本文主要是介绍【more effective c++读书笔记】【第5章】技术(7)——让函数根据一个以上的对象类型来决定如何虚化(2),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
四、自行仿真虚函数表格(使用非成员函数的碰撞处理函数)
//GameObject.h
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_Hclass GameObject{ //抽象基类
public:virtual ~GameObject() = 0;
};class SpaceShip : public GameObject{ //宇宙飞船类
public:virtual ~SpaceShip();
};class SpaceStation : public GameObject{ //太空站类
public:virtual ~SpaceStation();
};class Asteroid : public GameObject{ //小行星类
public:virtual ~Asteroid();
};class UnkonwnCollision{//异常类
public:UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2);
};#endif
//GameObject.cpp
#include"GameObject.h"
#include<iostream>GameObject::~GameObject(){}SpaceShip::~SpaceShip(){}SpaceStation:: ~SpaceStation(){}Asteroid::~Asteroid(){}UnkonwnCollision::UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2){std::cout << "异常类" << std::endl;
}
//collision.h
#ifndef COLLISION_H
#define COLLISION_H#include "GameObject.h"
#include<string>
#include<map>
#include<iostream>namespace{//主要的碰撞处理函数 void shipStation(GameObject& spaceShip, GameObject& spaceStation){std::cout << "SpaceShip<=>SpaceStation" << std::endl;}void shipAsteroid(GameObject& spaceShip, GameObject& asteroid){std::cout << "SpaceShip<=>Asteroid" << std::endl;}void stationAsteroid(GameObject& spaceStation, GameObject& asteroid){std::cout << "SpaceStation<=>Asteroid" << std::endl;}void shipShip(GameObject& spaceShip1, GameObject& spaceShip2){std::cout << "SpaceShip<=>SpaceShip" << std::endl;}void stationStation(GameObject& spaceStation1, GameObject& spaceStation2){std::cout << "SpaceStation<=>SpaceStation" << std::endl;}void asteroidAsteroid(GameObject& asteroid1, GameObject& asteroid2){std::cout << "Asteroid<=>Asteroid" << std::endl;}//对称版本 void stationShip(GameObject& spaceStation, GameObject& spaceShip){shipStation(spaceShip, spaceStation);}void asteroidShip(GameObject& asteroid, GameObject& spaceShip){shipAsteroid(spaceShip, asteroid);}void asteroidStation(GameObject& asteroid, GameObject& spaceStation){stationAsteroid(spaceStation, asteroid);}typedef void(*HitFunctionPtr)(GameObject&, GameObject&); //指向碰撞函数的函数指针 //函数表的类型:每项关联了碰撞函数两个参数的动态类型名和碰撞函数本身 typedef std::map<std::pair<std::string,std::string>, HitFunctionPtr> HitMap;std::pair<std::string, std::string> makeStringPair(const char* s1,const char* s2);HitMap* initializeCollisionMap(); 建立函数表//在函数表中查找需要的碰撞函数 HitFunctionPtr lookup(const std::string& class1, const std::string& class2);
} void processCollision(GameObject& object1, GameObject& object2){//根据参数的动态类型查找相应碰撞函数 HitFunctionPtr phf = lookup(typeid(object1).name(), typeid(object2).name());if (phf)phf(object1, object2); //调用找到的碰撞处理函数来进行碰撞处理 elsethrow UnkonwnCollision(object1, object2); //没有找到则抛出异常
}namespace{std::pair<std::string, std::string> makeStringPair(const char* s1, const char* s2){return std::pair<std::string, std::string>(s1, s2);}
}namespace{HitMap* initializeCollisionMap(){ //创建并初始化虚函数表 HitMap *phm = new HitMap; //创建函数表 //初始化函数表 (*phm)[makeStringPair(typeid(SpaceShip).name(),typeid(SpaceStation).name())] = &shipStation;(*phm)[makeStringPair(typeid(SpaceShip).name(),typeid(Asteroid).name())] = &shipAsteroid;(*phm)[makeStringPair(typeid(SpaceShip).name(),typeid(SpaceShip).name())] = &shipAsteroid;(*phm)[makeStringPair(typeid(SpaceStation).name(),typeid(Asteroid).name())] = &shipAsteroid;(*phm)[makeStringPair(typeid(SpaceStation).name(),typeid(SpaceShip).name())] = &shipStation;(*phm)[makeStringPair(typeid(SpaceStation).name(),typeid(SpaceStation).name())] = &shipAsteroid;(*phm)[makeStringPair(typeid(Asteroid).name(),typeid(SpaceShip).name())] = &shipAsteroid;(*phm)[makeStringPair(typeid(Asteroid).name(),typeid(SpaceStation).name())] = &asteroidStation;(*phm)[makeStringPair(typeid(Asteroid).name(),typeid(Asteroid).name())] = &asteroidAsteroid;return phm;}
}
namespace{//根据参数类型名在函数表中查找需要的碰撞函数 HitFunctionPtr lookup(std::string const& class1,std::string const& class2){//用智能指针指向返回的函数表,为静态,表示只能有一个函数表 static std::auto_ptr<HitMap> collisionMap(initializeCollisionMap());HitMap::iterator mapEntry = collisionMap->find(make_pair(class1, class2));if (mapEntry == collisionMap->end())return 0; //没找到,则返回空指针 return (*mapEntry).second; //找到则返回关联的碰撞函数 }
}#endif
//main.cpp
#include"Collision.h"
using namespace std;int main(){SpaceShip sp;SpaceStation ss;Asteroid ad;processCollision(sp, ss);processCollision(sp, ad);processCollision(sp, sp);cout << "-----------" << endl;processCollision(ss, sp);processCollision(ss, ad);processCollision(ss, ss);cout << "-----------" << endl;processCollision(ad, sp);processCollision(ad, ss);processCollision(ad, ad);system("pause");return 0;
}
五、自行仿真虚函数表格(使用非成员函数的碰撞处理函数)
//GameObject.h
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_Hclass GameObject{ //抽象基类
public:virtual ~GameObject() = 0;
};class SpaceShip : public GameObject{ //宇宙飞船类
public:virtual ~SpaceShip();
};class SpaceStation : public GameObject{ //太空站类
public:virtual ~SpaceStation();
};class Asteroid : public GameObject{ //小行星类
public:virtual ~Asteroid();
};class UnkonwnCollision{//异常类
public:UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2);
};#endif
//GameObject.cpp
#include"GameObject.h"
#include<iostream>GameObject::~GameObject(){}SpaceShip::~SpaceShip(){}SpaceStation:: ~SpaceStation(){}Asteroid::~Asteroid(){}UnkonwnCollision::UnkonwnCollision(GameObject& whatWeHit1, GameObject& whatWeHit2){std::cout << "异常类" << std::endl;
}
//collision.h
#ifndef COLLISION_H
#define COLLISION_H#include "GameObject.h"
#include<string>
#include<map>
#include<iostream>//主要的碰撞处理函数
void shipStation(GameObject& spaceShip, GameObject& spaceStation){std::cout << "SpaceShip<=>SpaceStation" << std::endl;
}
void shipAsteroid(GameObject& spaceShip, GameObject& asteroid){std::cout << "SpaceShip<=>Asteroid" << std::endl;
}
void stationAsteroid(GameObject& spaceStation, GameObject& asteroid){std::cout << "SpaceStation<=>Asteroid" << std::endl;
}
void shipShip(GameObject& spaceShip1, GameObject& spaceShip2){std::cout << "SpaceShip<=>SpaceShip" << std::endl;
}
void stationStation(GameObject& spaceStation1, GameObject& spaceStation2){std::cout << "SpaceStation<=>SpaceStation" << std::endl;
}
void asteroidAsteroid(GameObject& asteroid1, GameObject& asteroid2){std::cout << "Asteroid<=>Asteroid" << std::endl;
}
//对称版本
void stationShip(GameObject& spaceStation, GameObject& spaceShip){shipStation(spaceShip, spaceStation);
}
void asteroidShip(GameObject& asteroid, GameObject& spaceShip){shipAsteroid(spaceShip, asteroid);
}
void asteroidStation(GameObject& asteroid, GameObject& spaceStation){stationAsteroid(spaceStation, asteroid);
}#endif
//CollisionMap.h
#ifndef COLLISIONMAP_H
#define COLLISIONMAP_H#include "GameObject.h"
#include <string>
#include <memory>
#include <map> class CollisionMap{ //碰撞函数映射表
public:typedef void(*HitFunctionPtr)(GameObject&, GameObject&); //指向碰撞函数的函数指针 //函数表的类型:每项关联了碰撞函数两个参数的动态类型名和碰撞函数本身 typedef std::map<std::pair<std::string, std::string>, HitFunctionPtr> HitMap;//根据参数类型名称向映射表中加入一个碰撞函数 void addEntry(const std::string& type1, const std::string& type2,HitFunctionPtr collisionFunction, bool symmetric = true);//根据参数类型名称从映射表中删除一个碰撞函数 void removeEntry(const std::string& type1, const std::string& type2);//根据参数类型名称在函数映射表中查找需要的碰撞函数 HitFunctionPtr lookup(const std::string& type1, const std::string& type2);static CollisionMap& theCollisionMap();//返回唯一的一个碰撞函数映射表
private:std::auto_ptr<HitMap> collisionMap; //函数映射表,用智能指针存储 //构造函数声明为私有,以避免创建多个碰撞函数映射表 CollisionMap();CollisionMap(const CollisionMap&);
};CollisionMap::CollisionMap() : collisionMap(new HitMap){}
//根据参数类型名称向映射表中加入一个碰撞函数
void CollisionMap::addEntry(const std::string& type1, const std::string& type2,HitFunctionPtr collisionFunction, bool symmetric){if (lookup(type1, type2) == 0) //映射表中没找到时插入相应条目 collisionMap->insert(make_pair(make_pair(type1, type2), collisionFunction));
}
//根据参数类型名称从映射表中删除一个碰撞函数
void CollisionMap::removeEntry(const std::string& type1, const std::string& type2){if (lookup(type1, type2) != 0) //若找到,则删除该条目 collisionMap->erase(make_pair(type1, type2));
}
//根据参数类型名称在函数映射表中查找需要的碰撞函数
CollisionMap::HitFunctionPtr CollisionMap::lookup(const std::string& type1, const std::string& type2){HitMap::iterator mapEntry = collisionMap->find(make_pair(type1, type2));if (mapEntry == collisionMap->end())return 0; //没找到,则返回空指针 return (*mapEntry).second; //找到则返回关联的碰撞函数
}
//返回唯一的一个碰撞函数映射表
CollisionMap& CollisionMap::theCollisionMap(){static CollisionMap cm;return cm;
}void processCollision(GameObject& object1, GameObject& object2){//根据参数的动态类型查找相应碰撞函数 CollisionMap::HitFunctionPtr phf = CollisionMap::theCollisionMap().lookup(typeid(object1).name(), typeid(object2).name());if (phf)phf(object1, object2); //调用找到的碰撞处理函数来进行碰撞处理 elsethrow UnkonwnCollision(object1, object2); //没有找到则抛出异常
}#endif
//RegisterCollisionFunction.h
#ifndef REGISTERCOLLISONFUNCTION_H
#define REGISTERCOLLISONFUNCTION_H#include"CollisionMap.h"
#include<string>class RegisterCollisionFunction{
public:RegisterCollisionFunction(const std::string& type1, const std::string& type2,CollisionMap::HitFunctionPtr collisionFunction, bool sysmetric = true){CollisionMap::theCollisionMap().addEntry(type1, type2, collisionFunction, sysmetric);}
};#endif
//main.cpp
#include"Collision.h"
#include"RegisterCollisionFunction.h"
using namespace std;RegisterCollisionFunction cf1("class SpaceShip", "class SpaceShip", &shipShip);
RegisterCollisionFunction cf2("class SpaceShip", "class SpaceStation", &shipStation);
RegisterCollisionFunction cf3("class SpaceShip", "class Asteroid", &shipAsteroid);RegisterCollisionFunction cf4("class SpaceStation", "class SpaceStation", &stationStation);
RegisterCollisionFunction cf5("class SpaceStation", "class SpaceShip", &stationShip);
RegisterCollisionFunction cf6("class SpaceStation", "class Asteroid", &stationAsteroid);RegisterCollisionFunction cf7("class Asteroid", "class Asteroid", &asteroidAsteroid);
RegisterCollisionFunction cf8("class Asteroid", "class SpaceShip", &asteroidShip);
RegisterCollisionFunction cf9("class Asteroid", "class SpaceStation", &asteroidStation);int main(){SpaceShip sp;SpaceStation ss;Asteroid ad;processCollision(sp, ss);processCollision(sp, ad);processCollision(sp, sp);cout << "-----------" << endl;processCollision(ss, sp);processCollision(ss, ad);processCollision(ss, ss);cout << "-----------" << endl;processCollision(ad, sp);processCollision(ad, ss);processCollision(ad, ad);system("pause");return 0;
}
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