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file_7.cpp
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112 lines (98 loc) · 2.03 KB
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#include <iostream>
using namespace std;
class Weapon{
public:
virtual void shoot() = 0; // pure virtual method
void Fun(){
cout << "Fun func!\n";
}
};
class Gun : public Weapon{
public:
void shoot() override{
cout << "Bang!\n";
}
};
class MachineGun : public Gun{
public:
void shoot() override{
cout << "Bang! Bang! Bang!\n";
}
};
class Bazooka : public Weapon{
public:
void shoot() override{
cout << "BOOM!\n";
}
};
class Knife : public Weapon{
public:
void shoot() override{
cout << "Cut!\n";
}
};
class Player{
public:
void shoot(Weapon *weapon){
weapon->shoot();
}
};
class A{
public:
A(){
cout << "Memory allocated A \n";
}
virtual ~A(){
cout << "Memory released A \n";
}
};
class B : public A{
public:
B(){
cout << "Memory allocated B \n";
}
~B() override{
cout << "Memory released B \n";
}
};
class C{
public:
C(){
cout << "Memory allocated C \n";
}
virtual ~C() = 0;
};
C::~C(){}; // !!! making virtual destructor like this
class D : public C{
public:
D(){
cout << "Memory allocated D \n";
}
~D() override{
cout << "Memory released D \n";
}
};
int main(){
Player player;
Knife knife;
Gun gun;
MachineGun machineGun;
Bazooka bazooka;
player.shoot(&knife);
player.shoot(&gun);
player.shoot(&machineGun);
player.shoot(&bazooka);
knife.Fun();
gun.Fun();
machineGun.Fun();
bazooka.Fun();
A *bptr = new B;
delete bptr;
// we only release memory by A destructor, without B destructor
// we should make ~A() - virtual
// we need virtual destructor for a correct memory release
//C c; we cant create an C object
C *d = new D;
delete d;
return 0;
}