我遇到错误,不知道如何解决。我检查了所有内容,也许我忽略了某些内容,但找不到问题。

错误:



Fish.h

#pragma once
#include <iostream>
#include <string>
#include "EntityControl.h"
class Fish
{

private:
    //location of the fish
    unsigned int _xLocation = 0, _yLocation = 0, _zLocation = 0;
    //name of fish
    std::string nameOfFish;
    unsigned int speed;
public:
    //constructor
    Fish(std::string name, unsigned int fishSpeed)
    {
        nameOfFish = name;
        speed = fishSpeed;

    }

    //getters
    int getX() const;
    int getY() const;
    int getZ() const;
    std::string getName() const;
    void changeX(unsigned int x);
    void changeY(unsigned int y);
    void changeZ(unsigned int z);

    void move();



    ~Fish();
};

Fish.cpp
#include "Fish.h"


int Fish::getX() const
{
    return _xLocation;
}

int Fish::getY() const
{
    return _yLocation;
}

int Fish::getZ() const
{
    return _zLocation;
}

std::string Fish::getName() const
{
    return nameOfFish;
}

void Fish::changeX(unsigned int x)
{
    _xLocation = x;
}

void Fish::changeY(unsigned int y)
{
    _yLocation = y;
}

void Fish::changeZ(unsigned int z)
{
    _zLocation = z;
}

void Fish::move()
{
    EntityControl entity;
    unsigned int x = rand() % entity.getXContainer();
    unsigned int y = rand() % entity.getYContainer();
    unsigned int z = rand() % entity.getZContainer();


}


Fish::~Fish()
{
}

Aquarium.cpp(主要)
using namespace std;
#include "EntityControl.h"
#include <Windows.h>
#include <time.h>
#include "LooseCalculationClass.h"
#include <thread>
#include "Fish.h"



int main() {
    /*Not using new in object definitions so I don't have to delete them afterwards since pointers don't stay in memory*/
    bool running = true;
    //defining my objects for functions
    EntityControl entity;
    LooseCalculationClass calc;
    vector<Fish*> fishVector;
    Fish a("Lloyd", 200);
    fishVector.push_back(&a);
    std::thread t1(&EntityControl::movementController, entity, &fishVector);
    //std::thread t2(&LooseCalculationClass::userInput, calc);
    //t2.detach();
    t1.detach();


    //main gameloop, prints out the results for every fish, waits a bit and then refreshes the screen
        while(running){
            for (auto Fish_ptr : fishVector) {
                calc.printOutXYZ(*Fish_ptr);
                Sleep(500000);
                system("pause");
                //system("cls");

            }
    }
     return 0;
}

EntityControl.h
#pragma once
#include <iostream>
#include <vector>
#include "Fish.h"
#include <random>
#include <array>
#include <Windows.h>

class EntityControl
{
private:
/*Didn't make a separate object because I only
needed the x,y,z of the fish container although it is against the rules of object oriented programming*/
    const unsigned int _xContainer = 20;
    const unsigned int _yContainer = 60;
    const unsigned int _zContainer = 40;
public:
    /*grabs the location of a vector of fish pointers, then takes the
    vector and accesses every object threw it's data location with dereferencing.
    (Controls the movement of the fish and prevents collision)*/
    void movementController(std::vector<Fish*> *fishInputVector);//thread!!

    //ACHTUNG! fishInput is the fish to check the surrounding of, changing this might bring up unexpected errors
    bool CheckCollision(Fish* fishInput , Fish* fishInput2);

    int getXContainer() const;
    int getYContainer() const;
    int getZContainer() const;

    ~EntityControl();
};

EntityControl.cpp
#include "EntityControl.h"

    /*if the container was much larger,
    then multiple threads would be a better solution*/
void EntityControl::movementController(std::vector<Fish*> * fishInputVector)
{
    while (true) {


        for (auto fish_ptr : *fishInputVector) {
        }
    }
}

bool EntityControl::CheckCollision(Fish * fishInput, Fish * fishInput2)
{
    //collision true/false
    bool collision = false;

    //collision detectors
    bool xCollision = false;
    bool yCollision = false;
    bool zCollision = false;

    //fishInput
    unsigned int xOriginal = fishInput->getX();
    unsigned int yOriginal = fishInput->getY();
    unsigned int zOriginal = fishInput->getZ();

    //fishInput2
    unsigned int xEntity = fishInput2->getX();
    unsigned int yEntity = fishInput2->getY();
    unsigned int zEntity = fishInput2->getZ();

    //directions, (triggerBox)
    if (xOriginal - 1 == xEntity || xOriginal + 1 == xEntity || xOriginal == xEntity) { xCollision = true; }
    if (yOriginal - 1 == yEntity || yOriginal + 1 == yEntity || yOriginal == yEntity) { yCollision = true; }
    if (zOriginal - 1 == zEntity || zOriginal + 1 == zEntity || zOriginal == zEntity) { zCollision = true; }


    //returns true if all 3 directions are true
    if (xCollision && yCollision && zCollision) { collision = true; }

    return collision;
}


int EntityControl::getYContainer() const
{
    return _yContainer;
}

int EntityControl::getXContainer() const
{
    return _xContainer;
}

int EntityControl::getZContainer() const
{
    return _xContainer;
}

EntityControl::~EntityControl()
{
}

它曾经工作过,不知道到底发生了什么变化。我认为一切都应该声明,但这已经困扰了我一段时间。将类放在另一个项目中并从那里运行也不起作用。更改某些变量/删除方法都没有,但是再次,我可能错过了一些东西。

最佳答案

问题是,当您包含EntityControl.h时,您还包含了Fish.h,它引用了Fish.h中定义的Fish。但是,由于pragma once指令,EntityControl.h引用了Fish.h,因此不会包含在内。如果删除pragma once,则由于循环依赖关系,将导致无限循环。

要解决循环依赖关系的问题,请使用前向声明。
从Fish.h中删除#include "EntityControl.h",而改写class EntityControl;

您也可以从EntityControl.h中删除#include "Fish.h";并代之以class Fish;形式。

关于c++ - 未声明的标识符,对象 vector ,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/39846440/

10-12 18:13