LNK1120: 1 unresolved externals and LNK2019: unresolved external symbol

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北海茫月
北海茫月 2021-01-23 12:56

I\'ve been getting these two errors and I cant seem to find a solution that works.

LNK1120: 1 unresolved externals

Error 1 error LNK2019: unresolve

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  •  广开言路
    2021-01-23 13:06

    It says that the linker cannot find an implementation of Vector3D(const Vector3D& rhs);. This constructor is declared in your vector class, but not defined.

    Do you have an implementation of the constructor somewhere in a .cpp file, and is this file known to your compiler?

    C/C++ compilation works like that: At first, you have a number of so called "compilation units" - normally, every .cpp-file is one such compilation unit. Your program consists of all these separate units linked together (the "linking" process, happens after compilation). Every function that is called somewhere has to be defined exactly once in some compilation unit, unless it is defined inline (like the other methods of your class). If a method is declared, but not defined, the compiler will not complain - only the linker will. Imagine the compilation units having "sockets" and "connectors" which fit to the corresponding "sockets" of other units. The compilation process just creates these units assuming a particular "socket" shape (as given by declarations), whereas the linker actually tries to connect each "socket" with it's "connector". So you see how the compilation process may suceed, but the linking not.

    Linker errors can be tricky to solve, especially if you're not that experienced yet. There can be many causes for them:

    • Missing implementation/definition
    • Definition exists, but somehow is not compiled (because the file is not passed to the compiler etc.)
    • Different versions of libraries etc.

    And many more..

    Edit: Apart from that, you should pass the vector by const reference, and create newVector by invoking it's constructor, instead of creating a default constructed object and then assigning. And the final construction in the return statement is not needed as well. Improved code:

    Vector3D Matrix4::operator *(const Vector3D& vector)
    {
        return Vector3D(
            (m[0][0] * vector.GetVector_X()) + (m[0][1] * vector.GetVector_Y()) + (m[0][2] * vector.GetVector_Z()) + m[0][3],
            (m[0][0] * vector.GetVector_X()) + (m[1][1] * vector.GetVector_Y()) + (m[1][2] * vector.GetVector_Z()) + m[1][3],
            (m[0][0] * vector.GetVector_X()) + (m[2][1] * vector.GetVector_Y()) + (m[2][2] * vector.GetVector_Z()) + m[2][3]
        );
    }
    

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