C++ 致命错误 LNK1169:在游戏编程中发现一个或多个多重定义的符号
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fatal error LNK1169: one or more multiply defined symbols found in game programming
提问by Ted
I've been training to use object orientated programming in c++ but I keep getting this error:
我一直在训练在 C++ 中使用面向对象的编程,但我不断收到此错误:
1>main.obj : error LNK2005: "int WIDTH" (?WIDTH@@3HA) already defined in GameObject.obj
1>main.obj : error LNK2005: "int HEIGHT" (?HEIGHT@@3HA) already defined in GameObject.obj
1>Spaceship.obj : error LNK2005: "int WIDTH" (?WIDTH@@3HA) already defined in GameObject.obj
1>Spaceship.obj : error LNK2005: "int HEIGHT" (?HEIGHT@@3HA) already defined in GameObject.obj
1>C:\Users\ted\documents\visual studio 2010\Projects\fullSpace\Debug\fullSpace.exe : fatal error LNK1169: one or more multiply defined symbols found
However to me, it seems that the entire code is written properly and the two ints are only mentioned in the Global header and all objects seem to be inheriting properly. However, like I just said, I'm a beginner in OOP so I really need an opinion : It is also worth mentioning that I am using allegro 5 to create a side shooter.
然而对我来说,似乎整个代码都写得很好,两个 int 只在 Global 头中提到,所有对象似乎都在正确继承。然而,就像我刚才说的,我是 OOP 的初学者,所以我真的需要一个意见:还值得一提的是,我正在使用 allegro 5 来创建一个侧射手。
This is the code :
这是代码:
(main):
(主要的):
#include <allegro5/allegro.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_font.h>
#include <allegro5\allegro_ttf.h>
#include <allegro5\allegro_audio.h>
#include <allegro5\allegro_acodec.h>
#include <list>
#include "GameObject.h"
#include "Spaceship.h"
#include "Globals.h"
//controls
bool keys[] = {false, false, false, false, false};
enum KEYS{UP, DOWN, LEFT, RIGHT, SPACE};
//globals
Spaceship *ship;
std::list <GameObject *> objects;
std::list <GameObject *>::iterator iter;
std::list <GameObject *>::iterator iter2;
//prototypes
//main function
int main(int argc, char **argv)
{
//shell variables
bool done = false;
bool render = false;
float gameTime = 0;
int frames = 0;
int gameFPS = 0;
//project variables
ship = new Spaceship();
ALLEGRO_BITMAP *shipImage = NULL;
ALLEGRO_BITMAP *cometImage= NULL;
ALLEGRO_BITMAP *explImage = NULL;
ALLEGRO_BITMAP *bgImage = NULL;
ALLEGRO_BITMAP *mgImage = NULL;
ALLEGRO_BITMAP *plImage = NULL;
ALLEGRO_BITMAP *mgImage2 = NULL;
ALLEGRO_BITMAP *fgImage = NULL;
ALLEGRO_BITMAP *titleImage= NULL;
ALLEGRO_BITMAP *lostImage = NULL;
//allegro variables
ALLEGRO_DISPLAY *display = NULL;
ALLEGRO_EVENT_QUEUE *event_queue = NULL;
ALLEGRO_TIMER *timer;
ALLEGRO_FONT *font18;
//initiate variables
if(!al_init())
return -1;
display = al_create_display(WIDTH, HEIGHT);
if(!display)
return -1;
//addon installation
al_install_keyboard();
al_init_image_addon();
al_init_font_addon();
al_init_ttf_addon();
al_init_primitives_addon();
al_install_audio();
al_init_acodec_addon();
//project init
font18 = al_load_font("arial.ttf", 18, 0);
al_reserve_samples(15);
bgImage = al_load_bitmap("layer1.png");
mgImage = al_load_bitmap("layer2.png");
plImage = al_load_bitmap("starMG.png");
mgImage2 = al_load_bitmap("layer3.png");
fgImage = al_load_bitmap("layer4.png");
shipImage = al_load_bitmap("spaceship.png");
al_convert_mask_to_alpha(shipImage, al_map_rgb(255, 0, 255));
cometImage = al_load_bitmap("asteroid-1-96.png");
explImage = al_load_bitmap("explosion_3_40_128.png");
titleImage = al_load_bitmap("Shooter_Title.png");
lostImage = al_load_bitmap("Shooter_Lose.png");
//object init
ship->init(shipImage);
//iter list
objects.push_back(ship);
srand(time(NULL));
//timer init and startup
event_queue = al_create_event_queue();
timer = al_create_timer(1.0 / 60);
al_register_event_source(event_queue, al_get_timer_event_source(timer));
al_register_event_source(event_queue, al_get_keyboard_event_source());
al_start_timer(timer);
gameTime = al_current_time();
while(!done)
{
ALLEGRO_EVENT ev;
al_wait_for_event(event_queue, &ev);
//input
if(ev.type == ALLEGRO_EVENT_KEY_DOWN)
{
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_ESCAPE:
done = true;
break;
case ALLEGRO_KEY_LEFT:
keys[LEFT] = true;
break;
case ALLEGRO_KEY_RIGHT:
keys[RIGHT] = true;
break;
case ALLEGRO_KEY_UP:
keys[UP] = true;
break;
case ALLEGRO_KEY_DOWN:
keys[DOWN] = true;
break;
case ALLEGRO_KEY_SPACE:
keys[SPACE] = true;
break;
}
} else if(ev.type == ALLEGRO_EVENT_KEY_UP)
{
switch(ev.keyboard.keycode)
{
case ALLEGRO_KEY_ESCAPE:
done = true;
break;
case ALLEGRO_KEY_LEFT:
keys[LEFT] = false;
break;
case ALLEGRO_KEY_RIGHT:
keys[RIGHT] = false;
break;
case ALLEGRO_KEY_UP:
keys[UP] = false;
break;
case ALLEGRO_KEY_DOWN:
keys[DOWN] = false;
break;
case ALLEGRO_KEY_SPACE:
keys[SPACE] = false;
break;
}
}
else if (ev.type == ALLEGRO_EVENT_TIMER)
{
render = true;
//fps
frames++;
if(al_current_time() - gameTime >= 1)
{
gameTime = al_current_time();
gameFPS = frames;
frames = 0;
}
//shipUpdate
if(keys[UP])
ship ->moveUp();
else if(keys[DOWN])
ship ->moveDown();
else
ship->resetAnim(1);
if(keys[LEFT])
ship ->moveLeft();
else if(keys[RIGHT])
ship -> moveRight();
else
ship ->resetAnim(0);
}
//render
if(render && al_is_event_queue_empty(event_queue))
{
render = false;
//begin render
for(iter = objects.begin(); iter != objects.end(); ++iter)
(*iter)->render();
//Flip Buffers
al_flip_display();
al_clear_to_color(al_map_rgb(0,0,0));
}
}
//destroy objects
//visual objects
al_destroy_bitmap(cometImage);
for(iter = objects.begin(); iter != objects.end(); ++iter)
(*iter)->destroy(shipImage);
iter = objects.erase(iter);
al_destroy_bitmap(explImage);
al_destroy_bitmap(bgImage);
al_destroy_bitmap(mgImage);
al_destroy_bitmap(fgImage);
al_destroy_bitmap(titleImage);
al_destroy_bitmap(lostImage);
//audio objects
/*
al_destroy_sample(shot);
al_destroy_sample(boom);
al_destroy_sample(song);
al_destroy_sample_instance(songInstance);
*/
//shell objects
al_destroy_font(font18);
al_destroy_timer(timer);
al_destroy_event_queue(event_queue);
al_destroy_display(display);
return 0;
}
(Globals.h):
(Globals.h):
#pragma once
int WIDTH = 1024;
int HEIGHT = 800;
enum ID{PLAYER, ENEMY, BULLET, BORDER, MISC};
enum STATES{TITLE, PLAYING, LOST};
(GameObject.h):
(游戏对象.h):
#pragma once
#include "Globals.h"
#include <iostream>
#include <allegro5/allegro5.h>
#include <allegro5/allegro_primitives.h>
class GameObject
{
private:
int ID;
bool alive;
bool collidable;
protected:
float x;
float y;
float velX;
float velY;
int dirX;
int dirY;
int boundX;
int boundY;
int maxFrame;
int curFrame;
int frameCount;
int frameDelay;
int frameWidth;
int frameHeight;
int animationColumns;
int animationDirection;
ALLEGRO_BITMAP *image;
public:
GameObject();
void virtual destroy(ALLEGRO_BITMAP *image);
void init(float x, float y, float velX, float velY, int dirX, int dirY, int boundX, int boundY);
void virtual update();
void virtual render();
float getX() {return x;}
float getY() {return y;}
void setX(float x) {GameObject::x = x;}
void setY(float y) {GameObject::y = y;}
int getBoundX() {return boundX;}
int getBoundY() {return boundY;}
int getID() {return ID;}
void setID(int ID) {GameObject::ID = ID;}
bool getAlive() {return alive;}
void setAlive(bool alive) {GameObject::alive = alive;}
bool getCollidable() {return collidable;}
void setCollidable(bool collidable) {GameObject::collidable = collidable;}
bool checkCollisions(GameObject *otherObject);
void virtual collided(int objectID);
bool collidableCheck();
};
(GameObject.cpp):
(游戏对象.cpp):
#include "GameObject.h"
GameObject::GameObject()
{
x = 0;
y = 0;
velX = 0;
velY = 0;
dirX = 0;
dirY = 0;
boundX = 0;
boundY = 0;
maxFrame = 0;
curFrame = 0;
frameCount = 0;
frameDelay = 0;
frameWidth = 0;
frameHeight = 0;
animationColumns = 0;
animationDirection = 0;
image = NULL;
alive = true;
collidable = true;
}
void GameObject::destroy(ALLEGRO_BITMAP *image)
{
if(image != NULL)
al_destroy_bitmap(image);
}
void GameObject::init(float x, float y, float velX, float velY, int dirX, int dirY, int boundX, int boundY)
{
GameObject::x = x;
GameObject::y = y;
GameObject::velX = velX;
GameObject::velY = velY;
GameObject::dirX = dirX;
GameObject::dirY = dirY;
GameObject::boundX = boundX;
GameObject::boundY = boundY;
}
void GameObject::update()
{
x += velX*dirX;
y += velY*dirY;
}
void GameObject::render()
{
}
bool GameObject::checkCollisions(GameObject *otherObject)
{
float oX = otherObject->getX();
float oY = otherObject->getY();
int obX = otherObject->getBoundX();
int obY = otherObject->getBoundY();
if(x + boundX > oX - obX &&
x - boundX < oX + obX &&
y + boundY > oY - obY &&
y - boundY < oY + obY
)
return true;
else
return false;
}
void GameObject::collided(int objectID)
{
}
bool GameObject::collidableCheck()
{
return alive && collidable;
}
(SpaceShip.h):
(SpaceShip.h):
#pragma once
#include "GameObject.h"
class Spaceship : public GameObject
{
private :
int lives;
int score;
int animationRow;
public :
Spaceship();
void destroy(ALLEGRO_BITMAP *image);
void init(ALLEGRO_BITMAP *image = NULL);
void update();
void render();
void moveUp();
void moveDown();
void moveLeft();
void moveRight();
void resetAnim(int pos);
int getLives(){return lives;}
int getScore() {return score;}
void looseLife() {lives--;}
void addPoint() {score++;}
void collide(int objectID);
};
(SpaceShip.cpp):
(太空船.cpp):
#include "Spaceship.h"
Spaceship::Spaceship()
{}
void Spaceship::destroy(ALLEGRO_BITMAP *image)
{
GameObject::destroy(image);
}
void Spaceship::init(ALLEGRO_BITMAP *image)
{
GameObject::init(20, 200, 6, 6, 0, 0, 10, 12);
setID(PLAYER);
setAlive(true);
lives = 3;
score = 0;
maxFrame = 3;
curFrame = 0;
frameWidth = 46;
frameHeight = 41;
animationColumns = 3;
animationDirection = 1;
animationRow = 1;
if(image != NULL)
{
Spaceship::image = image;
}
}
void Spaceship::update()
{
GameObject::update();
if(x < 0)
x=0;
else if ( x > WIDTH)
x = WIDTH;
if(y < 0)
y = 0;
else if (y > HEIGHT)
y = HEIGHT;
}
void Spaceship::render()
{
GameObject::render();
int fx = (curFrame % animationColumns) *frameWidth;
int fy = animationRow *frameHeight;
al_draw_bitmap_region(image, fx, fy, frameWidth, frameHeight,
x - frameWidth /2, y - frameHeight /2, 0);
}
void Spaceship::moveUp()
{
animationRow = 0;
dirY = -1;
}
void Spaceship::moveDown()
{
animationRow = 2;
dirY = 1;
}
void Spaceship::moveLeft()
{
curFrame = 2;
dirX = -1;
}
void Spaceship::moveRight()
{
curFrame = 1;
dirX = 1;
}
void Spaceship::resetAnim(int pos)
{
if(pos == 1)
{
animationRow = 1;
dirY = 0;
}
else
{
curFrame = 0;
dirX = 0;
}
}
void Spaceship::collide(int objectID)
{
if(objectID == ENEMY)
lives--;
}
回答by Angew is no longer proud of SO
The two int
variables are definedin the header file. This means that every source file which includes the header will contain their definition (header inclusion is purely textual). The of course leads to multiple definition errors.
这两个int
变量在头文件中定义。这意味着每个包含标题的源文件都将包含它们的定义(标题包含纯文本)。当然会导致多个定义错误。
You have several options to fix this.
您有多种选择可以解决此问题。
Make the variables
static
(static int WIDTH = 1024;
). They will still exist in each source file, but their definitions will not be visible outside of the source file.Turn their definitions into declarations by using
extern
(extern int WIDTH;
) and put the definition into onesource file:int WIDTH = 1024;
.Probably the best option: make the variables
const
(const int WIDTH = 1024;
). This makes themstatic
implicitly, and also allows them to be used as compile-time constants, allowing the compiler to use their value directly instead of issuing code to read it from the variable etc.
生成变量
static
(static int WIDTH = 1024;
)。它们仍将存在于每个源文件中,但它们的定义在源文件之外将不可见。使用
extern
(extern int WIDTH;
)将它们的定义转换为声明,并将定义放入一个源文件中:int WIDTH = 1024;
.可能是最好的选择:创建变量
const
(const int WIDTH = 1024;
)。这使得它们static
隐式,并且还允许它们用作编译时常量,允许编译器直接使用它们的值而不是发出代码从变量等读取它。
回答by Some programmer dude
You can't put variable definitions in header files, as these will then be a part of all source file you include the header into.
您不能将变量定义放在头文件中,因为它们将成为包含头文件的所有源文件的一部分。
The #pragma once
is just to protect against multiple inclusions in the same source file, not against multiple inclusions in multiple source files.
这#pragma once
只是为了防止同一源文件中的多个包含,而不是防止多个源文件中的多个包含。
You could declarethe variables as extern
in the header file, and then definethem in a single source file. Oryou could declare the variables as const
in the header file and then the compiler and linker will manage it.
您可以在头文件中声明变量extern
,然后在单个源文件中定义它们。或者您可以const
在头文件中声明变量,然后编译器和链接器将管理它。
回答by AnatolyS
const int WIDTH = 1024;
const int HEIGHT = 800;
回答by Amaresh
just add /FORCE as linker flag and you're all set.
只需添加 /FORCE 作为链接器标志就可以了。
for instance, if you're working on CMakeLists.txt. Then add following line:
例如,如果您正在处理 CMakeLists.txt。然后添加以下行:
SET(CMAKE_EXE_LINKER_FLAGS "/FORCE")