可能的循环参考问题

可能的循环参考问题

本文介绍了可能的循环参考问题的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我不是一个白痴,但头文件让我感觉像一个有时。我有什么可能是一个过于复杂的设置,有一个错误,我不能解决。

I am not an idiot, but header files make me feel like one sometimes. I have what is probably an overly-complicated set-up that has an error that I cannot resolve. Here it is in about as simple as detail as I can make it....


  • 我有一个Controller类,它包含一个Model类。

  • 我有一个Scene类来捕获动作并与Controller通信。

  • 我有一个Layer类,

  • Scene类包含仅用于输出的Layer类。

  • 场景必须包含由Cocos2D框架确定的图层。 li>
  • 特定的Scene类派生自一个保存对Controller类的引用的RootScene类。

  • 特定的Layer类派生自一个RootLayer类,

  • I have a Controller class that contains a Model class.
  • I have a Scene class to capture actions and communicates with the Controller.
  • I have a Layer class that talks with the Model class to output the state of the Model.
  • The Scene class contains Layer class solely for output.
  • Scenes must hold Layers as determined by the Cocos2D framework.
  • Specific Scene classes derive from a RootScene class that holds the reference to the Controller class.
  • Specific Layer classes derive from a RootLayer class that holds the reference to the Model class.
  • The Controller is responsible for creating Scenes and Scenes are responsible for creating Layers.

问题出在制作图层并将控制器的模型传递给图层的模型(在 AScene.m 中)。我得到请求成员'模型'在不结构或联合的东西。铸造不工作,我不知道如何允许这些类彼此交谈。我认为部分问题可能是Controller类包含Model类。

The problem comes when making a Layer and passing the Controller's Model to the Layer's Model (in AScene.m). I get the "Request for member 'Model' in something not a stucture or union". Casting doesn't work, and I'm at a loss for how to allow these classes to talk with each other. I think part of the problem might be that Controller class contains the Model class.

Controller.h

#import <Foundation/Foundation.h>

@class Model;
@class AScene;

@interface Controller : NSObject {
    Model *Model;
}
@property (nonatomic, retain) Model *Model;
-(void)runScene;

Controller.m

#import "Controller.h"

#import "Model.h"
#import "AScene.h"

@implementation Controller

@synthesize Model;

- (void)runScene {
    AScene *newScene = [[AScene alloc] init];
    newScene.controller = self;
}

RootScene.h
$ b

RootScene.h

#import "cocos2d.h"

@class Controller;

@interface RootScene : Scene {
    Controller *controller;
}
@property (nonatomic, retain) Controller *controller;

@end

RootScene.m / p>

RootScene.m

#import "RootScene.h"
#import "Controller.h"

@implementation RootScene

@synthesize controller;

- (id) init {
    self = [super init];
    if (self != nil) {
        //
    }
    return self;
}

- (void) dealloc {
    [controller release];
    [super dealloc];
}

@end

AScene.h

#import "RootScene.h"

@class ALayer;
@class Model;

@interface AScene : RootScene {
}

@end

AScene.m

#import "AScene.h"
#import "ALayer.h"
#import "Model.h"

@implementation AScene

- (id) init {
    self = [super init];
    if (self != nil) {
        ALayer *newLayer = [ALayer node];
        newLayer.model = controller.Model; // <-- Request for member 'Model' in something not a stucture or union
        [self addChild:statusScreenLayer];
    }
    return self;
}

- (void) dealloc {
    [super dealloc];
}

@end

RootLayer.h

#import "cocos2d.h"

@class Model;

@interface RootLayer : Layer {
    Model *model;
}
@property (nonatomic, retain) Model *model;

@end

RootLayer.m / p>

RootLayer.m

#import "RootLayer.h"

#import "Model.h"

@implementation RootLayer

@synthesize model;

- (id) init {
    self = [super init];
    if (self != nil) {
        //
    }
    return self;
}

- (void) dealloc {
    [model release];
    [super dealloc];
}

@end

ALayer.h

#import "RootLayer.h"

@interface ALayer : RootLayer {
}
-(void) draw;

@end

ALayer.m / p>

ALayer.m

#import "ALayer.h"

@implementation ALayer

-(void) draw {
    // draw based on state of the model
}

@end


推荐答案

您的实施 AScene 不会 #import 控制器的标题。

Your implementation of AScene does not #import the header of Controller.

编辑: 。

在AScene.m中添加:

In AScene.m add:

#import "Controller.h"

这篇关于可能的循环参考问题的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

08-24 07:13