为什么我的向量在 C++ 中存储我的对象的副本,而不是原始值?
Why does my vector store a copy of my object, and not the original value, in c++?
我有一项期中作业,其中我们对课程中的一个程序进行 3 组单元测试以及文档等。我选择的项目是物理模拟。
在此程序中,有两个 类、Thing
和 World
。我能够独立地创建这些对象。我尝试通过创建 std::vector<Thing> things
将 Thing
对象添加到 World
对象,然后创建一个函数将 Thing
添加到 vector
对象。但是,当我这样做时,似乎 World
对象创建了自己的 Thing
副本,因为当我更改 Thing
s 位置时,[=11] 的版本=] 在 things 向量中保持不变。
请就此事提供一些指导,我觉得我的问题可能在于我在这种情况下如何使用指针。
void testBoundaryBounce()
{
//Create the world
World world{10.0f, 10.0f, 1.0f};
//Thing, 2 units away from boundary
Thing thing{8.0f, 5.0f, 1.0f};
//Add thing to world (adding it the the things vector)
world.addThing(&thing);
//Apply force that should trigger bounce back to x = 7
thing.applyForce(1.0f, 0.0f);
//Updating thing so that movement takes effect
thing.update();
//Running world update to account for collisions, bounces etc
world.update();
std::cout << "thing x : " << thing.getX() << std::endl;
CPPUNIT_ASSERT(thing.getX() == 7);
}
Thing::Thing(float x, float y, float radius)
: x{x}, y{y}, dX{0}, dY{0}, radius{radius}
{
}
World::World(float width, float height, float gravity)
: width{width}, height{height}, gravity{gravity}
{
std::vector<Thing> things;
}
void World::addThing(Thing* thing)
{
float thingX = thing->getX();
float thingY = thing->getY();
float thingRad = thing->getRad();
std::cout << "Radius : " << thingRad << std::endl;
if (thingX + thingRad > width || thingX - thingRad <= 0 || thingY + thingRad >
height|| thingY - thingRad <= 0)
{
std::cout << "Thing is out of bounds or is too large" << std::endl;
}
else {
std::cout << "Thing is good" << std::endl;
things.push_back(*thing);
}
}
void World::update()
{
for (Thing& thing : things)
{
thing.update();
float thingX = thing.getX();
float thingY = thing.getY();
float thingRad = thing.getRad();
float worldGrav = this->gravity;
std::cout << "thing x: " << thingX << std::endl;
std::cout << "thing rad: " << thingRad << std::endl;
//World Boundary Bounces
if (thingX + thingRad >= width)
{
std::cout << "Bounce left" << std::endl;
thing.applyForce(-2.0f, 0.0f);
thing.update();
}
if (thingX + thingRad <= 0)
{
thing.applyForce(2.0f, 0.0f);
thing.update();
std::cout << "Bounce right" << std::endl;
}
if (thingY + thingRad >= height)
{
thing.applyForce(0.0f, -2.0f);
thing.update();
std::cout << "Bounce up" << std::endl;
}
if (thingY - thingRad <= 0)
{
thing.applyForce(0.0f, 2.0f);
thing.update();
std::cout << "Bounce down" << std::endl;
}
//Thing Collision Bounces
for (Thing& otherthing : things)
{
float thing2X = otherthing.getX();
float thing2Y = otherthing.getY();
float thing2Rad = otherthing.getRad();
if (thingX + thingRad == thing2X + thing2Rad && thingY + thingRad ==
thing2Y + thing2Rad)
{
thing.applyForce(-2.0f, -2.0f);
thing.update();
otherthing.applyForce(2.0f, 2.0f);
otherthing.update();
}
}
//Gravitational Pull
thing.applyForce(0.0f, worldGrav);
}
}
它在 void push_back (const value_type& val);
的 the definition 中...
Adds a new element at the end of the vector, after its current last element. The content of val is copied (or moved) to the new element.
所以当您调用 things.push_back(*thing);
时,您正在向 'things' 向量添加一个新元素,它是 thing
指针指向的值的副本。
您想更改向量以保存指向 Thing
类型的指针:
std::vector<Thing *> things;
并添加指针而不是副本:
things.push_back(thing);
请注意,您稍后必须通过 ->
而不是 .
访问字段,或者您可以创建对它的引用,例如:
for (Thing* pt: things)
{
Thing& thing = *pt;
thing.update();
//etc...
您可以 World
构建它拥有的 Thing
,而不是构建 Thing
并将其复制到 world
void testBoundaryBounce()
{
//Create the world
World world{10.0f, 10.0f, 1.0f};
//Thing, 2 units away from boundary
Thing * thing = world.addThing(8.0f, 5.0f, 1.0f);
//Apply force that should trigger bounce back to x = 7
thing->applyForce(1.0f, 0.0f);
//Running world update to account for collisions, bounces etc
//Implies updating all the things
world.update();
std::cout << "thing x : " << thing.getX() << std::endl;
CPPUNIT_ASSERT(thing.getX() == 7);
}
Thing::Thing(float x, float y, float radius)
: x{x}, y{y}, dX{0}, dY{0}, radius{radius}
{
}
World::World(float width, float height, float gravity)
: width{width}, height{height}, gravity{gravity}
{
std::vector<Thing> things;
}
Thing * World::addThing(float x, float y, float radius)
{
std::cout << "Radius : " << radius << std::endl;
if ((x + radius > width) || (x - radius <= 0) || (y + radius >
height) || (y - radius <= 0))
{
std::cout << "Thing is out of bounds or is too large" << std::endl;
return nullptr;
}
else
{
std::cout << "Thing is good" << std::endl;
return &things.emplace_back(x, y, radius);
}
}
void World::update()
{
for (Thing& thing : things)
{
thing.update();
float thingX = thing.getX();
float thingY = thing.getY();
float thingRad = thing.getRad();
float worldGrav = this->gravity;
std::cout << "thing x: " << thingX << std::endl;
std::cout << "thing rad: " << thingRad << std::endl;
//World Boundary Bounces
if (thingX + thingRad >= width)
{
std::cout << "Bounce left" << std::endl;
thing.applyForce(-2.0f, 0.0f);
thing.update();
}
if (thingX + thingRad <= 0)
{
thing.applyForce(2.0f, 0.0f);
thing.update();
std::cout << "Bounce right" << std::endl;
}
if (thingY + thingRad >= height)
{
thing.applyForce(0.0f, -2.0f);
thing.update();
std::cout << "Bounce up" << std::endl;
}
if (thingY - thingRad <= 0)
{
thing.applyForce(0.0f, 2.0f);
thing.update();
std::cout << "Bounce down" << std::endl;
}
//Thing Collision Bounces
for (Thing& otherthing : things)
{
float thing2X = otherthing.getX();
float thing2Y = otherthing.getY();
float thing2Rad = otherthing.getRad();
if (thingX + thingRad == thing2X + thing2Rad && thingY + thingRad ==
thing2Y + thing2Rad)
{
thing.applyForce(-2.0f, -2.0f);
thing.update();
otherthing.applyForce(2.0f, 2.0f);
otherthing.update();
}
}
//Gravitational Pull
thing.applyForce(0.0f, worldGrav);
}
}
顺便说一句,每次更新都会自行反弹
我有一项期中作业,其中我们对课程中的一个程序进行 3 组单元测试以及文档等。我选择的项目是物理模拟。
在此程序中,有两个 类、Thing
和 World
。我能够独立地创建这些对象。我尝试通过创建 std::vector<Thing> things
将 Thing
对象添加到 World
对象,然后创建一个函数将 Thing
添加到 vector
对象。但是,当我这样做时,似乎 World
对象创建了自己的 Thing
副本,因为当我更改 Thing
s 位置时,[=11] 的版本=] 在 things 向量中保持不变。
请就此事提供一些指导,我觉得我的问题可能在于我在这种情况下如何使用指针。
void testBoundaryBounce()
{
//Create the world
World world{10.0f, 10.0f, 1.0f};
//Thing, 2 units away from boundary
Thing thing{8.0f, 5.0f, 1.0f};
//Add thing to world (adding it the the things vector)
world.addThing(&thing);
//Apply force that should trigger bounce back to x = 7
thing.applyForce(1.0f, 0.0f);
//Updating thing so that movement takes effect
thing.update();
//Running world update to account for collisions, bounces etc
world.update();
std::cout << "thing x : " << thing.getX() << std::endl;
CPPUNIT_ASSERT(thing.getX() == 7);
}
Thing::Thing(float x, float y, float radius)
: x{x}, y{y}, dX{0}, dY{0}, radius{radius}
{
}
World::World(float width, float height, float gravity)
: width{width}, height{height}, gravity{gravity}
{
std::vector<Thing> things;
}
void World::addThing(Thing* thing)
{
float thingX = thing->getX();
float thingY = thing->getY();
float thingRad = thing->getRad();
std::cout << "Radius : " << thingRad << std::endl;
if (thingX + thingRad > width || thingX - thingRad <= 0 || thingY + thingRad >
height|| thingY - thingRad <= 0)
{
std::cout << "Thing is out of bounds or is too large" << std::endl;
}
else {
std::cout << "Thing is good" << std::endl;
things.push_back(*thing);
}
}
void World::update()
{
for (Thing& thing : things)
{
thing.update();
float thingX = thing.getX();
float thingY = thing.getY();
float thingRad = thing.getRad();
float worldGrav = this->gravity;
std::cout << "thing x: " << thingX << std::endl;
std::cout << "thing rad: " << thingRad << std::endl;
//World Boundary Bounces
if (thingX + thingRad >= width)
{
std::cout << "Bounce left" << std::endl;
thing.applyForce(-2.0f, 0.0f);
thing.update();
}
if (thingX + thingRad <= 0)
{
thing.applyForce(2.0f, 0.0f);
thing.update();
std::cout << "Bounce right" << std::endl;
}
if (thingY + thingRad >= height)
{
thing.applyForce(0.0f, -2.0f);
thing.update();
std::cout << "Bounce up" << std::endl;
}
if (thingY - thingRad <= 0)
{
thing.applyForce(0.0f, 2.0f);
thing.update();
std::cout << "Bounce down" << std::endl;
}
//Thing Collision Bounces
for (Thing& otherthing : things)
{
float thing2X = otherthing.getX();
float thing2Y = otherthing.getY();
float thing2Rad = otherthing.getRad();
if (thingX + thingRad == thing2X + thing2Rad && thingY + thingRad ==
thing2Y + thing2Rad)
{
thing.applyForce(-2.0f, -2.0f);
thing.update();
otherthing.applyForce(2.0f, 2.0f);
otherthing.update();
}
}
//Gravitational Pull
thing.applyForce(0.0f, worldGrav);
}
}
它在 void push_back (const value_type& val);
的 the definition 中...
Adds a new element at the end of the vector, after its current last element. The content of val is copied (or moved) to the new element.
所以当您调用 things.push_back(*thing);
时,您正在向 'things' 向量添加一个新元素,它是 thing
指针指向的值的副本。
您想更改向量以保存指向 Thing
类型的指针:
std::vector<Thing *> things;
并添加指针而不是副本:
things.push_back(thing);
请注意,您稍后必须通过 ->
而不是 .
访问字段,或者您可以创建对它的引用,例如:
for (Thing* pt: things)
{
Thing& thing = *pt;
thing.update();
//etc...
您可以 World
构建它拥有的 Thing
,而不是构建 Thing
并将其复制到 world
void testBoundaryBounce()
{
//Create the world
World world{10.0f, 10.0f, 1.0f};
//Thing, 2 units away from boundary
Thing * thing = world.addThing(8.0f, 5.0f, 1.0f);
//Apply force that should trigger bounce back to x = 7
thing->applyForce(1.0f, 0.0f);
//Running world update to account for collisions, bounces etc
//Implies updating all the things
world.update();
std::cout << "thing x : " << thing.getX() << std::endl;
CPPUNIT_ASSERT(thing.getX() == 7);
}
Thing::Thing(float x, float y, float radius)
: x{x}, y{y}, dX{0}, dY{0}, radius{radius}
{
}
World::World(float width, float height, float gravity)
: width{width}, height{height}, gravity{gravity}
{
std::vector<Thing> things;
}
Thing * World::addThing(float x, float y, float radius)
{
std::cout << "Radius : " << radius << std::endl;
if ((x + radius > width) || (x - radius <= 0) || (y + radius >
height) || (y - radius <= 0))
{
std::cout << "Thing is out of bounds or is too large" << std::endl;
return nullptr;
}
else
{
std::cout << "Thing is good" << std::endl;
return &things.emplace_back(x, y, radius);
}
}
void World::update()
{
for (Thing& thing : things)
{
thing.update();
float thingX = thing.getX();
float thingY = thing.getY();
float thingRad = thing.getRad();
float worldGrav = this->gravity;
std::cout << "thing x: " << thingX << std::endl;
std::cout << "thing rad: " << thingRad << std::endl;
//World Boundary Bounces
if (thingX + thingRad >= width)
{
std::cout << "Bounce left" << std::endl;
thing.applyForce(-2.0f, 0.0f);
thing.update();
}
if (thingX + thingRad <= 0)
{
thing.applyForce(2.0f, 0.0f);
thing.update();
std::cout << "Bounce right" << std::endl;
}
if (thingY + thingRad >= height)
{
thing.applyForce(0.0f, -2.0f);
thing.update();
std::cout << "Bounce up" << std::endl;
}
if (thingY - thingRad <= 0)
{
thing.applyForce(0.0f, 2.0f);
thing.update();
std::cout << "Bounce down" << std::endl;
}
//Thing Collision Bounces
for (Thing& otherthing : things)
{
float thing2X = otherthing.getX();
float thing2Y = otherthing.getY();
float thing2Rad = otherthing.getRad();
if (thingX + thingRad == thing2X + thing2Rad && thingY + thingRad ==
thing2Y + thing2Rad)
{
thing.applyForce(-2.0f, -2.0f);
thing.update();
otherthing.applyForce(2.0f, 2.0f);
otherthing.update();
}
}
//Gravitational Pull
thing.applyForce(0.0f, worldGrav);
}
}
顺便说一句,每次更新都会自行反弹