我在清空我的集合时遇到了问题,所以我有 3 个类,例如
so:class A,以及 2 个继承的类 B 和 C。 在代码中,我将 3 种类型的元素存储在我的集合中,集合为:
set<A*> objects;
所以每当我创建一个 B 元素时,我都会这样做:
A* b = new B(); // calling B C'tor
// and so on with A and C elements I do the exact same.`
所以问题来了,每当我想擦除一个元素,甚至结束程序(调用析构函数)时,我不知道我应该在析构函数中输入什么,我是这样的:
set<A*>::iterator first = objects.begin();
set<A*>::iterator last = objects.end();
while (first != last) {
set<A*>::iterator to_delete = first;
objects.erase(to_delete);
delete *to_delete;
++first;
}
我也尝试将delete *to_delete;
放在objects.erase
之上, 也尝试单独放置它,并尝试在没有delete
的情况下单独放置擦除,但问题是我已经使用了new
所以我应该在某个地方使用delete
。 所有事情都不起作用,程序只是崩溃了,我尝试将 D'tor 保持为空,程序可以工作,但我有很多内存泄漏,我已经检查过了。
请帮助我,我坚持了这件事。 非常感谢<3
该文件:除了析构函数和 removeRoom 函数(基本上是 delete.. 也是运算符<<之外,一切都运行良好,但我相信这是因为那个东西,我又有virtual ~EscapeRoomWrapper();
#include <string>
#include <iostream>
#include <set>
#include "Company.h"
#include "ScaryRoom.h"
#include "KidsRoom.h"
#include "Exceptions.h"
using std::set;
using std::endl;
using namespace mtm;
using namespace escaperoom;
Company::Company(string name, string phoneNumber) : name(name), phoneNumber(phoneNumber) {
}
Company::~Company() {
while(!rooms.empty()) {
set<EscapeRoomWrapper*>::iterator iter = rooms.begin();
rooms.erase(iter);
delete *iter;
}
// set<EscapeRoomWrapper*>::iterator first = rooms.begin();
// set<EscapeRoomWrapper*>::iterator last = rooms.end();
// while (first != last) {
// set<EscapeRoomWrapper*>::iterator to_delete = first;
// rooms.erase(to_delete);
// delete *to_delete;
//
// ++first;
// last = rooms.end();
// }
// while (rooms.begin() != rooms.end()) {
// set<EscapeRoomWrapper*>::iterator to_delete = rooms.begin();
// rooms.erase(to_delete);
// delete *to_delete;
// }
}
Company::Company(const Company& company) : name(company.name), phoneNumber(company.phoneNumber), rooms(company.rooms) {
}
Company& Company::operator=(const Company& company) {
if (this == &company) {
return *this;
}
name = company.name;
phoneNumber = company.phoneNumber;
rooms.clear();
rooms = company.rooms;
return *this;
}
void Company::createRoom(char* name, const int& escapeTime, const int& level, const int& maxParticipants) {
try {
EscapeRoomWrapper* room = new EscapeRoomWrapper(name, escapeTime, level, maxParticipants);
rooms.insert(room);
} catch (EscapeRoomMemoryProblemException& e) {
throw CompanyMemoryProblemException();
}
}
void Company::createScaryRoom(char* name, const int& escapeTime, const int& level,
const int& maxParticipants, const int& ageLimit, const int& numOfScaryEnigmas) {
try {
EscapeRoomWrapper* room = new ScaryRoom(name, escapeTime, level, maxParticipants, ageLimit, numOfScaryEnigmas);
rooms.insert(room);
} catch (EscapeRoomMemoryProblemException& e) {
throw CompanyMemoryProblemException();
}
}
void Company::createKidsRoom(char* name, const int& escapeTime, const int& level,
const int& maxParticipants, const int& ageLimit) {
try {
EscapeRoomWrapper* room = new KidsRoom(name, escapeTime, level, maxParticipants, ageLimit);
rooms.insert(room);
} catch (EscapeRoomMemoryProblemException& e) {
throw CompanyMemoryProblemException();
}
}
set<EscapeRoomWrapper*> Company::getAllRooms() const {
return rooms;
}
void Company::removeRoom(const EscapeRoomWrapper& room) {
set<EscapeRoomWrapper*>::iterator first = rooms.begin();
set<EscapeRoomWrapper*>::iterator last = rooms.end();
while (first != last) {
if (**first == room) {
break;
}
++first;
}
if (first == last) {
throw CompanyRoomNotFoundException();
}
delete *first;
rooms.erase(first);
// delete *first; // check this
}
void Company::addEnigma(const EscapeRoomWrapper& room, const Enigma& enigma) {
set<EscapeRoomWrapper*>::iterator first = rooms.begin();
set<EscapeRoomWrapper*>::iterator last = rooms.end();
while (first != last) {
if (**first == room) {
break;
}
++first;
}
if (first == last) {
throw CompanyRoomNotFoundException();
}
(**first).addEnigma(enigma);
}
void Company::removeEnigma(const EscapeRoomWrapper& room, const Enigma& enigma) {
set<EscapeRoomWrapper*>::iterator first = rooms.begin();
set<EscapeRoomWrapper*>::iterator last = rooms.end();
while (first != last) {
if (**first == room) {
break;
}
++first;
}
if (first == last) {
throw CompanyRoomNotFoundException();
}
try {
(**first).removeEnigma(enigma);
} catch (EscapeRoomNoEnigmasException& e) {
throw CompanyRoomHasNoEnigmasException();
} catch (EscapeRoomEnigmaNotFoundException& e) {
throw CompanyRoomEnigmaNotFoundException();
}
}
void Company::addItem(const EscapeRoomWrapper& room, const Enigma& enigma, const string& element) {
set<EscapeRoomWrapper*>::iterator first_room = rooms.begin();
set<EscapeRoomWrapper*>::iterator last_room = rooms.end();
while (first_room != last_room) {
if (**first_room == room) {
break;
}
++first_room;
}
if (first_room == last_room) {
throw CompanyRoomNotFoundException();
}
vector<Enigma>::iterator first = (**first_room).getAllEnigmas().begin();
vector<Enigma>::iterator last = (**first_room).getAllEnigmas().end();
while (first != last) {
if (*first == enigma) {
break;
}
++first;
}
if (first == last) {
throw CompanyRoomEnigmaNotFoundException();
}
(*first).addElement(element);
}
void Company::removeItem(const EscapeRoomWrapper& room, const Enigma& enigma, const string& element) {
set<EscapeRoomWrapper*>::iterator first_room = rooms.begin();
set<EscapeRoomWrapper*>::iterator last_room = rooms.end();
while (first_room != last_room) {
if (**first_room == room) {
break;
}
++first_room;
}
if (first_room == last_room) {
throw CompanyRoomNotFoundException();
}
vector<Enigma>::iterator first = (**first_room).getAllEnigmas().begin();
vector<Enigma>::iterator last = (**first_room).getAllEnigmas().end();
while (first != last) {
if (*first == enigma) {
break;
}
++first;
}
if (first == last) {
throw CompanyRoomEnigmaNotFoundException();
}
try {
(*first).removeElement(element);
} catch (EnigmaNoElementsException& e) {
throw CompanyRoomEnigmaHasNoElementsException();
} catch (EnigmaElementNotFoundException& e) {
throw CompanyRoomEnigmaElementNotFoundException();
}
}
set<EscapeRoomWrapper*> Company::getAllRoomsByType(RoomType type) const {
set<EscapeRoomWrapper*> filtered_set;
set<EscapeRoomWrapper*>::iterator first_room = rooms.begin();
set<EscapeRoomWrapper*>::iterator last_room = rooms.end();
EscapeRoomWrapper* ptr = NULL;
while (first_room != last_room) {
if (type == BASE_ROOM) {
if (dynamic_cast<ScaryRoom*>(*first_room) == ptr
&& dynamic_cast<KidsRoom*>(*first_room) == ptr) {
filtered_set.insert(*first_room);
}
}
if (type == SCARY_ROOM) {
if (dynamic_cast<ScaryRoom*>(*first_room) != ptr) {
filtered_set.insert(*first_room);
}
}
if (type == KIDS_ROOM) {
if (dynamic_cast<KidsRoom*>(*first_room) != ptr) {
filtered_set.insert(*first_room);
}
}
++first_room;
}
return filtered_set;
}
EscapeRoomWrapper* Company::getRoomByName(const string& name) const {
set<EscapeRoomWrapper*>::iterator first_room = rooms.begin();
set<EscapeRoomWrapper*>::iterator last_room = rooms.end();
while (first_room != last_room) {
if ((**first_room).getName() == name) {
break;
}
++first_room;
}
if (first_room == last_room) {
throw CompanyRoomNotFoundException();
}
return *first_room;
}
std::ostream& mtm::escaperoom::operator<<(std::ostream& output, const Company& company) {
output << company.name << " : " << company.phoneNumber << endl;
set<EscapeRoomWrapper*>::iterator first_room = company.getAllRooms().begin();
set<EscapeRoomWrapper*>::iterator last_room = company.getAllRooms().end();
while (first_room != last_room) {
output << **first_room << endl;
++first_room;
}
return output;
}
您的方法的关键问题是您在迭代容器时修改了容器。我建议将其重构为:
while (!objects.empty()) {
set<A*>::iterator it = objects.begin();
objects.erase(it);
delete *it;
}
或者,您可以使用 C++11 和 lamdas 执行以下操作:
std::for_each(objects.begin(), objects.end(), [](A* obj){ delete obj; });
objects.clear();
刚刚根据您的描述在简化版本上进行了测试,以下片段对我非常有效:
#include <iostream>
#include <set>
using namespace std;
class A {
};
class B : public A {
};
int main(int argc, const char *argv[])
{
set<A*> objects;
for (int i = 0; i < 10; i++) {
objects.insert(new B());
}
for(set<A*>::iterator it = objects.begin(); it != objects.end(); ++it) {
delete *it;
}
objects.clear();
cout << "Hello World" << endl;
return 0;
}
我怀疑我们在这里遗漏了一些细节。
更新
好的,虽然很难看到您在这里尝试做什么的全貌,因为大多数细节仍然缺失,但我发现了复制构造函数的一个潜在问题。在您更新的代码中,您正在执行 Company 对象的浅层副本,但我认为您要做的是:
Company& Company::operator=(const Company& company) {
if (this == &company) {
return *this;
}
name = company.name;
phoneNumber = company.phoneNumber;
// Also clear might be not enough since you also need to release heap memory
//rooms.clear();
while (!rooms.empty()) {
set<A*>::iterator it = rooms.begin();
rooms.erase(it);
delete *it;
}
// Deep copy of set of rooms in company object
for (set<Room*>::iterator it = company.rooms.begin(); it != company.rooms.end(); ++i ) {
rooms.insert(new Room(*it));
}
return *this;
}
问题是,当从集合中删除某些内容并且存储在last
中的值无效时,objects.end()
会发生变化。
您可以按如下方式修复代码:
while (std::begin(objects) != std::end(objects)) {
set<A*>::iterator to_delete = objects.begin();
objects.erase(to_delete);
delete *to_delete;
}
通常,您根本不应该在集合中使用原始指针。而是使用类似的东西
std::set<std::unique_ptr<A>> objects;
在您的程序中。因此,您根本不需要关心对象的正确释放。
如果您只想删除所有内容,那么有一个更简单的解决方案。首先删除所有内容,然后调用clear()
。您可以使用std::for_each
将删除部分转换为单行。下面是一个示例:
#include <algorithm>
// ...
std::for_each(begin(objects), end(objects), [](auto ptr) { delete ptr; });
objects.clear();
请注意,如果objects
之后立即超出范围,则甚至不需要clear()
。
如果要删除单个元素,请先delete
指针,然后再擦除它:
delete *iter; // decltype(iter) = std::set<A*>::iterator
objects.erase(iter);
还可以考虑使用std::unique_ptr
而不是原始指针。
我相信你的问题是XY问题的一个例子:你想清空你的指针集,但你只想要它,因为你想在不泄漏内存的情况下手动销毁该集。你只需要这样做,因为自动销毁不会为你拿走它。
在我看来,真正的解决方案是避免手动分配new
.你会怎么做?可能有 3 个选项:
unique_ptr
的shared_ptr
的std::variant
的
我猜你真的不需要在保留两家公司的同时将一家公司分配给另一家公司;因为你的赋值运算符和复制构造函数语义是错误的:你正在通过另一家公司修改一家公司的房间,这应该是const
的。您可能只执行移动构造函数:
Company::Company(Company&& company);
在其中,您将"抓住"旧公司的房间集,将其留空(也许还有一个移动分配操作员)。如果是这种情况 - 您只能保留对房间的一个引用,unique_ptr<EscapeRoomWrapper>
就可以了。您不必手动删除任何内容,并且该集合的默认析构函数将正常工作。实际上,您可能只能完全删除自定义移动构造函数,而只使用默认值。
如果您确实需要多个公司引用同一个房间,并且确实需要那些非右值构造函数和赋值运算符 - 请使用shared_ptr<EscapeRoomWrapper>
。同样,您不需要删除任何内容,当对房间的最后一个引用被破坏时,房间将被删除。这将花费您一些开销,但无论如何,这不是性能关键型代码,因此没关系。
最后,如果房间种类有限,并且它们都继承自包装类 - 您可以考虑将虚拟继承替换为不同房间类的std::variant
,并且根本不使用指针 - 只是拥有一组房间。
为了获得我的建议的其他灵感,请考虑阅读有关零规则的信息,例如在这篇博文中。
PS - 您确定需要订购这套房间吗?如果没有,请使用std::unordered_set
而不是std::set
。