一,利用模板来定制N维网格,这在开发一些与棋类有关的游戏等时帮助很大,因为是可扩展的,而且可以重用。以下摘抄其主要的代码片断。
#ifndef NDGRID_H
#define NDGRID_H
template <typename T, int N>
class NDGrid
{
public:
NDGrid();
NDGrid(int inSize);
NDGrid(const NDGrid<T,N>& src);
~NDGrid();
NDGrid<T,N>& operator=(const NDGrid<T,N>& rhs);
void resize(int newSize);
NDGrid<T,N-1>& operator[](int x);
const NDGrid<T,N-1>& operator[](int x) const;
int getSize() const {return mSize; }
static const int kDefaultSize = 10;
protected:
void copyFrom(const NDGrid<T,N>& src);
NDGrid<T,N-1>* mElems;
int mSize;
};
template <typename T>
class NDGrid<T,1>
{
public:
NDGrid(int inSize = kDefaultSize);
NDGrid(const NDGrid<T,1>& src);
~NDGrid();
NDGrid<T,1>& operator=(const NDGrid<T,1>& rhs);
void resize(int newSize);
T& operator[](int x);
const T& operator[](int x) const;
int getSize() const { return mSize; }
static const int kDefaultSize = 10;
protected:
void copyFrom(const NDGrid<T,1>& src);
T* mElems;
int mSize;
};
#endif
#include "NDGrid.h"
template <typename T,int N>
const int NDGrid<T,N>::kDefaultSize;
template <typename T,int N>
NDGrid<T,N>::NDGrid(int inSize) : mSize(inSize)
{
mElems = new NDGrid<T,N-1>[mSize];
for(int i = 0; i < mSize; i++){
mElems[i].resize(inSize);
}
}
template <typename T, int N>
NDGrid<T,N>::NDGrid() : mSize(kDefaultSize)
{
mElems = new NDGrid<T,N-1>[mSize];
}
template <typename T, int N>
NDGrid<T,N>::NDGrid(const NDGrid<T,N>& src)
{
copyFrom(src);
}
template <typename T, int N>
NDGrid<T,N>::~NDGrid()
{
delete [] mElems;
}
template <typename T,int N>
void NDGrid<T,N>::copyFrom(const NDGrid<T,N>& src)
{
mSize = src.mSize;
mElems = new NDGrid<T,N-1>[mSize];
for(int i = 0; i < mSize; i++){
mElems[i] = src.mElems[i];
}
}
template <typename T,int N>
NDGrid<T,N>& NDGrid<T,N>::operator =(const NDGrid<T,N>& rhs)
{
//check for self-assignment
if(this == &rhs){
return (*this);
}
//free the old memory
delete [] mElems;
//copy the new memory
copyFrom(rhs);
return (*this);
}
template <typename T,int N>
void NDGrid<T,N>::resize(int newSize)
{
//////allocate the new array iwth the new size
NDGrid<T,N-1>* newElems = new NDGrid<T,N-1>[newSize];
//copy all the elements, handling the cases where new Size
//is larger than mSize nd smaller than msize.
for(int i = 0; i < newSize && i < mSize; i++){
newElems[i] = mElems[i];
//resize the nested Grid elems recursively.
newElems[i].resize(newSize);
}
//store the new size and pointer to the new array.
//free the memory for the old array first.
mSize = newSize;
delete [] mElems;
mElems = newElems;
}
template <typename T,int N>
NDGrid<T,N-1>& NDGrid<T,N>::operator [](int x)
{
return (mElems[x]);
}
template <typename T,int N>
const NDGrid<T,N-1>& NDGrid<T,N>::operator [](int x) const
{
return (mElems[x]);
}
//////specialization implementation
template <typename T>
const int NDGrid<T,1>::kDefaultSize;
template <typename T>
NDGrid<T,1>::NDGrid(int inSize) : mSize(inSize)
{
mElems = new T[mSize];
}
template < typename T>
NDGrid<T,1>::NDGrid(const NDGrid<T,1>& src)
{
copyFrom(src);
}
template <typename T>
NDGrid<T,1>::~NDGrid()
{
delete [] mElems;
}
template <typename T>
void NDGrid<T,1>::copyFrom(const NDGrid<T,1>& src)
{
mSize = src.mSize;
mElems = new T[mSize];
for(int i = 0; i < mSize; i++){
mElems[i] = src.mElems[i];
}
}
template < typename T>
NDGrid<T,1> & NDGrid<T,1>::operator =(const NDGrid<T,1>& rhs)
{
//check for self-assignment
if(this == & rhs){
return(*this);
}
delete [] mElems;
copyFrom(rhs);
return (*this);
}
template <typename T>
void NDGrid<T,1>::resize(int newSize)
{
T* newElems = new T[newSize];
for(int i =0; i < newSize && i < mSize; i++){
newElems[i] = mElems[i];
///don't need to resize recursively,because this is the base case.
}
mSize = newSize;
delete [] mElems;
mElems = newElems;
}
template <typename T>
T& NDGrid<T,1>::operator [](int x)
{
return (mElems[x]);
}
template <typename T>
const T& NDGrid<T,1>::operator [](int x) const
{
return (mElems[x]);
}
#include <iostream>
using namespace std;
#include "NDGrid.h"
int main()
{
NDGrid<int,3> my3DGrid;
my3DGrid[2][1][2] = 5;
my3DGrid[1][1][1] = 5;
NDGrid<float,2> my2DGrid;
my2DGrid[5][2] = 3;
my2DGrid[2][5] = 2;
cout << my3DGrid[2][1][2] << endl;
cout<<my2DGrid[5][2]<<endl;
return 0;
}