Reputation: 3
I'm try to use std::bind
with a virtual pure function in a abstract class but
I use a design pattern call strategy, because I want make a program that can handle dynamic switch between the game.
I don't get the syntax. here is the code :
Here is my interface class
class IGame
{
public:
virtual ~IGame(){};
virtual void move_up(INFO &info)=0;
}
By the way INFO
is a define :
#define INFO std::pair<struct GetMap*, struct WhereAmI*>
Here is my control class in it's constructor I call std::bind
call;
class CGame
{
private:
IGame *game;
int score;
std::pair<struct GetMap*, struct WhereAmI*> info; // game information
std::vector<std::function<void(std::pair<struct GetMap*, struct WhereAmI*>&)>> ptr_move_ft; //function pointer vector
public:
CGame();
~CGame();
void return_get_map(INFO &info);
}
This is the constructor of CGame
class :
CGame::CGame()
{
game = new Snake();
this->info = std::make_pair(init_map(MAP_PATH_SNAKE,0), game->init_player());
ptr_move_ft.push_back(std::bind(&CGame::return_where_i_am, this,std::placeholders::_1)); //this work
ptr_move_ft.push_back(std::bind(&game->move_up, game, std::placeholders::_1)); //this create a error
}
So the second push_back
makes this error :
source/CGame.cpp: In constructor ‘arcade::CGame::CGame()’:
source/CGame.cpp:131:44: error: ISO C++ forbids taking the address of a bound member function to form a pointer to member function. Say ‘&arcade::IGame::move_up’ [-fpermissive]
ptr_move_ft.push_back(std::bind(&game->move_up, game, std::placeholders::_1));
How can I do ?
Sorry for my poor English and c++ code.
Upvotes: 0
Views: 689
Reputation: 168988
The problem is the expression &game->move_up
in this line:
ptr_move_ft.push_back(std::bind(&game->move_up, game, std::placeholders::_1));
This expression is trying to create a pointer-to-member-function, but these pointers are not bound to a particular instance. Creating a pointer-to-member-function from a particular instance therefore makes no sense, similar to trying to invoke a static method through an instance.
Instead of &game->move_up
you should use &IGame::move_up
.
You can also use &std::decay<decltype(*game)>::type::move_up
. The advantage is that this expression will adjust to match the type of *game
, looking for an instance method named move_up
on whatever the pointed-to type is. The disadvantage is that the syntax is a bit obtuse.
(Here is a demo that shows how both approaches will yield an identical pointer-to-member-function.)
Upvotes: 1