsquare
for(int j = 0; j < rects_.size(); j++){
if(rects_[i].intersects(rects_[j])){
//collision
} } }

The problem is, a collision will always be reported because somewhere in the vector the object will eventually check against itself which is always a true collision. What is the correct way to do this?

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Feb 10, 2014

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bool PushBack (const T& t); // Insert t at back of list

I want to build a list of pointers to objects (we'll call them objects of class Box for simplicity) that is member data for a parent class (we'll call that class Warehouse). However, I want to have a constant Box....const Box INVISIBLE_BOX = Box(); that represents a nonexistent Box. However, I cannot use either

PushFront(&INVISIBLE_BOX)
or
PushBack(&INVISIBLE_BOX)

to add INVISIBLE_BOX to the list of boxes without getting an invalid conversion error invalid conversion from âconst warehouse::Box*â to âwarehouse:: Box*â [-fpermissive]

What can I do to make it take a constant Box? I am using g++ to compile these files.

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Sep 19, 2013

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#include<iostream>
using namespace std;
struct Ok
{
int x;
int y;
};

Ok operator-(const Ok& a , const Ok& b)

{
Ok result;
result = (a - b);
return result;
}
int main()

[Code]...

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#include "Passenger.h"
#include "Reservation.h"
#include "Aircraft.h"
#include <iostream>
#include <fstream>
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[Code] ....

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Nov 12, 2014

This has been bothering me for a while now, and I finally put together an example:

#include <iostream>
#include <string>
using namespace::std;

[Code]....

In the code above, the two classes hold pointers to each other, and that's fine but it doesn't seem right since C++ prefers to pass by reference. Yes, it can still do that (see testbox and testball) but even that seems odd to me because still you need to use pointer notation for the enclosed object. Am I the only one who feels this way, and should I just get over it? Or am I missing something that would allow an object to hold a reference?

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public static int recurse(int count, Tile[,] b,Huristic h,int check) {
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boardState.Add(B)/>;
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[Code] .....

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class A {
public :
A()
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s_b = new B();
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[Code] ....

In my project i have seen static object as above . But not able to know what is the exact use of it and how they are different from general object .

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int x = 0;
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;

[Code].....

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var person = db.Persons.ToList();

[Code]....

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item3_lbl,
….

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What would be the best way to look for a key and get one of the int values from its vector value? Right now I'm doing something like this:

[code]
map<string,vector<unsigned int>>::iterator it;
it = wordMap.find(someWord);
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cout << "No matching entry";
} else{
// this is where I'd want to access the value (the vector) of the map
}

Is there a better way to do this?

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I don't have in depth code or anything. I tried this but can't seem to wrap my head around it.

Code: //header.h
namespace test {
int arr[5];

[Code] ....

Also tried putting int arr[5] in a Test class within test.h.

I have 2 structs in another file, the main, and want to make an instance of the arr variable, in a separate header, for each.

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#define MAX 100
#define MAXBUF 100
u32 response;
u32 index;
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[code]....

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