Reputation: 63
I've been working with C++ for a good couple of weeks now, but the mechanism behind header files (or the linker I suppose?) confuses the heck out of me. I've gotten in the habit of creating a "main.h" to group my other header files and keep the main.cpp tidy, but sometimes those header files complain about not being able to find a different header file (even though it's declared in the "main.h"). I'm probably not explaining it very well so here's an abridged version of what I'm trying to do:
//main.cpp
#include "main.h"
int main() {
return 0;
}
-
//main.h
#include "player.h"
#include "health.h"
#include "custvector.h"
-
//player.h
#include "main.h"
class Player {
private:
Vector playerPos;
public:
Health playerHealth;
};
-
//custvector.h
struct Vector {
int X;
int Y;
int Z;
};
-
//health.h
class Health {
private:
int curHealth;
int maxHealth;
public:
int getHealth() const;
void setHealth(int inH);
void modHealth(int inHM);
};
I won't include health.cpp because it's a bit lengthy (but does work), it does have #include "health.h"
.
Anyways, the compiler (Code::Blocks) complains that "player.h" can't find the types 'Health' or 'Vector'. I thought that if I used #include "main.h"
into "player.h" it would be able to find the definitions for Health
and Vector
sense they're included in "main.h". I figured they would they would sort of tunnel their way though (player.h -> main.h -> health.h). But that didn't work too well. Is there some kind of a diagram or video that could clarify how this should be set up? Google wasn't much help (nor my book).
Upvotes: 6
Views: 3516
Reputation: 35598
The other answers here have effectively explained the way header files and the preprocessor work. The biggest problem you have is the circular dependencies, which from experience, I know can be a royal pain. Also, when that starts happening, the compiler starts to behave in very odd ways and throw error messages that aren't super helpful. The method I was taught by a C++ guru in college was to start each file (a header file for instance) with
//very beginning of the file
#ifndef HEADER_FILE_H //use a name that is unique though!!
#define HEADER_FILE_H
...
//code goes here
...
#endif
//very end of the file
This uses preprocessor directives to automatically prevent circular dependencies. Basically, I always use an all uppercase version of the file name. custom-vector.h
becomes
#ifndef CUSTOM_VECTOR_H
#define CUSTOM_VECTOR_H
This allows you to include files willie-nillie without creating circular dependencies because if a file is included multiple times, its preprocessor variable is already defined, so the preprocessor skips the file. It also makes it easier later on to work with the code because you don't have to sift through your old header files to make sure you haven't already included something. I'll repeat again though, make sure the variable names you use in your #define
statements are unique for you otherwise you could run into problems where something doesn't get included properly ;-).
Good luck!
Upvotes: 8
Reputation: 49156
You want to organize your #includes
(and libraries, for that matter) in a DAG (directed, acyclic graph). That's the complicated way of saying "avoid cycles between header files":
If B includes A, A should not include B.
So, using "one big master main.h
" is not the right approach, because it's hard to #include only direct dependencies.
Each .cpp file should include its own .h file. That .h file should only include things that it itself requires to compile.
There is usually no main.h
, because main.cpp
nobody needs the definition of main.
Furthermore, you'll want include guards to protect you against multiple includes.
For example
//player.h
#ifndef PLAYER_H_
#define PLAYER_H_
#include "vector.h" // Because we use Vector
#include "health.h" // Because we use Health
class Player {
private:
Vector playerPos;
public:
Health playerHealth;
};
#endif
-
//vector.h
#ifndef VECTOR_H_
#define VECTOR_H_
struct Vector {
int X;
int Y;
int Z;
};
#endif
-
//health.h
#ifndef HEALTH_H_
#define HEALTH_H_
class Health {
private:
int curHealth;
int maxHealth;
public:
int getHealth() const;
void setHealth(int inH);
void modHealth(int inHM);
};
#endif
The only time you want to aggregate a bunch of #include
s into a single header is when you're providing it as a convenience for a very large library.
In your current example, you're going a little overboard - each class doesn't need its own header file. It can all go in main.cpp.
The c preprocessor literally inserts the file from a #include
into the file that includes it (unless it has already been inserted, which is why you need the include guards). It allows you to use the classes defined in those files because you now have access to their definition.
Upvotes: 1
Reputation: 89749
The best way to think of your header files are as an "automated copy-and-paste".
A good way to think about it (although not how this is actually implemented) is that when you compile a C file or C++ file, the preprocessor runs first. Every time it encounters an #include statement, it will actually paste the content of that file instead of the #include statement. This is done until there are no more includes. The final buffer is passed to the compiler.
This introduces several complexities:
First, if A.H includes B.H and B.H includes A.h, you've got a problem. Because every time you want to paste A, you would need B and it would internally have A ! That's a recursion. For this reason, header files use #ifndef, to ensure that the same part is not read multiple times. This is likely happening in your code.
Second, your C compiler reads the file after all the header files have been "flattened", so you need to consider that when reasoning about what is declared before what.
Upvotes: 10
Reputation: 60065
includes work very simple, they just command preprocessor to add the contents of the file to where include is set. basic idea is to include headers that you depend on. in player.h
you should include custvector.h
and Health.h
. In main only player.h
, because all needed includes will be carried with player. and you don't need to include main.h
in player.h
at all.
it is good also to make sure that header is included only once. in this question general solution is given How to prevent multiple definitions in C? in case of Visual Studio you can use #pragma once
, if Borland c++ there is also a trick but i forgot it.
Upvotes: 2
Reputation: 1841
You have a circular dependency. Player includes main.h, but main.h includes player.h. Resolve this by removing one dependency or the other.\
Player.h should include health.h and custvector.h, and at this point, I don't think main.h needs any includes. Eventually it may need player.h.
Upvotes: 3