首页 > 解决方案 > 为什么不调用函数的派生类版本?

问题描述

我正在尝试将来自同一基类的多个不同派生类存储在指针向量中。尝试调用其中一个对象的函数会导致分段错误。我没有过多地使用继承,但我已经尝试了我能找到的每个版本,它们要么导致分段错误,要么只是调用基类的函数。

我对 C++ 比较陌生,之前没有发表太多文章,所以如果我共享太多代码、遗漏任何重要内容或在任何其他方面(风格、效率等)搞砸了,请告诉我。

编辑:getPlayer 函数现在不再尝试返回 Random 或 Human,而是返回一个 int,它指示要创建的 Player 类型。新代码仍然会在同一点导致段错误。(排除 getPlayer 因为它只返回一个 int 并且不再是问题的原因。)

这是我定义基类(Player)和派生类(Human 和 Random)的地方:

#include <string>
#include <iostream>
#include <limits>
#include <time.h>
#include "Othello.h"
using namespace std;

// Player interface to choose game moves
class Player {
public:
    // Selects and returns a move 
    virtual int getMove(Othello &game) {
        return 0;
    }
};

// User-operated player
class Human: public Player {
public:
    int getMove(Othello &game) {
        int move = 0;
        bool valid= false;
        
        while (!valid) {
            cout << "Select a move: " << endl;
            cout << "-> ";
            cin >> move;
            
            if (cin.good()) { valid = true; }
            
            else {
                cin.clear();
                cin.ignore(numeric_limits<streamsize>::max(),'\n');
                cout << "Invalid input. Try again.\n" << endl;
            }
        }
        return move;
    }
};

// Basic bot - selects a move at random
class Random: public Player {
public:
    int getMove(Othello &game) {
        srand(time(NULL));
        return ( 1 + rand() % game.n_moves );
    }
};

这是导致线路段故障的主要功能move = players[state-1]->getMove(game)

int main() {
    
    // Select players (human, AI, random, etc.)
    // players[0] is left empty to keep the index consistent with the player id
    vector<Player*> players(2);
    int type;
    for ( int i : {1, 2} ) {
        type = getPlayer(i);
        if (type == 1) { players.push_back( new Human() ); }
        else if (type == 2) { players.push_back( new Random() ); }
    }
    
    // Load and start the game
    Othello game = loadBoard();
    int state = game.getState(1); // 1 or 2 for turn, or 0 for game over
    
    // Continue making moves until the game ends
    int move;
    int legal;
    while(state != 0) {
        game.print();
        legal = 0;
        cout << "PLAYER " << game.turn << endl;
        while (legal == 0) {
            move = players[state-1]->getMove(game);
            legal = game.doMove(move);
        }
        state = game.getState();
    }
    
    game.print();
    game.score();
    
    return 1;
}

标签: c++pointersinheritancevectorsegmentation-fault

解决方案


vector<Player*> players(2);声明一个带有两个元素的向量,这两个元素都将默认初始化为nullptr.

稍后,您再添加两个元素,这样players就有 4 个元素。

state值为1or2时,调用players[state-1]->getMove(game);将取消引用空指针,从而导致您的分段错误。

您可能希望players最初定义为空 ( vector<Player*> players;),并更新此定义前行的注释。(该评论以其当前形式似乎与您稍后访问玩家向量的方式无关。)


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