Swift 3中的可能错误与多维数组的隐式桥接?

时间:2017-10-08 17:05:56

标签: swift pointers unsafe-pointers bridging

我目前正在研究用Swift 3编写的SpriteKit游戏。

当我尝试使用SKShapeNodes初始化程序从存储在多维数组中的点生成init(splinePoints: UnsafeMutablePointer, count: Int)时,我发现我无法使用Swift的implicit bridging功能,即添加“&”在有问题的var前面,将它作为UnsafeMutablePointer传递给函数。

这是Xcode Playgrounds中错误再现的图像,包括错误:

Reproduction of bug in Playground

错误读取

  

无法将'[CGPoint]'类型的值转换为预期的参数类型'CGPoint'

,尽管初始化引用明确指出它需要一个指向CGPoint数组的指针。即使在Apple provided example部分

也是如此

从点创建形状节点,完全按照这种方式完成:

var points = [CGPoint(x: 0, y: 0),               
              CGPoint(x: 100, y: 100),               
              CGPoint(x: 200, y: -50),               
              CGPoint(x: 300, y: 30),               
              CGPoint(x: 400, y: 20)]         
let linearShapeNode = SKShapeNode(points: &points,                                   
                                  count: points.count)          
let splineShapeNode = SKShapeNode(splinePoints: &points,                                   
                                  count: points.count)
  

所以我的问题是为什么它不起作用,是否是编译器错误,   如果没有,我该如何解决它。

但请注意,在函数内部创建数组的副本,如...

func createPressurePointShape(arm: Int, finger: Int) {
    var tempPoints = pointsArray[arm][finger]
    let shapeNode = SKShapeNode.init(splinePoints: &tempPoints, count: pointsArray[arm][finger].count)
}

...对我来说不是一个解决方案,因为在我的实际应用程序中,变量只存在1帧,然后消失或者之后产生内存泄漏。事实上这可以让错误消失,虽然暗示了Swift或Xcode中的错误,而不是我的应用程序,但我不确定它。

提前感谢您的帮助。这是代码示例,如果有人想玩它:

//: Playground - noun: a place where people can play

import UIKit
import SpriteKit

let armCount = 4
let fingersPerArm = 4
let pressurePointsPerFinger = 3

private var pointsArray = [[[CGPoint]]](repeating: [], count: Int(armCount))

for armIndex in 0...Int(armCount - 1) {

    for fingerIndex in 0...(fingersPerArm - 1) {

        pointsArray[armIndex].append([])
        for innerIndex in 0..<pressurePointsPerFinger {
            pointsArray[armIndex][fingerIndex].append(CGPoint(x: 0.5, y: 0.5))
        }
    }
}

let exampleArm = 1
let exampleFinger = 1

func createPressurePointShape(arm: Int, finger: Int) {
    let shapeNode = SKShapeNode.init(splinePoints: &pointsArray[arm][finger], count: pointsArray[arm][finger].count)
}

createPressurePointShape(arm: exampleArm, finger: exampleFinger)

3 个答案:

答案 0 :(得分:2)

你说得对,这确实看起来像个错误。我有filed a report here。一个更简单的例子是:

func foo(_ ptr: UnsafeMutablePointer<Int>) {}

var arr = Array(repeating: Array(0 ..< 5), count: 5)

let i = 0
foo(&arr[i]) // Cannot convert value of type '[Int]' to expected argument type 'Int'

但我会对将&pointsArray[arm][finger][0]传递给SKShapeNode初始化者的建议保持警惕 - 发生工作,因为编译器只是传递地址数组中的第一个元素,但我不相信这是有保证的。编译器将第一个元素复制到临时元素,传递该临时元素的地址,然后写回数组同样有效。这将在初始化器中调用未定义的行为

相反,我只是在SKShapeNode上创建一个便利初始化程序,以便首先支持错误并使用更好的API:

extension SKShapeNode {

    convenience init(splinePoints: inout [CGPoint]) {
        self.init(splinePoints: &splinePoints, count: splinePoints.count)
    }
}

func createPressurePointShape(arm: Int, finger: Int) {
    let shapeNode = SKShapeNode(splinePoints: &pointsArray[arm][finger])
}
{p> inout仍然不是完全令人满意的,因为我不相信传递的记忆会发生变异(真的是SKShapeNode&#39; s API)。但是,如果inout被取走并且临时可变变量被传递给init(splinePoints:count:),则数组的缓冲区将始终首先被复制(因为它需要被唯一引用),这可能是不可取。

答案 1 :(得分:1)

尝试像这样指向数组的第一个元素。

var finger = [CGPoint(x: 0.5, y: 0.5), CGPoint(x: 0.5, y: 0.5), CGPoint(x: 0.5, y: 0.5)]
var arm = [finger, finger, finger, finger]
var pointsArray = [arm, arm, arm, arm]

let exampleArm = 1
let exampleFinger = 1

func createPressurePointShape(arm: Int, finger: Int) {
  let shapeNode = SKShapeNode.init(splinePoints: &pointsArray[arm][finger][0], count: pointsArray[arm][finger].count)
}

createPressurePointShape(arm: exampleArm, finger: exampleFinger)

答案 2 :(得分:0)

你可能错过了一个压力计数(每个手指),这是一个伪代码:

let examplePressuePointsPerFinger = 1

func createPressurePointShape(arm: Int, finger: Int, pressurePoint: Int) {
    let shapeNode = SKShapeNode.init(splinePoints: &pointsArray[arm][finger][pressurePoint], count: pointsArray[arm][finger].count)
}

createPressurePointShape(arm: exampleArm, finger: exampleFinger, pressurePoint: examplePressuePointsPerFinger)