代码示例中的Friend运算符? C ++头文件,朋友在这做什么?

时间:2013-04-10 11:22:24

标签: c++ operators

我正在查看一些代码,我想知道朋友操作员在这个类头文件中做了什么。

这是否需要说“当我使用此运算符并且两个输入都是CSegment3D类型时,我按照函数实现中定义的方式对它们进行操作”?

class CSegment3D : public CObject
{
public:
    CSegment3D& operator*=(const double& factor);//  multiply by a scalar factor & assign
    CSegment3D& operator/=(const double& factor);//  divide by a scalar factor & assign
    CSegment3D& operator+=(const CSegment3D& other);// vector addition
    CSegment3D& operator-=(const CSegment3D& other);// vector subtraction
    friend CSegment3D GetMidpoint(const CSegment3D& ptA, const CSegment3D& ptB);
    friend CSegment3D GetNormal( CSegment3D *pSeg1, CSegment3D *pSeg2, CSegment3D *pSeg3 ); // Return a point normal to the surface defines by the tree point passed in.
    friend double operator*(const CSegment3D& vectorA, const CSegment3D& vectorB); // dot product
    friend CSegment3D operator*(const double& factor, const CSegment3D& vectorA); // multiply by a scalar
    friend CSegment3D operator/(const CSegment3D& vectorA, const double& factor); // divide by a scalar
    friend CSegment3D operator+(const CSegment3D& vectorA, const CSegment3D& vectorB);// vector addition
    friend CSegment3D operator-(const CSegment3D& vectorA, const CSegment3D& vectorB );// vector subtraction
    friend CSegment3D operator^(const CSegment3D& vectorA, const CSegment3D& vectorB); // cross product
    friend CSegment3D operator%(CSegment3D vectorA, const CSegment3D& vectorB); // projection of vectorB onto vectorA
};

3 个答案:

答案 0 :(得分:4)

由于我总是想告诉我的学生,朋友就像一个女朋友:与朋友关键字的功能不是家庭,但仍然可以访问您最心爱的东西,在这种情况下,您的“私人”属性

答案 1 :(得分:1)

关键字friend用于允许函数访问类的私有成员,即使该函数不是该类的成员。友谊是在类定义中声明的,但函数仍然不是该类的成员,需要在其他地方声明和定义。

因此,例如,类定义中的friend CSegment3D GetMidpoint(const CSegment3D& ptA, const CSegment3D& ptB);意味着函数GetMidpoint(const CSegment3D& ptA, const CSegment3D& ptB)可以访问CSegment3D的私有成员,即使它不是该类的成员函数。

答案 2 :(得分:0)

这是另一个更技术性(和无聊)的样本/答案:

    // Point2D.h
    class Point2D() {
    private:
        float x,y;
    public:
                float GetX_Method() const;
                // Next one is a function, so cant add const at end
        friend  float GetX_FriendFunction(const Point2D &p); 
    }



    //Point2D.cpp

    float Point2D::GetX_Method() const {
        return x; // Since this method belongs to a point, C++ knows where to find x
    }


    float GetX_FriendFunction(const Point2D &p) {
        // This is a friend function. Itdoesn't belong to the class
        // but still can access private members of objects created from that
        // class. All we need is the object itself (p in this case)
        return p.x; 
    }

    // This one isn't either method nor friend
    float GetX_NoFriendFunction(const Point2D &p) {
        // This will give an error since x is private
        return p.x;
    }


    // main.cpp

    main() {
        Point2D p1;

        // Prints P1 X. P1 is implicitly given by calling function
        cout << p1.GetX_Method() << endl;        
        // Prints P1 X. P1 must be given as parameter 
        cout << GetX_FriendFunction(p1) << endl; 
        // This one throws error, since it can access private members of P1
        cout << GetX_NoFriendFunction(p1) << endl; 
    }


// NOTES: 
// * As you may guess, it's the class who says 'You're my friend', otherwise,
// anyone could access other's code and make bad things.
// 
// * If you abuse friendship, you'll end up working as with C and structs
// 
// * Typical use of friend are operators. For example, inside Point2D, you
// could write:


    // This one will allow us to multiply one float to both X and Y
    // and will be called this way:
    // 
    // p1 = p1 * 5.0f; // Also p1 = p1.operator*(5.0f);
    //
    // Notice operator* only accepts float number. Point is implicitly given
    Point2D operator*(float n); 

    // Now think about this one:
    //
    // p1 = 5.0f * p1;
    //
    // Mathematically it's the same, but following same rules than before,
    // you must go to "float" class to add the operator* function, which is,
    // of course, not possible :) so this is what you do
    friend Point2D operator*(float left_operator, const Point2D& right_operator);
    // That way, you use a friend function for do the same job


    // Anyway, as said, you must avoid using friend as much as possible.
    // This problem
    // 
    // p1 = 5.0f * p1;
    //
    // Could have been solved without using friend using a plain C function
    // like this:
    Point2D operator*(float left_operator, const Point2D& right_operator)
    {
        // Gotta love how easy is to get my work done by others in C++
        return right_operator*left_operator; 
    }
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