我刚刚开始学习c ++,我正面临一个`free():无效指针:错误。在gdb debug下,错误显示
[线程0xb7caab40(LWP 4405)退出]
*`/ home / a / Desktop / PathFinder2'出错:free():无效指针:0xb74a9b40 *
编程接收信号SIGABRT,已中止。 0xb7fdd424 in __kernel_vsyscall()
== 4487 == 1个块中的800个字节肯定会丢失1个丢失记录1
== 4487 ==在0x402ADFC:operator new [](unsigned int)(在/usr/lib/valgrind/vgpreload_memcheck-x86-linux.so中)
== 4487 == by 0x80560B9:Assignm3 :: Maze :: InitMazeArray()(在/ home / a / Desktop / PathFinder2中)
== 4487 == by 0x805516B:Assignm3 :: Maze :: LoadMaze(std :: string)(在/ home / a / Desktop / PathFinder2中)
== 4487 == by 0x804A3C4:solveMaze(void *)(在/ home / a / Desktop / PathFinder2中)
== 4487 == by 0x4052F6F:start_thread(pthread_create.c:312)
== 4487 == by 0x42A170D:clone(clone.S:129)
== 4487 ==
== 4487 ==泄漏摘要:
== 4487 ==绝对丢失:1个块中的800个字节
== 4487 ==间接丢失:0个块中的0个字节
== 4487 ==可能丢失:0个块中的0个字节
== 4487 ==仍然可以访问:0个块中的0个字节
== 4487 ==抑制:0个块中的0个字节
== 4487 ==
== 4487 ==错误摘要:来自2个上下文的2个错误(被抑制:0从0开始)
== 4487 ==
== 4487 ==上下文1中的1个错误:
== 4487 ==无效的free()/ delete / delete [] / realloc()
== 4487 ==在0x402B838:operator delete(void *)(在/usr/lib/valgrind/vgpreload_memcheck-x86-linux.so中)
== 4487 == by 0x804EF2E:__ nuu_cxx :: new_allocator :: deallocate(Point *,unsigned int)(在/ home / a / Desktop / PathFinder2中)
== 4487 == by 0x804E9F6:std :: _ Vector_base :: _ M_deallocate(Point *,unsigned int)(in /家/一个/桌面/ PathFinder2)
== 4487 == by 0x804E883:std :: _ Vector_base> ::〜_Vector_base()(in /家/一个/桌面/ PathFinder2)
== 4487 == by 0x804E2F6:std :: vector> ::〜vector()(在/ home / a / Desktop / PathFinder2中)
== 4487 == by 0x804E25B:Assignm3 :: PathFinderResource :: ~PathFinderResource()(in /家庭/ A /桌面/ PathFinder2) == 4487 == by 0x41E83D0:__ run_exit_handlers(exit.c:82)
== 4487 == by 0x41E842C:exit(exit.c:104)
== 4487 == by 0x41CEA8A :(在主页下方)(libc-start.c:321)
== 4487 ==地址0x5768b40未堆叠,malloc'd或(最近)免费
== 4487 ==
== 4487 ==错误摘要:来自2个上下文的2个错误(被抑制:0从0开始)
这是我的编码
select
id,
cost*(price/(sum(price) over (partition by id)))
From
table
块引用
static void *solveMaze(void *vptr_args)
{
Point point1, point2, point3;
int nxtPx, nxtPy;
mazeObj->LoadMaze();
point1 = mazeObj->getStartLocation();
point3 = mazeObj->getEndLocation();
VectorOfPointStructType Path, vecMain;
Path.push_back(point1);
vecMain.push_back(point1);
point2 = mazeObj->getEndLocation();
nxtPx = point1.getX();
nxtPy = point1.getY();
sleep(3);
while (true)
{
string thread1, thread2;
thread1 = THREAD_NAMES[line1];
thread2 = THREAD_NAMES[line2];
cout << "Thread " << THREAD_NAMES[line1] << " is running" << endl;
cout << "Thread " << THREAD_NAMES[line2] << " is running" << endl;
for (int x = 0; x < 5; x++)
{
if (thread1 != THREAD_NAMES[line1] && thread2 != THREAD_NAMES[line2])
{
cout << "Thread " << THREAD_NAMES[line1] << " is running" << endl;
cout << "Thread " << THREAD_NAMES[line2] << " is running" << endl;
}
if (x == 0)
{
nxtPx++;
point3 = Point(nxtPx, nxtPy);
if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob))
{
Path.push_back(point3);
vecMain.push_back(point3);
ob.push_back(point3);
if (mazeObj->IsThereBarrier(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path))
{
sleep(1);
}
pthread_mutex_unlock(&mutex1);
}
else if (mazeObj->IsThereDanger(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path))
{
if (thread1 == THREAD_NAMES[line1])
{
diemsg1();
}
else if (thread2 == THREAD_NAMES[line2])
{
diemsg2();
}
create();
}
pthread_mutex_unlock(&mutex1);
}
nxtPx--;
Path.pop_back();
}
else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3,
vecMain))
{
point1 = point3;
Path.push_back(point1);
vecMain.push_back(point1);
point3 = mazeObj->getEndLocation();
x = - 1;
if (point1.isConnected(point2) || reachEnd)
{
reachEnd = true;
break;
}
}
else
{
nxtPx--;
}
}
else if (x == 1)
{
nxtPy++;
point3 = Point(nxtPx, nxtPy);
if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob))
{
Path.push_back(point3);
vecMain.push_back(point3);
ob.push_back(point3);
if (mazeObj->IsThereBarrier(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path))
{
sleep(1);
}
pthread_mutex_unlock(&mutex1);
}
else if (mazeObj->IsThereDanger(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path))
{
if (thread1 == THREAD_NAMES[line1])
{
diemsg1();
}
else if (thread2 == THREAD_NAMES[line2])
{
diemsg2();
}
create();
}
pthread_mutex_unlock(&mutex1);
}
nxtPy--;
Path.pop_back();
}
else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3,
vecMain))
{
point1 = point3;
Path.push_back(point1);
vecMain.push_back(point1);
point3 = mazeObj->getEndLocation();
x = - 1;
if (point1.isConnected(point2) || reachEnd)
{
reachEnd = true;
break;
}
}
else
{
nxtPy--;
}
}
else if (x == 2)
{
nxtPx--;
point3 = Point(nxtPx, nxtPy);
if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob))
{
Path.push_back(point3);
vecMain.push_back(point3);
ob.push_back(point3);
if (mazeObj->IsThereBarrier(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path))
{
sleep(2);
}
pthread_mutex_unlock(&mutex1);
}
else if (mazeObj->IsThereDanger(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path))
{
if (thread1 == THREAD_NAMES[line1])
{
diemsg1();
}
else if (thread2 == THREAD_NAMES[line2])
{
diemsg2();
}
create();
}
pthread_mutex_unlock(&mutex1);
}
nxtPx++;
Path.pop_back();
}
else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3,
vecMain))
{
point1 = point3;
Path.push_back(point1);
vecMain.push_back(point1);
point3 = mazeObj->getEndLocation();
x = - 1;
if (point1.isConnected(point2) || reachEnd)
{
reachEnd = true;
break;
}
}
else
{
nxtPx++;
}
}
else if (x == 3)
{
nxtPy--;
point3 = Point(nxtPx, nxtPy);
if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob))
{
Path.push_back(point3);
vecMain.push_back(point3);
ob.push_back(point3);
if (mazeObj->IsThereBarrier(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path))
{
sleep(2);
}
pthread_mutex_unlock(&mutex1);
}
else if (mazeObj->IsThereDanger(point3))
{
pthread_mutex_lock(&mutex1);
if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path))
{
if (thread1 == THREAD_NAMES[line1])
{
diemsg1();
}
else if (thread2 == THREAD_NAMES[line2])
{
diemsg2();
}
create();
}
pthread_mutex_unlock(&mutex1);
}
nxtPy++;
Path.pop_back();
}
else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3,
vecMain))
{
point1 = point3;
Path.push_back(point1);
vecMain.push_back(point1);
point3 = mazeObj->getEndLocation();
x = - 1;
if (point1.isConnected(point2) || reachEnd)
{
reachEnd = true;
break;
}
}
else
{
nxtPy++;
}
}
else if (x == 4)
{
pthread_mutex_lock(&mutex1);
for (;;)
{
point1 = Path[Path.size() - 2];
nxtPx = point1.getX();
nxtPy = point1.getY();
point3 = Point(nxtPx - 1, nxtPy);
if (!pathObj->isLocationInPath(point3, vecMain))
{
x = 0;
Path.pop_back();
if (mazeObj->IsThereBarrier(point3))
{
point3 = mazeObj->getEndLocation();
}
pthread_mutex_unlock(&mutex1);
break;
}
point3 = Point(nxtPx, nxtPy + 1);
if (!pathObj->isLocationInPath(point3, vecMain))
{
x = - 1;
Path.pop_back();
if (mazeObj->IsThereBarrier(point3))
{
point3 = mazeObj->getEndLocation();
}
pthread_mutex_unlock(&mutex1);
break;
}
point3 = Point(nxtPx + 1, nxtPy);
if (!pathObj->isLocationInPath(point3, vecMain))
{
x = 2;
Path.pop_back();
if (mazeObj->IsThereBarrier(point3))
{
point3 = mazeObj->getEndLocation();
}
pthread_mutex_unlock(&mutex1);
break;
}
point3 = Point(nxtPx, nxtPy - 1);
if (!pathObj->isLocationInPath(point3, vecMain))
{
x = 1;
Path.pop_back();
if (mazeObj->IsThereBarrier(point3))
{
point3 = mazeObj->getEndLocation();
}
pthread_mutex_unlock(&mutex1);
break;
}
Path.pop_back();
}
pthread_mutex_unlock(&mutex1);
int deX = point1.getX();
int deY = point1.getY();
if (thread1 == THREAD_NAMES[line1])
{
time(&end);
cout << "Thread: " << THREAD_NAMES[line1] << " found the dead end at " << "[ " << deX << " , " << deY << " ]" << endl;
cout << "Time Elapsed: " << difftime(end, start) << " seconds" << endl;
}
else if (thread2 == THREAD_NAMES[line2])
{
time(&end);
cout << "Thread: " << THREAD_NAMES[line2] << " found the dead end at " << "[ " << deX << " , " << deY << " ]" << endl;
cout << "Time Elapsed: " << difftime(end, start) << " seconds" << endl;
}
}
else
{}
}
{
break;
}
}
Path.push_back(point2);
if (!submitPath)
{
submitMazeSolnObj->submitSolutionPath(pthread_self(), Path);
submitPath = true;
}
return NULL;
}
块引用
int main()
{
AllocateProgramsVariableMemory();
mazeObj->LoadMaze();
string thread_Msg = "";
string * thread_message = &thread_Msg;
if (pthread_create(&myPFR.activeThreadArray[line1], NULL, solveMaze, thread_message) != 0)
{
return EXIT_FAILURE;
}
else
{
cout << THREAD_NAMES[line1] << " has been created" << endl;
}
//---------------causing error--------------------------------------------
if (pthread_create(&myPFR.activeThreadArray[line2], NULL, solveMaze, thread_message) != 0)
{
return EXIT_FAILURE;
}
else
{
cout << THREAD_NAMES[line2] << " has been created" << endl;
}
//------------------------------------------------------------------------
if (pthread_join(myPFR.activeThreadArray[line1], NULL) != 0)
{
return EXIT_FAILURE;
}
if (pthread_join(myPFR.activeThreadArray[line2], NULL) != 0)
{
return EXIT_FAILURE;
}
DeallocateProgramsVariableMemory();
return EXIT_SUCCESS;
}
答案 0 :(得分:1)
static void *solveMaze(void *vptr_args)
{
//...
mazeObj->LoadMaze();
//...
}
int main()
{
static Maze * mazeObj;
static Path * pathObj;
static SubmitMazeSoln * submitMazeSolnObj;
//...
}
参考上面的代码...... main中的mazeObj无法在solveMaze中具有范围。 solveMaze在哪里获得它的mazeObj。要么它不是相同的mazeObj,要么这不是真正的代码。
此致
沃纳