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Home/ Questions/Q 6148639
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T19:18:57+00:00 2026-05-23T19:18:57+00:00

This prints an error message about qualifiers but don’t really understand what that means

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This prints an error message about qualifiers but don’t really understand what that means and how to adjust the code for it to work? Anyways, thanks a lot for looking at the code.

Note: The ostream operator is friended in the Node class.

using namespace std;

ostream& operator(ostream& output, const Node* currentNode)
{
   return output;
}

void Node::nodeFunction()
{
   //This node has items attached to the 'this' statement. After
   //the necessary functions, this is called to output the items.

   cout << this;
}
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-23T19:18:58+00:00Added an answer on May 23, 2026 at 7:18 pm

    Your overloaded stream operator declaration should be like this:

    std::ostream& operator<<(std::ostream& os, const T& obj);
    ^^^^^^^^^^^^^
    

    You should be returning a reference to object of std::ostream, the & is wrongly placed in your overloaded function prototype.

    Have a look at the working sample here.

    Adding the source code here, for completeness.
    Note: I have taken class Node members as public for ease of demonstration.

    #include<iostream>
    
    using namespace std;
    
    class Node
    {
        public: 
        int i;
        int j;
        void nodeFunction();
    
        friend ostream& operator <<(ostream& output, const Node* currentNode);     
    };
    
    ostream& operator<<(ostream& output, const Node* currentNode)
    {
       output<< currentNode->i;
       output<< currentNode->j;
    
       return output;
    }
    
    void Node::nodeFunction()
    {
       //This node has items attached to the 'this' statement. After
       //the necessary functions, this is called to output the items.
    
       cout << this;
    }
    
    int main()
    {
        Node obj;
        obj.i = 10;
        obj.j = 20;
    
        obj.nodeFunction();
    
        return 0;
    }
    
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