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小さな Windows Phone アプリを使って C++ を学ぼうとしています。現在、私はチュートリアルに従って、Windows Phone の開発を理解しています。ただし、コードをビルドしようとすると、あいまいなシグナル エラーが発生しました。私は Java に関連する機能に慣れており、このエラーの原因について少し迷っています。私が得るエラーダンプは次のとおりです。

1>c:\program files (x86)\windows phone kits\8.0\include\wrl\event.h(740): error C2872:        'EventRegistrationToken' : ambiguous symbol
1>          could be 'c:\program files (x86)\windows phone kits\8.0\include\eventtoken.h(51) : EventRegistrationToken'
1>          or       'c:\program files (x86)\windows phone kits\8.0\windows metadata\windows.winmd : Windows::Foundation::EventRegistrationToken'
1>          c:\program files (x86)\windows phone kits\8.0\include\wrl\event.h(1035) : see reference to class template instantiation 'Microsoft::WRL::EventSource<TDelegateInterface>' being compiled
1>c:\program files (x86)\windows phone kits\8.0\include\wrl\event.h(814): error C2872: 'EventRegistrationToken' : ambiguous symbol
1>          could be 'c:\program files (x86)\windows phone kits\8.0\include\eventtoken.h(51) : EventRegistrationToken'
1>          or       'c:\program files (x86)\windows phone kits\8.0\windows metadata\windows.winmd : Windows::Foundation::EventRegistrationToken'

コードを以下に添付します。ファイル全体を提供して申し訳ありませんが、どこから始めればよいかわかりません。どんな助けでも大歓迎です。

ありがとう

#include "pch.h"
#include "WindowsPhoneGame.h"
#include "BasicTimer.h"
//#include <string.h>
#include <sstream>

//using namespace std;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace concurrency;


WindowsPhoneGame::WindowsPhoneGame() :
m_windowClosed(false),
m_windowVisible(true)
{
}

void WindowsPhoneGame::Initialize(CoreApplicationView^ applicationView)
{
applicationView->Activated +=
    ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this,   &WindowsPhoneGame::OnActivated);

CoreApplication::Suspending +=
    ref new EventHandler<SuspendingEventArgs^>(this, &WindowsPhoneGame::OnSuspending);

CoreApplication::Resuming +=
    ref new EventHandler<Platform::Object^>(this, &WindowsPhoneGame::OnResuming);

m_renderer = ref new Renderer();
}

void WindowsPhoneGame::SetWindow(CoreWindow^ window)
{
window->VisibilityChanged +=
    ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this,  &WindowsPhoneGame::OnVisibilityChanged);

window->Closed += 
    ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this,  &WindowsPhoneGame::OnWindowClosed);

window->PointerPressed +=
    ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &WindowsPhoneGame::OnPointerPressed);

window->PointerMoved +=
    ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &WindowsPhoneGame::OnPointerMoved);

window->PointerReleased +=
    ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &WindowsPhoneGame::OnPointerReleased);

m_renderer->Initialize(CoreWindow::GetForCurrentThread());
}

void WindowsPhoneGame::Load(Platform::String^ entryPoint)
{
}

void WindowsPhoneGame::Run()
{
BasicTimer^ timer = ref new BasicTimer();

while (!m_windowClosed)
{
    if (m_windowVisible)
    {
        timer->Update();
        CoreWindow::GetForCurrentThread()->Dispatcher- >ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
        m_renderer->Update(timer->Total, timer->Delta);
        m_renderer->Render();
        m_renderer->Present(); // This call is synchronized to the display frame rate.
    }
    else
    {
        CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
    }
}
}

void WindowsPhoneGame::Uninitialize()
{
}

void WindowsPhoneGame::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}

void WindowsPhoneGame::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{ 
m_windowClosed = true;
}

void WindowsPhoneGame::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
ostringstream sstream;
sstream << "Pressed at: " << "X: " << args->CurrentPoint->Position.X << " Y: " << args->CurrentPoint->Position.Y << "\n";
string s = sstream.str();
OutputDebugStringA(s.c_str());
}

void WindowsPhoneGame::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
{
ostringstream sstream;
sstream << "Moved at: " << "X: " << args->CurrentPoint->Position.X << " Y: " <<  args->CurrentPoint->Position.Y << "\n";
string s = sstream.str();
OutputDebugStringA(s.c_str());
}

void WindowsPhoneGame::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
{
    ostringstream sstream;
sstream << "Released at: " << "X: " << args->CurrentPoint->Position.X << " Y: " << args->CurrentPoint->Position.Y << "\n";
string s = sstream.str();
OutputDebugStringA(s.c_str());
}

void WindowsPhoneGame::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
CoreWindow::GetForCurrentThread()->Activate();
}

void WindowsPhoneGame::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely. After about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
m_renderer->ReleaseResourcesForSuspending();

create_task([this, deferral]()
{
    // Insert your code here.

    deferral->Complete();
});
}

void WindowsPhoneGame::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
 m_renderer->CreateWindowSizeDependentResources();
}

IFrameworkView^ Direct3DApplicationSource::CreateView()
{
return ref new WindowsPhoneGame();
}

[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
4

2 に答える 2

4

多くの名前空間を使用しています。どうやら

EventRegistrationToken

で定義されています

Windows::Foundation; //windows.winmd

また、eventtoken.h で。これがどの名前空間に適用されるかは不明ですが、グローバルである可能性があります。捨てる

using namespace Windows::Foundation;

次に、次のようにそれぞれの実装にアクセスできます。

//eventtoken.h impl
EventRegistrationToken();

//the one in Foundation namespace:
Windows::Foundation::EventRegistrationToken();

この関数は必要ないように見えますが、問題ではないかもしれませんが、これは単なる例であり、どのように...この名前空間を削除する必要があるため、この名前空間の他のメンバーにアクセスできるようになりました.

これも安全に実行できると思いますが、必ずしもお勧めしているわけではありません。

using namespace Windows;
Foundation::EventRegistrationToken();
于 2013-05-28T20:33:07.480 に答える
0

WP8 SDK プロジェクトだけで同じ問題が発生しました。

修正: .h ファイルから Windows::Foundation を使用して削除し、オブジェクトの種類を呼び出すために完全な名前空間を使用します。

Windows::Foundation::IAsyncOperation<String^> ^Blah();

それ以外の

IAsyncOperation<String^> ^CreateSampleData();
于 2014-07-19T17:10:49.137 に答える