自编写C / C++以来已经有几年了,现在我面临着一个我似乎无法自行解决的问题。
给定以下结构:
struct InputData
{
float diameter;
float length;
int vertIndex;
struct InputData *parent;
vector<InputData*> children;
bool deadEnd;
InputData(float dia, float lngth)
{
diameter = dia;
length = lngth;
vertIndex = NULL;
parent = NULL;
deadEnd = false;
}
};
我首先定义了多个节点及其父/子关系:
InputData i0 = InputData(3.0f, 3.0f);
InputData i1 = InputData(2.0f, 2.0f);
InputData i2 = InputData(1.0f, 1.0f);
InputData i3 = InputData(1.0f, 1.0f);
InputData i4 = InputData(1.0f, 1.0f);
InputData i5 = InputData(1.01f, 0.5f);
i0.children.push_back(&i1);
i1.children.push_back(&i2);
i2.children.push_back(&i3);
i3.children.push_back(&i4);
i4.children.push_back(&i5);
i1.parent = &i0;
i2.parent = &i1;
i3.parent = &i2;
i4.parent = &i3;
i5.parent = &i4;
请注意,i5作为唯一节点没有任何子节点。
然后,我继续使用此数据做一些工作(从main()调用BuildMeshVertices(&i0,&vertices)),最后将一个子代添加到i5:
void BuildMeshVertices(InputData* current, vector<SimpleVertex> *vertices)
{
//Do work
if(current->children.size() == 1)
{
BuildMeshVertices(current->children[0], vertices);
}
else if(current->children.size() == 0 && current->deadEnd == false)
{
InputData iDeadEnd = InputData(1.01f, 0.5f);
iDeadEnd.deadEnd = true;
iDeadEnd.parent = current;
current->children.push_back(&iDeadEnd);
BuildMeshVertices(&iDeadEnd, vertices);
}
}
之后一切都很好。 i0有一个 child (i1),i1有一个 child (i2),依此类推,i5现在也有一个 child 。
我调用了另一个函数(BuildMeshIndices()),突然在此函数中插入了几行(第63行),新添加到i5的子级的数据被覆盖了。 i5仍然指向正确的 child ,但是该 child 的数据突然出现乱码。
这是before and after的屏幕截图(很抱歉,该链接,但不允许我使用IMG标签)
我不知道为什么会这样,但是我感觉到这与我糟糕的内存管理有关吗?
UPDATE 也不是必须这样做。例如,如果将子级 vector 更改为值 vector 是首选的C++方法,那么我将更愿意这样做。我已经尝试对答案发表评论,但是我不确定你们是否看到了评论(根据常见问题解答,您需要50点信誉才能发表评论)?
以下是完整的源代码(删除了所有不必要的内容,但足以重现该错误):
#include "stdafx.h"
#include <vector>
using std::vector;
struct InputData
{
float diameter;
float length;
int vertIndex;
struct InputData *parent;
vector<InputData*> children;
bool deadEnd;
InputData(float dia, float lngth)
{
diameter = dia;
length = lngth;
vertIndex = NULL;
parent = NULL;
deadEnd = false;
}
};
//--------------------------------------------------------------------------------------
// Vertex types
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
float Pos;
SimpleVertex(float Position)
{
Pos = Position;
}
};
void BuildMeshVertices(InputData* current, vector<SimpleVertex> *vertices)
{
current->vertIndex = vertices->size();
//Add vertices..
if(current->children.size() == 1)
{
BuildMeshVertices(current->children[0], vertices);
}
else if(current->children.size() == 0 && current->deadEnd == false)
{
InputData iDeadEnd = InputData(1.01f, 0.5f);
iDeadEnd.deadEnd = true;
iDeadEnd.parent = current;
current->children.push_back(&iDeadEnd);
BuildMeshVertices(&iDeadEnd, vertices);
}
}
void BuildMeshIndices(InputData* current, vector<unsigned long> *indices)
{
indices->push_back(current->vertIndex+2);
indices->push_back(current->vertIndex+0);
indices->push_back(current->vertIndex+1);
indices->push_back(current->vertIndex+3);
indices->push_back(current->vertIndex+0);
indices->push_back(current->vertIndex+2);
InputData *parent = current->parent;
unsigned long vOffset;
if(parent != NULL && parent->children.size() == 1)
{
vOffset = (unsigned long)current->vertIndex;
indices->push_back(vOffset+7);
indices->push_back(vOffset+5);
indices->push_back(vOffset+4);
indices->push_back(vOffset+6);
indices->push_back(vOffset+5);
indices->push_back(vOffset+7);
indices->push_back(vOffset+10);
indices->push_back(vOffset+8);
indices->push_back(vOffset+9);
indices->push_back(vOffset+11);
indices->push_back(vOffset+8);
indices->push_back(vOffset+10);
indices->push_back(vOffset+15);
indices->push_back(vOffset+13);
indices->push_back(vOffset+12);
indices->push_back(vOffset+14);
indices->push_back(vOffset+13);
indices->push_back(vOffset+15);
indices->push_back(vOffset+18);
indices->push_back(vOffset+16);
indices->push_back(vOffset+17);
indices->push_back(vOffset+19);
indices->push_back(vOffset+16);
indices->push_back(vOffset+18);
}
if(current->children.size() == 1 && current->deadEnd == false)
{
BuildMeshIndices(current->children[0], indices);
}
}
int _tmain(int argc, _TCHAR* argv[])
{
InputData i0 = InputData(3.0f, 3.0f);
InputData i1 = InputData(2.0f, 2.0f);
InputData i2 = InputData(1.0f, 1.0f);
InputData i3 = InputData(1.0f, 1.0f);
InputData i4 = InputData(1.0f, 1.0f);
InputData i5 = InputData(1.01f, 0.5f);
i0.children.push_back(&i1);
i1.children.push_back(&i2);
i2.children.push_back(&i3);
i3.children.push_back(&i4);
i4.children.push_back(&i5);
i1.parent = &i0;
i2.parent = &i1;
i3.parent = &i2;
i4.parent = &i3;
i5.parent = &i4;
// Create vertex buffer
vector<SimpleVertex> vertices;
BuildMeshVertices(&i0, &vertices);
// Create index buffer
vector<unsigned long> indices;
BuildMeshIndices(&i0, &indices);
return 0;
}
最佳答案
将原始指针更改为smart pointers,您将遇到内存管理问题。
您不需要将所有boost都复制到您的项目中,只需复制所需的标题即可。
#include <vector>
#include <boost/shared_ptr.hpp>
#include <boost/weak_ptr.hpp>
struct InputData
{
float diameter;
float length;
unsigned long vertIndex;
boost::weak_ptr<InputData> parent;
std::vector< boost::shared_ptr<InputData> > children;
bool deadEnd;
InputData(float dia, float lngth, boost::weak_ptr<InputData> p = boost::weak_ptr<InputData>(), bool de = false)
: diameter(dia), length(lngth), vertIndex(0), parent(p), deadEnd(de) {}
};
struct SimpleVertex
{
float Pos;
SimpleVertex(float position) : Pos(position) {}
};
void BuildMeshVertices(boost::shared_ptr<InputData> current, std::vector<SimpleVertex>& vertices)
{
current->vertIndex = vertices.size();
//Add vertices..
if(current->children.size() == 1)
{
BuildMeshVertices(current->children[0], vertices);
}
else if(current->children.size() == 0 && current->deadEnd == false)
{
// this was a stack variable, so the pointer became invalid when going out of ambit.
boost::shared_ptr<InputData> iDeadEnd( new InputData(1.01f, 0.5f, current, true) );
current->children.push_back(iDeadEnd);
BuildMeshVertices(iDeadEnd, vertices);
}
}
void BuildMeshIndices(boost::shared_ptr<InputData> current, std::vector<unsigned long>& indices)
{
unsigned long vi = current->vertIndex;
unsigned long ioffset[] = { vi+2, vi, vi+1, vi+3, vi, vi+2};
indices.insert(indices.end(), ioffset, ioffset+6);
boost::shared_ptr<InputData> parent = current->parent.lock();
if (parent && parent->children.size() == 1)
{
unsigned long offs = current->vertIndex;
unsigned long voffset[] =
{ offs+7, offs+5, offs+4, offs+6, offs+5, offs+7,
offs+10, offs+8, offs+9, offs+11, offs+8, offs+10,
offs+15, offs+13, offs+12, offs+14, offs+13, offs+15,
offs+18, offs+16, offs+17, offs+19, offs+16, offs+18 };
indices.insert(indices.end(), voffset, voffset+24);
}
if(current->children.size() == 1 && current->deadEnd == false)
{
BuildMeshIndices(current->children[0], indices);
}
}
int main()
{
boost::shared_ptr<InputData> i0( new InputData(3.0f, 3.0f) );
boost::shared_ptr<InputData> i1( new InputData(2.0f, 2.0f) );
boost::shared_ptr<InputData> i2( new InputData(1.0f, 1.0f) );
boost::shared_ptr<InputData> i3( new InputData(1.0f, 1.0f) );
boost::shared_ptr<InputData> i4( new InputData(1.0f, 1.0f) );
boost::shared_ptr<InputData> i5( new InputData(1.01f, 0.5f) );
i0->children.push_back(i1);
i1->children.push_back(i2);
i2->children.push_back(i3);
i3->children.push_back(i4);
i4->children.push_back(i5);
i1->parent = i0;
i2->parent = i1;
i3->parent = i2;
i4->parent = i3;
i5->parent = i4;
// Create vertex buffer
std::vector<SimpleVertex> vertices;
BuildMeshVertices(i0, vertices);
// Create index buffer
std::vector<unsigned long> indices;
BuildMeshIndices(i0, indices);
return 0;
}
认为您仍然有一半的C,一半的C++脏代码...您应该选择一种语言。