Re: simple question about containers

From:
Devon Null <theronnightstar@xgmailx.com>
Newsgroups:
comp.lang.c++
Date:
Fri, 25 May 2007 12:22:00 -0400
Message-ID:
<4t6dneentt63kMrbnZ2dnUVZ_oCmnZ2d@comcast.com>
Salt_Peter wrote:

On May 24, 1:48 pm, Devon Null <theronnights...@xgmailx.com> wrote:

Salt_Peter wrote:

On May 24, 12:30 pm, Devon Null <theronnights...@gmail.com> wrote:

I was wondering if there is a container (i.e. a vector) that can hold
data structures of differing sizes. I was thinking of something along
the lines of a container of classes. Think of a backpack you can take
items from and put items into of different sizes.
The reason I want to know is I am about to try my hands at learning
classes and need to do it in a way I can grasp - ala gaming concepts
(see inventory example above.)
Thanks in advance.

The backpack isn't storing the specifications of each item.
It simply stores objects, not classes.
It can also store base pointers to derived entities (which is what you
are looking for).
Assuming you have some form of inheritance hierarchy:
class Item {
  virtual ~Item() = 0;
};
Item::~Item() { }
class Weapon : public Item { };
class Potion : public Item { };
int main()
{
  // Item item; // error, Item is abstract
  Weapon weapon;
  Potion potion;
  std::vector< Base* > inventory;
  inventory.push_back( &weapon );
  inventory.push_back( &potion );
}
I'ld suggest keeping the base class abstract.
Types Weapon and Potion have their own specific attributes and their
own specific member functions.
Once you are comfortable with such a scenario, do look into smart
pointers (ie: boost:shared_ptr).
Otherwise, you'll need to manage the lifetime of those Items.

Took me a second but I think I see what is going on here with the base
class. I can see where that could be a nightmare in maintenance.I
grabbed a couple of .h files fromhttp://ootips.org/yonat/4dev/that
should help.


Consider using boost's shared_ptr instead

Another question - say I was to use this example, would my class
declarations go inside the braces in the statement

class Weapon : public Item { /*in here?*/ }; ?


yes, keep in mind that different parts of your hierarchy will have
their own attributes and responsabilities. Example: an AssaultRifle
is_a type of Weapon which is_a type of Item.

Like I said, I am actually just about to jump into classes. I also
assume that I would do that for any class inheriting the public parts of
 class Item (i.e. any items).


Not really. Consider that all items have a weight/mass. Item's
derivatives need not handle that aspect so you'ld keep weight in Item,
no virtual getweight() function needed. Weapon might itself become a
base class for concrete weapons (ie, rifle, laser, grenade, etc). All
weapons can fire() but each weapon fires in its own way. A rifle might
have an ammo count. And so on. See if the code below clarifies some
issues, i'm completely ignoring the fact that an Item needs to be
loaded/equipped.

Note how lifetimes are greatly simplified by the use of
boost::shared_ptr.

#include <iostream>
#include <vector>
#include <string>
#include <boost/shared_ptr.hpp>

class Item {
  double weight;
protected:
  Item(double w = 0.0) : weight(w) { }
public:
  ~Item() { std::cout << "~Item()\n"; }
  double getweight() const { return weight; }
  virtual void use() = 0;
};

class Weapon : public Item
{
protected:
  Weapon(double w = 0.0) : Item(w) { }
  virtual void fire() = 0;
};

class AssaultRifle : public Weapon
{
  int ammo;
public:
  AssaultRifle(int a = 16) : Weapon(20.1), ammo(a)
  {
    std::cout << "AssaultRifle()\n";
  }
  ~AssaultRifle() { std::cout << "~AssaultRifle()\n"; }
  void use()
  {
    fire();
    std::cout << "fired!, ammo left :" << ammo;
    std::cout << std::endl;
  }
private:
  void fire() { --ammo; }
};

int main()
{
  typedef boost::shared_ptr< Item > SPtrItem;
  std::vector< SPtrItem > inventory;
  inventory.push_back( SPtrItem( new AssaultRifle(32) ) );

  std::cout << "inventory[0]'s weight is: ";
  std::cout << inventory.at(0)->getweight();
  std::cout << std::endl;

  inventory.at(0)->use(); // universal Item user
}

/*
AssaultRifle()
inventory[0]'s weight is: 20.1
fired!, ammo left :31
~AssaultRifle()
~Item()
*/


 That's gonna take me a minute to sort out. I'll have to definitely
study that. Thanks for the example. It gives me something concrete to
see and understand just how it works. I haven't gotten to inheritance in
the book I am reading yet - Beginning C++ Through Game Programming SE -
but this will go miles in helping me to understand.

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