自从我编写C / C ++以来已经过了几年,现在我遇到了一个我自己似乎无法解决的问题。
给出以下结构:
struct InputData
{
float diameter;
float length;
int vertIndex;
struct InputData *parent;
vector<InputData*> children;
bool deadEnd;
InputData(float dia, float lngth)
{
diameter = dia;
length = lngth;
vertIndex = NULL;
parent = NULL;
deadEnd = false;
}
};
我首先定义了许多节点及其父/子关系:
InputData i0 = InputData(3.0f, 3.0f);
InputData i1 = InputData(2.0f, 2.0f);
InputData i2 = InputData(1.0f, 1.0f);
InputData i3 = InputData(1.0f, 1.0f);
InputData i4 = InputData(1.0f, 1.0f);
InputData i5 = InputData(1.01f, 0.5f);
i0.children.push_back(&i1);
i1.children.push_back(&i2);
i2.children.push_back(&i3);
i3.children.push_back(&i4);
i4.children.push_back(&i5);
i1.parent = &i0;
i2.parent = &i1;
i3.parent = &i2;
i4.parent = &i3;
i5.parent = &i4;
请注意,i5作为唯一节点没有任何子节点。
然后我继续使用这些数据做一些工作(从main()调用BuildMeshVertices(&amp; i0,&amp; vertices),最后将一个子项添加到i5:
void BuildMeshVertices(InputData* current, vector<SimpleVertex> *vertices)
{
//Do work
if(current->children.size() == 1)
{
BuildMeshVertices(current->children[0], vertices);
}
else if(current->children.size() == 0 && current->deadEnd == false)
{
InputData iDeadEnd = InputData(1.01f, 0.5f);
iDeadEnd.deadEnd = true;
iDeadEnd.parent = current;
current->children.push_back(&iDeadEnd);
BuildMeshVertices(&iDeadEnd, vertices);
}
}
之后一切都很好。 i0有一个孩子(i1),i1有一个孩子(i2),依此类推,i5现在也有一个孩子。
我调用了另一个函数(BuildMeshIndices()),突然在这个函数(第63行)中输入几行,新添加的子节点到i5的数据被覆盖。 i5仍指向正确的孩子,但这个孩子的数据突然出现乱码。
这是截图before and after(对于链接感到抱歉,但我不允许使用IMG标签)
我无法弄清楚为什么会发生这种情况,但我觉得这与我糟糕的内存管理有关?
UPDATE 此外,不必这样做。例如,如果将子矢量更改为值向量是首选的C ++方式,我宁愿这样做。我试图评论答案,但我不确定你们是否看到了评论(根据常见问题解答,您需要50点声明才能发表评论)?
以下是完整的源代码(一切都没有被删除,但足以重现错误):
#include "stdafx.h"
#include <vector>
using std::vector;
struct InputData
{
float diameter;
float length;
int vertIndex;
struct InputData *parent;
vector<InputData*> children;
bool deadEnd;
InputData(float dia, float lngth)
{
diameter = dia;
length = lngth;
vertIndex = NULL;
parent = NULL;
deadEnd = false;
}
};
//--------------------------------------------------------------------------------------
// Vertex types
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
float Pos;
SimpleVertex(float Position)
{
Pos = Position;
}
};
void BuildMeshVertices(InputData* current, vector<SimpleVertex> *vertices)
{
current->vertIndex = vertices->size();
//Add vertices..
if(current->children.size() == 1)
{
BuildMeshVertices(current->children[0], vertices);
}
else if(current->children.size() == 0 && current->deadEnd == false)
{
InputData iDeadEnd = InputData(1.01f, 0.5f);
iDeadEnd.deadEnd = true;
iDeadEnd.parent = current;
current->children.push_back(&iDeadEnd);
BuildMeshVertices(&iDeadEnd, vertices);
}
}
void BuildMeshIndices(InputData* current, vector<unsigned long> *indices)
{
indices->push_back(current->vertIndex+2);
indices->push_back(current->vertIndex+0);
indices->push_back(current->vertIndex+1);
indices->push_back(current->vertIndex+3);
indices->push_back(current->vertIndex+0);
indices->push_back(current->vertIndex+2);
InputData *parent = current->parent;
unsigned long vOffset;
if(parent != NULL && parent->children.size() == 1)
{
vOffset = (unsigned long)current->vertIndex;
indices->push_back(vOffset+7);
indices->push_back(vOffset+5);
indices->push_back(vOffset+4);
indices->push_back(vOffset+6);
indices->push_back(vOffset+5);
indices->push_back(vOffset+7);
indices->push_back(vOffset+10);
indices->push_back(vOffset+8);
indices->push_back(vOffset+9);
indices->push_back(vOffset+11);
indices->push_back(vOffset+8);
indices->push_back(vOffset+10);
indices->push_back(vOffset+15);
indices->push_back(vOffset+13);
indices->push_back(vOffset+12);
indices->push_back(vOffset+14);
indices->push_back(vOffset+13);
indices->push_back(vOffset+15);
indices->push_back(vOffset+18);
indices->push_back(vOffset+16);
indices->push_back(vOffset+17);
indices->push_back(vOffset+19);
indices->push_back(vOffset+16);
indices->push_back(vOffset+18);
}
if(current->children.size() == 1 && current->deadEnd == false)
{
BuildMeshIndices(current->children[0], indices);
}
}
int _tmain(int argc, _TCHAR* argv[])
{
InputData i0 = InputData(3.0f, 3.0f);
InputData i1 = InputData(2.0f, 2.0f);
InputData i2 = InputData(1.0f, 1.0f);
InputData i3 = InputData(1.0f, 1.0f);
InputData i4 = InputData(1.0f, 1.0f);
InputData i5 = InputData(1.01f, 0.5f);
i0.children.push_back(&i1);
i1.children.push_back(&i2);
i2.children.push_back(&i3);
i3.children.push_back(&i4);
i4.children.push_back(&i5);
i1.parent = &i0;
i2.parent = &i1;
i3.parent = &i2;
i4.parent = &i3;
i5.parent = &i4;
// Create vertex buffer
vector<SimpleVertex> vertices;
BuildMeshVertices(&i0, &vertices);
// Create index buffer
vector<unsigned long> indices;
BuildMeshIndices(&i0, &indices);
return 0;
}
答案 0 :(得分:7)
您正在将指向堆栈对象的指针推入向量中。一旦执行离开范围,堆栈对象将被销毁并且内存将被重用,从而导致伪造值。尝试
InputData *iDeadEnd = new InputData(1.01f, 0.5f);
iDeadEnd->deadEnd = true;
iDeadEnd->parent = current;
current->children.push_back(iDeadEnd);
然后你必须在适当的时候释放那段记忆。
答案 1 :(得分:1)
您应该使用动态内存来处理指针。当您退出 BuildMeshVertices 函数时, InputData 将被销毁,因此数据将被吞噬或您将获得内存异常。
您应该执行类似
的操作InputData * iDeadEnd = new InputData(1.01f, 0.5f);
而不是
InputData iDeadEnd = InputData(1.01f, 0.5f);
答案 2 :(得分:1)
您正在STACK上实例化iDeadEnd,并获取指向堆栈地址的指针!当函数终止并且堆栈展开时,iDeadEnd的数据将变为乱码。
InputData *iDeadEnd = new InputData(1.01f, 0.5f);
iDeadEnd->deadEnd = true;
iDeadEnd->parent = current;
current->children.push_back(iDeadEnd);
BuildMeshVertices(iDeadEnd, vertices);
您现在遇到的问题是,当您完成iDeadEnd时,需要显式释放内存。
答案 3 :(得分:1)
将原始指针更改为smart pointers,您将遇到内存管理问题。
您无需将所有提升复制到项目中,只需要复制所需的标题。
#include <vector>
#include <boost/shared_ptr.hpp>
#include <boost/weak_ptr.hpp>
struct InputData
{
float diameter;
float length;
unsigned long vertIndex;
boost::weak_ptr<InputData> parent;
std::vector< boost::shared_ptr<InputData> > children;
bool deadEnd;
InputData(float dia, float lngth, boost::weak_ptr<InputData> p = boost::weak_ptr<InputData>(), bool de = false)
: diameter(dia), length(lngth), vertIndex(0), parent(p), deadEnd(de) {}
};
struct SimpleVertex
{
float Pos;
SimpleVertex(float position) : Pos(position) {}
};
void BuildMeshVertices(boost::shared_ptr<InputData> current, std::vector<SimpleVertex>& vertices)
{
current->vertIndex = vertices.size();
//Add vertices..
if(current->children.size() == 1)
{
BuildMeshVertices(current->children[0], vertices);
}
else if(current->children.size() == 0 && current->deadEnd == false)
{
// this was a stack variable, so the pointer became invalid when going out of ambit.
boost::shared_ptr<InputData> iDeadEnd( new InputData(1.01f, 0.5f, current, true) );
current->children.push_back(iDeadEnd);
BuildMeshVertices(iDeadEnd, vertices);
}
}
void BuildMeshIndices(boost::shared_ptr<InputData> current, std::vector<unsigned long>& indices)
{
unsigned long vi = current->vertIndex;
unsigned long ioffset[] = { vi+2, vi, vi+1, vi+3, vi, vi+2};
indices.insert(indices.end(), ioffset, ioffset+6);
boost::shared_ptr<InputData> parent = current->parent.lock();
if (parent && parent->children.size() == 1)
{
unsigned long offs = current->vertIndex;
unsigned long voffset[] =
{ offs+7, offs+5, offs+4, offs+6, offs+5, offs+7,
offs+10, offs+8, offs+9, offs+11, offs+8, offs+10,
offs+15, offs+13, offs+12, offs+14, offs+13, offs+15,
offs+18, offs+16, offs+17, offs+19, offs+16, offs+18 };
indices.insert(indices.end(), voffset, voffset+24);
}
if(current->children.size() == 1 && current->deadEnd == false)
{
BuildMeshIndices(current->children[0], indices);
}
}
int main()
{
boost::shared_ptr<InputData> i0( new InputData(3.0f, 3.0f) );
boost::shared_ptr<InputData> i1( new InputData(2.0f, 2.0f) );
boost::shared_ptr<InputData> i2( new InputData(1.0f, 1.0f) );
boost::shared_ptr<InputData> i3( new InputData(1.0f, 1.0f) );
boost::shared_ptr<InputData> i4( new InputData(1.0f, 1.0f) );
boost::shared_ptr<InputData> i5( new InputData(1.01f, 0.5f) );
i0->children.push_back(i1);
i1->children.push_back(i2);
i2->children.push_back(i3);
i3->children.push_back(i4);
i4->children.push_back(i5);
i1->parent = i0;
i2->parent = i1;
i3->parent = i2;
i4->parent = i3;
i5->parent = i4;
// Create vertex buffer
std::vector<SimpleVertex> vertices;
BuildMeshVertices(i0, vertices);
// Create index buffer
std::vector<unsigned long> indices;
BuildMeshIndices(i0, indices);
return 0;
}
认为你还有一半的半C ++脏代码......你应该选择一种语言。
答案 4 :(得分:0)
当您的BuildMeshVertices函数退出时,iDeadEnd(i5的子)被解构,因为您在堆栈上声明它并退出函数,整个堆栈帧无效并且所有对象都被解构。您要么动态分配iDeadEnd,要么从根本上重新思考如何定义树。你最好让每个结构保存一个InputData(而不是InputData *)的向量,然后按如下方式设置它们:
InputData i0 = InputData(3.0f, 3.0f);
i0.children.push_back( InputData( 2.0f, 2.0f ) );
i0.children[0].children.push_back( InputData( 1.0f, 1.0f ) );
等
由于显而易见的原因,即使这远非理想。定义一个元素树绝不是最有趣的事情。