我是一个初学者,在学校里,我们有任务要使用指针分割char数组。我想分割名称和生日(定界符='。')。我的解决方案非常适合该名称,但是在生日那天这样做却遇到了细分错误。
int main(int argc, char *argv[])
{
char *fullname;
char *name;
char *lastname;
char *birthday;
char *day;
fullname = argv[1];
birthday = argv[2];
int i = 0;
int y = 0;
int z = 0;
while(fullname[i] != '.'){
char x = fullname[i];
name[i] = x;
fullname[i] = ' ';
i++;
}
i++;
while(fullname[i] != '\0'){
char x = fullname[i];
lastname[y] = x;
fullname[i] = ' ';
i++;
y++;
}
while(birthday[z] != '.'){
char b = birthday[z];
day[z] = b;
z++;
}
}
在命令行中输入(./a是cygwin上的exe文件):
./a mister.gold 11.05.2005
输出:
segmentation fault
当我启动没有最后一个循环的代码时,我的输出是:
mister
gold
答案 0 :(得分:0)
sfxDeath
两个char数组指针,但是它们指向两个什么呢?没什么,所以您基本上是在尝试访问您不拥有的内存 为他们分配内存,您应该这样做:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
public class Player : MonoBehaviour
{
[SerializeField] private float jumpForce = 100f;
[SerializeField] private float forwardMomentum = 5f;
[SerializeField] private AudioClip sfxJump;
[SerializeField] private AudioClip sfxDeath;
[SerializeField] private AudioClip sfxCoin;
private Animator anim;
private Rigidbody Rigidbody;
private bool jump = false;
private AudioSource audioSource;
private void Awake()
{
Assert.IsNotNull(sfxJump);
Assert.IsNotNull(sfxDeath);
Assert.IsNotNull(sfxCoin);
}
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
Rigidbody = GetComponent<Rigidbody>();
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
if (!GameManager.instance.GameOver() && GameManager.instance.GameStarted())
{
if (Input.GetMouseButton(0))
{
GameManager.instance.PlayerStartedGame();
anim.Play("Jump");
audioSource.PlayOneShot(sfxJump);
Rigidbody.useGravity = true;
jump = true;
}
}
}
private void FixedUpdate()
{
if (jump)
{
jump = false;
Rigidbody.velocity = new Vector2(0, 0);
Rigidbody.AddForce(new Vector2(forwardMomentum, jumpForce), ForceMode.Impulse);
}
}
private void OnCollisionEnter(Collision collision)
{
switch (collision.gameObject.tag)
{
case "obstacle":
Rigidbody.AddForce(new Vector2(-50, 20), ForceMode.Impulse);
Rigidbody.detectCollisions = false;
audioSource.PlayOneShot(sfxDeath);
GameManager.instance.PlayerCollided();
break;
case "coin":
audioSource.PlayOneShot(sfxCoin);
GameManager.instance.Score(1);
print("GOT COIN");
break;
}
}
}
现在它们指向您可以访问和修改的内容
使用完它们后,应该像这样
释放动态分配的内存char *name ;
char *lastname;