Reputation: 141
I am writing a program with structs in VS13. And I want to split function declarations from function definitions. I saw next principle of "scoping" numerous times in books:
<structure name>::<method name>
But when I am trying to implement that in my program, I always get an error of impossibility of redeclaration of functions outside their class:
#include <iostream>
#include <algorithm>
#include <iterator>
#include <string>
#include <vector>
#include <array>
#define com
using namespace std;
int main() {
struct game {
int row, col, size, count = 1;
vector <vector<char>> b;
enum board { blank, zero, cross };
char num[3];
board first, second;
void numcreate();
void create();
void print();
int check();
void makemove();
void process();
void play();
};
void game::numcreate() {
num[0] = '_';
num[1] = 'o';
num[2] = 'x';
}
void game::create() {
b.resize(size);
for (int i = 0; i < size; ++i)
{
b[i].resize(size);
b[i].insert(b[i].begin(), size, num[blank]);
copy(b[i].begin(), b[i].end(), ostream_iterator<char>(cout, " "));
cout << endl;
}
}
void game::print() {
for (int i = 0; i < size; ++i)
{
copy(b[i].begin(), b[i].end(), ostream_iterator<char>(cout, " "));
cout << endl;
}
}
int game::check() {
if (
all_of(b[0].begin(), b[0].end(), [this](char t) {return (t == num[zero]); }) ||
all_of(b[1].begin(), b[1].end(), [this](char t) {return (t == num[zero]); }) ||
all_of(b[1].begin(), b[1].end(), [this](char t) {return (t == num[zero]); }) ||
b[0][0] == num[zero] && b[1][1] == num[zero] && b[2][2] == num[zero] ||
b[0][2] == num[zero] && b[1][1] == num[zero] && b[2][0] == num[zero] ||
b[0][0] == num[zero] && b[1][0] == num[zero] && b[2][0] == num[zero] ||
b[0][1] == num[zero] && b[1][1] == num[zero] && b[2][1] == num[zero] ||
b[0][2] == num[zero] && b[1][2] == num[zero] && b[2][2] == num[zero]){
return 1;
}
if (all_of(b[0].begin(), b[0].end(), [this](char t) {return (t == num[cross]); }) ||
all_of(b[1].begin(), b[1].end(), [this](char t) {return (t == num[cross]); }) ||
all_of(b[1].begin(), b[1].end(), [this](char t) {return (t == num[cross]); }) ||
b[0][0] == num[cross] && b[1][1] == num[cross] && b[2][2] == num[cross] ||
b[0][2] == num[cross] && b[1][1] == num[cross] && b[2][0] == num[cross] ||
b[0][0] == num[cross] && b[1][0] == num[cross] && b[2][0] == num[cross] ||
b[0][1] == num[cross] && b[1][1] == num[cross] && b[2][1] == num[cross] ||
b[0][2] == num[cross] && b[1][2] == num[cross] && b[2][2] == num[cross]) {
return 2;
}
}
void game::makemove() {
if (count % 2 == 0){
cout << "Please, enter the position on the board" << endl;
cin >> row;
cin >> col;
b[row][col] = num[zero];
}
else {
cout << "Please, enter the position on the board" << endl;
cin >> row;
cin >> col;
b[row][col] = num[cross];
}
}
void game::process() {
while (1) {
if (check() == 1) { cout << "First player has won" << endl; break; }
if (check() == 2) { cout << "Second player has won" << endl; break; }
makemove();
print();
system("cls");
print();
++count;
}
}
void game::play() {
numcreate();
create();
process();
}
game one;
one.size = 3;
one.play();
cin.ignore();
cin.get();
}
Could you say, where I am mistaken? In my e-book I see identical syntax
Upvotes: 2
Views: 6545
Reputation: 302862
Your problem is you're defining your functions within main()
:
int main() {
struct game {
...
};
void game::create() { .. }
}
Simply move all of that outside of main()
:
struct game { .. };
void game::numcreate() { .. }
int main() {
// now use game
}
Upvotes: 5