I want to know what the compilation error [expected initializer before 'Render'] means.

Asked 1 years ago, Updated 1 years ago, 405 views

Question details

There is an error in the source file below, but I do not understand the meaning of this error code.
expected initializer before 'Render' What should I do with the initializer that I need before 'Render'?

What do you want to know

I want to know what initializer I need before Render

Reference Site

https://stackoverflow.com/questions/41968329/c-error-expected-initializer-before-variablename
https://qiita.com/hmito/items/9d928322ca978319da59

Error Code

 src/Render.hpp:At global scope:
src/Render.hpp:73:36:error:expected initializer before 'Render'
   73 | T Render <T>::SpriteVertexAttributeRender <T>::spriteVertex[4] = Rendr::SpriteVertexAttribute {{0,0,0},{0,0}};//SpriteVertexAttribute
      |                                    ^~~~~~
make:*** [Makefile:25:obj/Render.o] Error 1


    FrameWork Compile Error

Error Code (Error when the leftmost T was erased)

rc/Render.hpp:At global scope:
src/Render.hpp:72:1:error:need'typename'before'FrameWork::Render<T>::SpriteVertexAttribute'because'FrameWork::Render<T>'is dependent scope
   72 | Render<T>::SpriteVertexAttributeRender<T>::spriteVertex[4] = Render::SpriteVertexAttribute {{0,0,0},{0,0}};//SpriteVertexAttribute
      | ^~~~~~~~~
      | typename 
make:*** [Makefile:23:obj/Render.o] Error 1

Header portion

#ifndef__RENDER_HPP__
#define__RENDER_HPP__

# include "Component.hpp"

# include "glm/gtc/matrix_transform.hpp"
# include "glm/glm.hpp"


# include <glew/glew.h>
# include <GL/gl.h>

# include <memory>

namespace FrameWork
{
    class GameObject;
    class Material;

    template<typename T>
    class Render:public Component <T>
    {
    public:

        static void Init();

        Render()
        {
        
            glGenVertexArrays (1, & vao);
            
            glGenBuffers (1, & vbo);

            glBindVertexArray(vao);
            glBindBuffer(GL_ARRAY_BUFFER, vbo);

            glBufferData(GL_ARRAY_BUFFER, 4*sizeof(SpriteVertexAttribute), spriteVertex, GL_DYNAMIC_DRAW);

            glBindVertexArray(0);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
        
        }

        ~Render();

        static void SetSpriteAttribute (glm::ivec2s);


        virtual void RenderBuffer(const glm::mat4view) = 0;

        std::shared_ptr<Material>material;        


        structureSpriteVertexAttribute
        {
            float position [3];
            floatuv[2];
        };

        static SpriteVertexAttribute spriteVertex[4];

    protected:
    
        GLuint vao;
        GLuint vbo;

        
    private:    
    };


template<typename T>
T Render <T>::SpriteVertexAttributeRender <T>:spriteVertex[4];

// template <typename T>
// Render<T>::SpriteVertexAttributeRender<T>:spriteVertex[4];
}
#endif

Source section

#include "Render.hpp"
# include "Material.hpp"
# include "Window.hpp"
# include <iostream>

/*####################################
# initialization
######################################*/
template<typename T>
voidFrameWork::Render<T>::Init()
{
    // UV coordinates
    spriteVertex[0].uv[0] = 0;
    spriteVertex[0].uv[1] = 0;

    spriteVertex[1].uv[0] = 0;
    spriteVertex[1].uv[1] = 1;

    spriteVertex[2].uv[0] = 1;
    spriteVertex[2].uv[1] = 0;

    spriteVertex[3].uv[0] = 1;
    spriteVertex[3].uv[1] = 1;


    // vertex coordinates
    spriteVertex[0].position[0] = -0.5f;
    spriteVertex[0].position[1] = 0.5f;
    spriteVertex[0].position[2] = 0;

    spriteVertex[1].position[0] = -0.5f;
    spriteVertex[1].position[1] = -0.5f;
    spriteVertex[1].position[2] = 0;

    spriteVertex[2].position[0] = 0.5f;
    spriteVertex[2].position[1] = 0.5f;
    spriteVertex[2].position[2] = 0;

    spriteVertex[3].position[0] = 0.5f;
    spriteVertex[3].position[1] = -0.5f;
    spriteVertex[3].position[2] = 0;

}


/*####################################
# Reset the vertex attribute of the sprite 
######################################*/
template<typename T>
voidFrameWork::Render<T>::SetSpriteAttribute(glm::ivec2s)
{
    if((s.x<=0)||(s.y<=0))
    {
        std::cout<<"Material Error—Incorrect size."<<std::endl;        
    }

    // UV coordinates
    spriteVertex[0].uv[0] = 0;
    spriteVertex[0].uv[1] = 0;

    spriteVertex[1].uv[0] = 0;
    spriteVertex[1].uv[1] = 1;

    spriteVertex[2].uv[0] = 1;
    spriteVertex[2].uv[1] = 0;

    spriteVertex[3].uv[0] = 1;
    spriteVertex[3].uv[1] = 1;


    glm:vec2size;
    size.x = (1.0f/Window::context->getSize().x)*s.x;
    size.y=(1.0f/Window::context->getSize().y)*s.y;

    // vertex coordinates
    spriteVertex[0].position[0] = -size.x;
    spriteVertex[0].position[1] = size.y;
    spriteVertex[0].position[2] = 0;

    spriteVertex[1].position[0] = -size.x;
    spriteVertex[1].position[1] = -size.y;
    spriteVertex[1].position[2] = 0;

    spriteVertex[2].position[0] = size.x;
    spriteVertex[2].position[1] = size.y;
    spriteVertex[2].position[2] = 0;

    spriteVertex[3].position[0] = size.x;
    spriteVertex[3].position[1] = -size.y;
    spriteVertex[3].position[2] = 0;

}




/*####################################
# destructor
######################################*/
template<typename T>
FrameWork::Render<T>::~Render()
{

}

c++

2022-12-30 15:59

1 Answers

What I want to do is initialize the class variables, so T at the beginning of the line is a typo (no need).

template<typename T>
T Render<T>::SpriteVertexAttributeRender<T>::spriteVertex[4] = Render::SpriteVertexAttribute {{0,0,0},{0,0}};//SpriteVertexAttribute

The compiler probably says "expected initializer before 'Render'" because Render<T>:spriteVertex[4] is written in the position where the variable name is expected to have an initializer after it as follows:

 variable name of type = initializer;


2022-12-31 00:22

If you have any answers or tips


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