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void Player::move(Board &board, Solver &solver){
   Position* best = solver.find_best_move(&board);
   cout<<"Score: "<<best->get_score()<<endl;
   cout<<"Board: ";
   best->get_board()->print_board();
   board = *(best->get_board());
   Board * b(best->get_board());
   cout<<"TEST: ";
   b->print_board();
   board = *b;
  }

在调用函数后,我试图使实际的板参考等于新板。Board 是一个抽象类, get_board() 返回一个指向 Board 的指针,但它实际上是 board 的一个子类,它有一个额外的属性。但是,调用 move 函数后,棋盘与调用 move 之前的棋盘相同。是否可以在修改实际值的同时将子类分配给指向抽象超类的指针?切片问题似乎正在发生。

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1 回答 1

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我会使用Board*指针而不是Board&引用,特别是因为涉及到子类:

void Player::move(Board **board, Solver &solver)
{ 
   Position *best = solver.find_best_move(*board); 
   cout << "Score: " << best->get_score() << endl; 
   *board = best->get_board(); 
   cout << "Board: "; 
   (*board)->print_board(); 
} 

Player p;
Solver solver;
Board *b = ...;
p.move(&b, solver);

或者:

void Player::move(Board* &board, Solver &solver)
{ 
   Position *best = solver.find_best_move(board); 
   cout << "Score: " << best->get_score() << endl; 
   board = best->get_board(); 
   cout << "Board: "; 
   board->print_board(); 
} 

Player p;
Solver solver;
Board *b = ...;
p.move(b, solver);
于 2012-03-07T23:35:19.087 回答