问题是,当我将这些类放在TransparentMaze类的地图中时,我的会议室类会丢失其字符串变量“name”值。我无法理解他们去哪里..问题是与地图比较器有什么关系,希望有人可以提供帮助。
#include <iostream>
#include <string>
#include <list>
#include <map>
using namespace std;
class Point{
int x;
int y;
public:
Point(int, int);
~Point(){};
int getX() ;
int getY() ;
};
struct cmp_str {
bool operator()(Point p1, Point p2) {
if (p1.getY() < p2.getY() || p1.getY() == p2.getY() && p1.getX() < p2.getX()) {
return true;
}
return false;
}
};
class Room{
Room *north;
Room *south;
Room *east;
Room *west;
public:
int createDirection[4];
std::string name;
Room(std::string);
~Room();
std::string getName();
std::list<std::string> findPathTo(std::string);
void fillMap(map<Point, Room*, cmp_str>*, int*, int*);
Room& createNorth(std::string);
Room& createSouth(std::string);
Room& createEast(std::string);
Room& createWest(std::string);
Room& getNorth();
Room& getSouth();
Room& getEast();
Room& getWest();
Room& get(std::string);
Room& get(std::list<std::string>);
void setNorth(Room*);
void setSouth(Room*);
void setEast(Room*);
void setWest(Room*);
//bool validatePath(std::list<std::string>);
};
class Maze{
Room *entry;
public:
Maze(string);
~Maze();
Room& getEntry();
};
class TransparentMaze{
std::map<Point, Room*, cmp_str> maze;
int width;
int height;
public:
TransparentMaze(Maze);
~TransparentMaze(){};
std::map<Point, Room*, cmp_str>& getMaze();
};
TransparentMaze::TransparentMaze(Maze maze) {
maze.getEntry().fillMap(&this->maze, &this->width, &this->height);
}
std::map<Point, Room*, cmp_str>& TransparentMaze::getMaze() {
return maze;
}
Point::Point(int x, int y) {
this->x = x;
this->y = y;
}
int Point::getX() {
return x;
}
int Point::getY() {
return y;
}
Maze::Maze(std::string name) {
entry = new Room(name);
}
Maze::~Maze() {
delete entry;
}
Room& Maze::getEntry() {
return *entry;
}
Room::Room(std::string name) {
this->name = name;
for (int i = 0; i < sizeof(createDirection) / sizeof(int); i++) {
createDirection[i] = 0;
}
north = NULL;
south = NULL;
east = NULL;
west = NULL;
}
Room::~Room() {
for (int i = 0; i < sizeof(createDirection) / sizeof(int); i++) {
switch(i) {
case 0:
if (createDirection[i] == 1) {
delete north;
}
break;
case 1:
if (createDirection[i] == 1) {
delete south;
}
break;
case 2:
if (createDirection[i] == 1) {
delete east;
}
break;
case 3:
if (createDirection[i] == 1) {
delete west;
}
break;
}
}
}
Room& Room::get(std::string direction) {
switch(direction[0]) {
case 'N': case 'n': return (this->north == NULL ? *this : *this->north);
case 'S': case 's': return (this->south == NULL ? *this : *this->south);
case 'E': case 'e': return (this->east == NULL ? *this : *this->east);
case 'W': case 'w': return (this->west == NULL ? *this : *this->west);
default: break;
}
return *this;
}
Room& Room::get(std::list<std::string> pathList) {
std::list<std::string>::iterator it;
Room *room = this;
for (it = pathList.begin(); it != pathList.end(); it++) {
if (&(*room) == &room->get(*it)) {
return *this;
}
room = &room->get(*it);
}
return *room;
}
void Room::fillMap(map<Point, Room*, cmp_str> *maze, int *width, int *height) {
std::list<std::list<std::string>> listOfLists;
std::list<std::list<std::string>>::iterator it1;
Room *r;
int n, counter;
*width = *height = 0;
listOfLists.push_back(std::list<std::string>());
for (;;) {
counter = 0;
for (it1 = listOfLists.begin(); it1 != listOfLists.end(); it1++) {
r = &this->get(*it1);
//Point p((int)r->getName()[0] - 64, (int)r->getName()[1] - 48);
//cout << r->getName() << " " << &*r << " " << &this->get(*it1) << endl;
maze->insert(std::make_pair(Point((int)r->getName()[0] - 64, (int)r->getName()[1] - 48), &*r));
//cout << r->getName() << endl;
std::string lastRoom;
n = 0;
if (it1->size() > 0) {
lastRoom = *--it1->end();
}
if (&r->getNorth() != NULL && lastRoom.compare("S") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("N");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("N");
listOfLists.push_back(bufferList);
}
}
if (&r->getEast() != NULL && lastRoom.compare("W") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("E");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("E");
listOfLists.push_back(bufferList);
}
}
if (&r->getWest() != NULL && lastRoom.compare("E") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("W");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("W");
listOfLists.push_back(bufferList);
}
}
if (&r->getSouth() != NULL && lastRoom.compare("N") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("S");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("S");
listOfLists.push_back(bufferList);
}
}
}
if(counter == 0) {
/*cout << listOfLists.size() << endl;
map<Point, Room*, cmp_str>::iterator it;
for (it = maze->begin(); it != maze->end(); it++) {
cout << "X: "<< it->first.getX() << " Y: " << it->first.getY() << "; " << (*it->second).getName() << endl;
}*/
return;
}
}
}
std::list<std::string> Room::findPathTo(std::string roomName) {
std::list<std::list<std::string>> listOfLists;
std::list<std::list<std::string>>::iterator it1;
Room *r;
int n, counter;
listOfLists.push_back(std::list<std::string>());
for (;;) {
counter = 0;
for (it1 = listOfLists.begin(); it1 != listOfLists.end(); it1++) {
r = &this->get(*it1);
std::string lastRoom;
n = 0;
if (it1->size() > 0) {
lastRoom = *--it1->end();
}
if (r->getName().compare(roomName) == 0) {
return *it1;
}
if (&r->getNorth() != NULL && lastRoom.compare("S") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("N");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("N");
listOfLists.push_back(bufferList);
}
}
if (&r->getEast() != NULL && lastRoom.compare("W") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("E");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("E");
listOfLists.push_back(bufferList);
}
}
if (&r->getWest() != NULL && lastRoom.compare("E") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("W");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("W");
listOfLists.push_back(bufferList);
}
}
if (&r->getSouth() != NULL && lastRoom.compare("N") != 0) {
n++;
counter++;
if (n == 1) {
it1->push_back("S");
} else {
std::list<std::string> bufferList(it1->begin(), --it1->end());
bufferList.push_back("S");
listOfLists.push_back(bufferList);
}
}
}
if(counter == 0) {
return std::list<std::string>();
}
}
}
/*bool Room::validatePath(std::list<std::string> pathList) {
std::list<std::string>::iterator it;
Room *room = this;
for (it = pathList.begin(); it != pathList.end(); it++) {
if (&(*room) == &room->get(*it)) {
return false;
}
room = &room->get(*it);
}
return true;
}*/
std::string Room::getName(){
return name;
}
Room& Room::createNorth(std::string name) {
north = new Room(name);
createDirection[0] = 1;
north->setSouth(this);
return *north;
}
Room& Room::createSouth(std::string name) {
south = new Room(name);
createDirection[1] = 1;
south->setNorth(this);
return *south;
}
Room& Room::createEast(std::string name) {
east = new Room(name);
createDirection[2] = 1;
east->setWest(this);
return *east;
}
Room& Room::createWest(std::string name) {
west = new Room(name);
createDirection[3] = 1;
west->setEast(this);
return *west;
}
Room& Room::getNorth() {
return *north;
}
Room& Room::getSouth() {
return *south;
}
Room& Room::getEast() {
return *east;
}
Room& Room::getWest() {
return *west;
}
void Room::setNorth(Room *room) {
north = room;
}
void Room::setSouth(Room *room) {
south = room;
}
void Room::setEast(Room *room) {
east = room;
}
void Room::setWest(Room *room) {
west = room;
}
int main() {
Maze maze("A5");
maze.getEntry().createSouth("A6").createEast("B6").createSouth("B7").createWest("A7")
.getEast().createEast("C7").createNorth("C6").createEast("D6").createEast("E6")
.getWest().createNorth("D5").createEast("E5").getWest().getSouth().getWest()
.createNorth("C5").createWest("B5").createNorth("B4").createWest("A4").createNorth("A3")
.getSouth().getEast().getSouth().getEast().createNorth("C4").createNorth("C3")
.createWest("B3").getEast().createNorth("C2").createWest("B2").createWest("A2")
.createNorth("A1").getSouth().getEast().getEast().createEast("D2").createSouth("D3")
.createSouth("D4").createEast("E4").createNorth("E3").createNorth("E2").createNorth("E1")
.createWest("D1").createWest("C1").createWest("B1").getEast().getEast().getEast()
.createEast("F1").createEast("G1").createEast("H1").createSouth("H2").createEast("I2")
.createSouth("I3").createEast("J3").createNorth("J2").createNorth("J1").createWest("I1")
.getEast().getSouth().getSouth().getWest().getNorth().getWest().getNorth().getWest()
.getWest().getWest().getSouth().getSouth().createEast("F3").createEast("G3")
.createNorth("G2").createWest("F2").getEast().getSouth().createEast("H3").createSouth("H4")
.createEast("I4").createEast("J4").createSouth("J5").createWest("I5").createWest("H5")
.getEast().createSouth("I6").createEast("J6").createSouth("J7").createWest("I7")
.createWest("H7").createWest("G7").getEast().createNorth("H6").createWest("G6")
.createWest("F6").createNorth("F5").createNorth("F4").createEast("G4").createSouth("G5")
.getNorth().getWest().getSouth().getSouth().createSouth("F7").createWest("E7")
.createWest("D7");
//cout << (int)'A' << endl;
//cout << (int)'1' << endl;
/*std::list<std::string> list(maze.getEntry().findPathTo("E7"));
std::list<std::string>::iterator it;
for (it = list.begin(); it != list.end(); it++) {
cout << *it << endl;
}*/
//cout << sizeof(maze.getEntry()) << endl;
//Here it has still a value..
cout << maze.getEntry().getName().length() << endl;
TransparentMaze tMaze(maze);
//Here not anymore.. why it's gone?
cout << maze.getEntry().getName().length() << endl;
//tMaze.getMaze();
/*map<Point, Room*, cmp_str>::iterator it;
for (it = tMaze.getMaze().begin(); it != tMaze.getMaze().end(); it++) {
cout << "X: "<< it->first.getX() << " Y: " << it->first.getY() << "; " << it->second->name << endl;
}*/
}
答案 0 :(得分:1)
这有点复杂,但这是正在发生的事情。简而言之,TransparentMaze
构造函数获取按值传递的Maze
实例,但Maze
类不能安全复制(它包含指针)。解决此问题的最简单方法是将Maze
设置为不可复制(下方更多),并使TransparentMaze引用Maze
(Maze&
)而不是副本。
class Maze{
Room *entry;
// these two lines make it non-copyable
Maze(const Maze&); // <-- private copy constructor
Maze& operator=(const Maze&); // <-- private assignment operator
public:
Maze(string);
~Maze();
Room& getEntry();
};
class TransparentMaze{
std::map<Point, Room*, cmp_str> maze;
int width;
int height;
public:
TransparentMaze(Maze&); // pass by reference
~TransparentMaze(){};
std::map<Point, Room*, cmp_str>& getMaze();
};
TransparentMaze::TransparentMaze(Maze& maze) {
maze.getEntry().fillMap(&this->maze, &this->width, &this->height);
}
构造TransparentMaze时,构造函数获取Maze
的副本,该副本生成entry
指针的副本。当TransparentMaze
构造函数完成并且~Maze
析构函数删除entry
指针时,将删除此副本。当您稍后尝试使用已删除的entry
指针时(在原始maze
实例中复制它),您将得到未定义的行为(我的系统崩溃了)。
答案 1 :(得分:0)
这是很多代码。它有很多问题,但你遇到的实际问题是 - 你的对象执行浅拷贝,并在破坏时自行清理。以这种方式使用的浅副本将无法正常工作,因为当一个副本被销毁时,将释放对象的后续副本中指向的内存 - 在其余对象中留下悬空指针。
// This function takes a COPY of the Maze object
TransparentMaze::TransparentMaze(Maze maze)
// But the Maze object cannot be safely copied
// because it only does a shallow copy
// and destroy's its entry upon destruction
Maze::~Maze() {
delete entry;
}
考虑将Maze
和Room
中的原始指针移动到智能指针类型,或者您必须为所有类编写copy-constructors
。
有关深拷贝与浅拷贝的讨论,请参阅this question。