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在处理包含指向向量中对象的指针的对象时,我想要一些建议。

我希望能够操纵向量的特定元素。我试图从对象中复制数据,然后我无法返回并确保更新相同的元素,所以我想简单地返回一个指向该向量元素的指针操纵该指针,而不必确保正确的元素得到更新与数据。

我想使用动态对象的句柄。

class h_AFV{
 AFV * pAFV;   
 int * cnt;

 friend class AFV;

 public:  

 h_AFV(int);
 h_AFV(int, int, int, int);   
 h_AFV(const h_AFV& afv) : cnt(afv.cnt), pAFV(afv.pAFV){++*cnt;}
 h_AFV& operator = (const h_AFV&);
~h_AFV();...

它存储在:

   std::vector<h_AFV>AFVs;

我想选择要返回的特定元素:

h_AFV* player::gtAFV(int n){       
return  new h_AFV(AFVs[n]);     <-This is how I return a pointer to the element I want to manipulate
}

然后我想用其他指针或数据将指针添加到另一个对象,这将修改所选元素:

void control::moveOrder(int a, int sp , bool al){

  h_AFV * ph_AFV = NULL;
  if(currentPlayer == 1){ph_AFV = pl1->gtAFV(marker);}  <-This gets the pointer
  if(currentPlayer == 2){ph_AFV = pl2->gtAFV(marker);} 

  ph_AFV->setStat(1);   <-These work I tested the pointer with some output.
  ph_AFV->setOrder('m');

  mvOrder m(ph_AFV, a, sp, al);   

  checker(ph_AFV);
  moving.push_back(m);  


  delete ph_AFV;

}

我添加了复制构造函数并重载了赋值运算符。通常,代码将一直工作,直到函数超出范围或当我尝试操作存储的数据时。

   void mvOrder::resolve(){
int rate = speed * .01;

        MessageBox(NULL, "Marker 1", "Marker!", MB_OK);

  int dir = pMover->gtFace() * .0174532925;   
  int DBI = pMover->gtDBI();
  int MaxSpd = data[DBI].gtRdSpeed();
  int spd = rate * MaxSpd;
        MessageBox(NULL, "Marker 2", "Marker!", MB_OK);
  int dist = spd;
  coord c = pMover->gtCoord(); 
  MessageBox(NULL, "Tank Moving", "Marker!", MB_OK);
  float tx = c.Xloc;
  float ty = c.Yloc;
  tx += (float)dist*(sin(dir));
  ty -= (float)dist*(cos(dir));
  int nx = tx;
  int ny = ty;
   pMover->setLoc(nx, ny);
   if(align){pMover->setAngle(dir);}
  else{pMover->setNAngle(dir);}

}  


 struct mvOrder{
   h_AFV * pMover;   

 int azmuth;
 int speed;
 bool align;   

 mvOrder();
 mvOrder(h_AFV*, int, int, bool);
 mvOrder(const mvOrder&);
 ~mvOrder();
  void resolve();
};

如何完成此代码并正确管理指针?

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