可能的循环引用问题

Possible circular reference problem(可能的循环引用问题)

本文介绍了可能的循环引用问题的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我不是白痴,但头文件有时让我觉得自己像个白痴.我有一个可能过于复杂的设置,它有一个我无法解决的错误.这是我能做到的尽可能简单的细节......

I am not an idiot, but header files make me feel like one sometimes. I have what is probably an overly-complicated set-up that has an error that I cannot resolve. Here it is in about as simple as detail as I can make it....

  • 我有一个包含模型类的控制器类.
  • 我有一个 Scene 类来捕捉动作并与控制器通信.
  • 我有一个 Layer 类,它与 Model 类对话以输出 Model 的状态.
  • Scene 类包含仅用于输出的 Layer 类.
  • 场景必须包含 Cocos2D 框架确定的层.
  • 特定场景类派生自 RootScene 类,该类包含对 Controller 类的引用.
  • 特定的 Layer 类派生自 RootLayer 类,该类包含对 Model 类的引用.
  • 控制器负责创建场景,场景负责创建层.

当创建一个层并将控制器的模型传递给层的模型(在 AScene.m 中)时,问题就出现了.我收到在非结构或联合的情况下请求成员‘模型’".铸造不起作用,我不知道如何让这些类相互交谈.我认为部分问题可能是 Controller 类包含 Model 类.

The problem comes when making a Layer and passing the Controller's Model to the Layer's Model (in AScene.m). I get the "Request for member 'Model' in something not a stucture or union". Casting doesn't work, and I'm at a loss for how to allow these classes to talk with each other. I think part of the problem might be that Controller class contains the Model class.

Controller.h

#import <Foundation/Foundation.h>

@class Model;
@class AScene;

@interface Controller : NSObject {
    Model *Model;
}
@property (nonatomic, retain) Model *Model;
-(void)runScene;

Controller.m

#import "Controller.h"

#import "Model.h"
#import "AScene.h"

@implementation Controller

@synthesize Model;

- (void)runScene {
    AScene *newScene = [[AScene alloc] init];
    newScene.controller = self;
}

RootScene.h

#import "cocos2d.h"

@class Controller;

@interface RootScene : Scene {
    Controller *controller;
}
@property (nonatomic, retain) Controller *controller;

@end

RootScene.m

#import "RootScene.h"
#import "Controller.h"

@implementation RootScene

@synthesize controller;

- (id) init {
    self = [super init];
    if (self != nil) {
        //
    }
    return self;
}

- (void) dealloc {
    [controller release];
    [super dealloc];
}

@end

AScene.h

#import "RootScene.h"

@class ALayer;
@class Model;

@interface AScene : RootScene {
}

@end

AScene.m

#import "AScene.h"
#import "ALayer.h"
#import "Model.h"

@implementation AScene

- (id) init {
    self = [super init];
    if (self != nil) {
        ALayer *newLayer = [ALayer node];
        newLayer.model = controller.Model; // <-- Request for member 'Model' in something not a stucture or union
        [self addChild:statusScreenLayer];
    }
    return self;
}

- (void) dealloc {
    [super dealloc];
}

@end

RootLayer.h

#import "cocos2d.h"

@class Model;

@interface RootLayer : Layer {
    Model *model;
}
@property (nonatomic, retain) Model *model;

@end

RootLayer.m

#import "RootLayer.h"

#import "Model.h"

@implementation RootLayer

@synthesize model;

- (id) init {
    self = [super init];
    if (self != nil) {
        //
    }
    return self;
}

- (void) dealloc {
    [model release];
    [super dealloc];
}

@end

ALayer.h

#import "RootLayer.h"

@interface ALayer : RootLayer {
}
-(void) draw;

@end

ALayer.m

#import "ALayer.h"

@implementation ALayer

-(void) draw {
    // draw based on state of the model
}

@end

推荐答案

你的AScene实现没有#importController的header.

Your implementation of AScene does not #import the header of Controller.

显式解决方案.

在 AScene.m 中添加:

In AScene.m add:

#import "Controller.h"

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