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C++ 如何访问C++;链表?_C++_Linked List_Iteration - Fatal编程技术网

C++ 如何访问C++;链表?

C++ 如何访问C++;链表?,c++,linked-list,iteration,C++,Linked List,Iteration,我正在链接列表中存储MovingSphere对象。MovingSphere继承Sphere。通过读取由空格分隔的整数组成的文本文件来初始化球体 当我访问球体的半径时,它返回正确的数字,但当我尝试获取X,Y,Z坐标时,它返回NAN。我尝试通过NetBeans调试器运行它,但无法收集到很多有用的信息。我知道存储了正确的值,我只是不知道为什么我不能正确访问这些坐标 我仍然在努力从java到C++的交换,所以请原谅我这是一个明显的问题。 主要 MovingSphere.cpp Sphere.h Sphe

我正在链接列表中存储MovingSphere对象。MovingSphere继承Sphere。通过读取由空格分隔的整数组成的文本文件来初始化球体

当我访问球体的半径时,它返回正确的数字,但当我尝试获取X,Y,Z坐标时,它返回NAN。我尝试通过NetBeans调试器运行它,但无法收集到很多有用的信息。我知道存储了正确的值,我只是不知道为什么我不能正确访问这些坐标

<>我仍然在努力从java到C++的交换,所以请原谅我这是一个明显的问题。 主要 MovingSphere.cpp Sphere.h Sphere.cpp Point.cpp 输出
将返回添加到getCenter:

double Sphere::getCenterX() const {
    return center.getX();
}

建议:将
Sphere
的析构函数
设置为虚拟的
。您确实需要将问题缩小到一小段仍然编译并演示问题的代码。@MarkGarcia我在以前的迭代中看到过(也做过)这一点,但我真的不理解其重要性。垃圾收集对我来说仍然是个谜。@JerryCoffin谢谢。我会这么做。@Justin当您动态分配
MovingSphere
(使用
new
)并
delete
从基类类型指针(
Sphere*
)中删除它时,这一点很重要。如果将
Sphere
的析构函数设置为虚拟,则会调用相应的析构函数(即
MovingSphere
#ifndef MOVINGSPHERE_H
#define MOVINGSPHERE_H

#include "Sphere.h"

class MovingSphere : public Sphere {
public:
    MovingSphere();                     // default constructor
    MovingSphere(double X, double Y, double Z, int R);     // Sphere with zero velocity
    MovingSphere(double X, double Y, double Z, int R,
            int DX, int DY, int DZ);              // moving sphere constructor

    void MovingSphere::updateCenter(double multiplier);      // declaration


private:
    // delta X, etc. define rate of change ie. (+/-) units/second
    int dx, dy, dz;                         // sphere vector

};

#endif  /* MOVINGSPHERE_H */
#include "MovingSphere.h"

MovingSphere::MovingSphere() : Sphere(), dx(0), dy(0), dz(0) {
} // default constructor (point at 0,0,0, with zero velocity)

MovingSphere::MovingSphere(double X, double Y, double Z, int R) :
        Sphere(X, Y, Z, R), dx(0), dy(0), dz(0){
} // sphere with zero velocity

MovingSphere::MovingSphere(double X, double Y, double Z, int R, int DX, int DY, int DZ) :
        Sphere(X, Y, Z, R), dx(DX), dy(DY), dz(DZ){
} // moving sphere constructor

// update location of sphere (mutator)
void MovingSphere::updateCenter(double multiplier) {
    adjustCenter(dx * multiplier, dy * multiplier, dz * multiplier);
}
#ifndef SPHERE_H
#define SPHERE_H

#include "Point.h"

class Sphere {

public:
    Sphere();          // default constructor (a point at 0,0,0)
    Sphere (double X, double Y, double Z, int R); // sphere constructor

    void setRadius(int newRadius); // declaration
    void adjustCenter(double DX, double DY, double DZ); // declaration

    int getRadius() const;         // declaration
    double getCenterX() const;        // declaration
    etc...

private:
    Point center;      // center of sphere
    int radius;        // radius of sphere

};

#endif  /* SPHERE_H */
#define _USE_MATH_DEFINES
#include <math.h>
#include "Sphere.h"

Sphere::Sphere() : 
        center(), radius(0) {// default constructor (a point at 0,0,0)
}

Sphere::Sphere(double X, double Y, double Z, int R) : center(X,Y,Z), radius(R) {
} // end sphere constructor

// set the sphere's radius (mutator)
void Sphere::setRadius(int newRadius) {
    radius = newRadius;
}

// set the sphere's center (mutator)
void Sphere::adjustCenter(double DX, double DY, double DZ) {
    center.setX(center.getX() + DX);
    center.setY(center.getX() + DY);
    center.setZ(center.getZ() + DZ);
}

// get the sphere's center X coordinate (constant function)
double Sphere::getCenterX() const {
    center.getX();
}
etc...


// get the sphere's radius (constant function)
int Sphere::getRadius() const {
    return radius;
}
#ifndef POINT_H
#define POINT_H

class Point {

public:
    Point ();                         // default constructor (0,0,0);
    Point(double X, double Y);              // constructor for 2d point
    Point(double X, double Y, double Z);       // constructor for 3d point

    void setX(double newX);                     // declaration

    double getX() const;                 // declaration
    etc...


private:

    double x, y, z;  // coordinates of point

};

#endif  /* POINT_H */
#include "Point.h"

Point::Point() : x(0), y(0), z(0) {   // default constructor (point at 0,0,0)
}

// constructor for 2d point
Point::Point(double X, double Y) : x(X), y(Y), z(0) {      
} 

// constructor for 3d point
Point::Point(double X, double Y, double Z) : x(X), y(Y), z(Z) { 
}  

// set the points X coordinate (mutator)
void Point::setX(double newX) {
    x = newX;


// get the points X coordinate (constant function)
double Point::getX() const {
    return x;
}    
etc...
X = nan
Y = nan
Z = nan
R = 3
DX = -10
DY = 5
DZ = 0
etc...
double Sphere::getCenterX() const {
    return center.getX();
}