Re: Me again with same problem.

From:
"JoeC" <enki034@yahoo.com>
Newsgroups:
comp.lang.c++
Date:
28 May 2006 19:11:37 -0700
Message-ID:
<1148868697.533005.182690@j33g2000cwa.googlegroups.com>
class space{
  char gchar;
  graphic *gr;
  graphic *grDefault;
  graphic *cgr;
  player * play;
  bool seen;

public:
  space();
 ~space();
  void graphicIn(char g);
  graphic& graphicOut();
  void playIn(player*);
  bool isPlay();
  void see(){seen = true;}
  bool been(){return seen;}
  void playOut();
  bool canMove();
  bool winspace();
};

space::space(){
  play = 0;
  grDefault = new graphic();;
  seen = false;
}

later I put the player in:

void space::playIn(player *p){
    play = p;
    seen = true;
}

Here is my space constructor, how can I make it better?

The point of using pointers is that I want one player to be moved from
space to space, I don't want each space to have a player but the
potential to hold one. This concept actually worked with a simikkiar
program where I returned a character in stead of a an object. It
worked fine.

..To reduce the probability of that sort of thing happening, make all
the
..class data members private, if they aren't already, and make sure to
..initialize them all in every constructor you define.

Which class, the player.

..Also keep in mind
..that when you have pointer members, you need to either use
..smart-pointers or take manually charge of copying or disable copying.
..The simplest is to disable copying: declare a private copy constructor
and a private assignment operator, and simply don't define them.

so play = p, I need a copy constructor or do I need an assignment (=)?
This could be my problem.

Here is player:

I would appreeciate tips, if you have time.

class player{
  string name;
  vector<BYTE>gData;
  void create();

  public:
    player();
    player(const player&) ; <-to add
    BYTE& data();
    void dummy(){MessageBox(NULL, "Dummy" , "Notice", MB_OK); }
};

player::player(){
  name = "";
  create();
}

void player::create(){

  BYTE pgr[] = {0xfc,0x3d,0xf8,0x1d,0xf8,0x1d,0xfc,0x3d,
                0xfe,0x7d,0xf0,0x18,0xe8,0x0d,0x8c,0x31,
                0x0c,0x3f,0x0c,0x3f,0x0b,0xdf,0x9b,0xdf,
                0xfb,0xdf,0xfb,0xdf,0xfb,0xdf,0xf3,0xcf};

  for(int lp = 0; lp != 32; lp++)
    gData.push_back(pgr[lp]);
}

BYTE player::data(const int n){return gData[n];}

I am going to work on the ideas you gave me I think you have come
pretty close to telling me what my problem is. That does make sence.

Originally I had the player create a graphic class and then just return
it and I have been fiddeling with this program for a while. But the
purpsoe of what I do is learning.

Thanks, I hope I have time to inoperate the changes soon.

My cable went out but here is what I added:

player::player(const player& pl){
  name = pl.name;
  gData = pl.gData;
}

player& player::operator =(const player& pl){
  if(&pl != this){
    name = pl.name;
    gData = pl.gData;
    }
  return *this;
}

It still crashes at this point:

graphic& space::graphicOut(){

     if(play){
      vector<BYTE>t;
      for(int lp = 0; lp != 32; lp++){
        //t.push_back(play->data(lp));
        }
     cgr = new graphic(t);
     return *cgr;
     }
     //if(play){return *cgr;}
     if(seen){return *gr;}
        else {return *grDefault;}
     }

I am just trying to get it to work and later I want to make it better.

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