瓦格朗给我
有条件的跳跃或移动取决于未初始化的值和
未初始化的值是通过堆分配创建的
我当前代码中的错误:

    void createMonsters(Game *game) {
       (void) game;

       Creature *nr;

       int x = 0;
       int r = 0;
       int y = 0;
       int check = 0;
       int c = game->opts.numMonsters;
       int nrm=0;


       nr=malloc( sizeof (Creature) * c);


        for(int i=0;i<c;i++){

            game->numMonsters=nrm;
            r = rand()%2;
            x = rand() % game->opts.mapWidth;
            y = rand() % game->opts.mapHeight;
            check=1;

            while(check!=2){
                check = isBlocked(game,x,y);
                if(check==1){
                    x = rand() % game->opts.mapWidth;
                    y = rand() % game->opts.mapHeight;
            }
                else{

                    nr[i].pos.y=y;
                    nr[i].pos.x=x;
                    nr[i].attack=attackPunch;
                    nrm += 1;
                    check=2;
            }
        }

            if(r==0){
                nr[i].name[0] = 'C';
                nr[i].maxhp = 15;
                nr[i].hp = nr[i].maxhp;
                nr[i].sign = 'C';
        }
            else{
                nr[i].name[0] = 'D';
                nr[i].maxhp = 50;
                nr[i].hp = nr[i].maxhp;
                nr[i].sign = 'D';


        }

            game->monsters=nr;

        }
       game->numMonsters=nrm;
    }


int isBlocked(Game *game, int x, int y)
    {
            (void) game;
            (void) x;
            (void) y;
            if(x>game->opts.mapWidth || y>game->opts.mapHeight){
                return 1;
            }        }

            if(game->numMonsters!=0){
            for (unsigned int i = 0; i < game->numMonsters; i++){
                Creature *monst = &game->monsters[i];
                if (monst->pos.x == x && monst->pos.y == y){
                    return 1;
                }}
            }



            if(game->map.tile[y][x]==TILE_OPEN || game->map.tile[y][x]==TILE_ROOM){
                return 0;
            }
            else{
                return 1;
            }

     }


Valgrind指向nr = malloc(sizeof(Creature)* c);
所以我做错了什么?

    typedef struct creature_st {
        char name[20];  // name of the monster
        char sign;  // character that represents monster on the game display
        Point pos;  // location of the monster
        float hp;  // current hitpoints
        unsigned int maxhp;  // maximum hitpoints
        void (*move)(struct game_st *, struct creature_st *);  // current movement algorithm for monster
        void (*attack)(struct game_st *, struct creature_st *);  // current attack algorithm for monster
    } Creature;


完整的valgrind错误:

== 386 ==有条件的跳跃或移动取决于未初始化的值== 386 ==在0x4C2C1B8:strlen(在/usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)== 386 == x test_createMonsters(test_source.c:179)== 386 == by 0x409377:srunner_run(in / tmc / test / test)== 386 == by 0x4057C9:tmc_run_tests(tmc-check.c:134)== 386 == 0x405464:main(test_source.c:529)== 386 ==通过在0x4C28C20上的堆分配== 386 ==创建了未初始化的值:malloc(在/ usr / lib / valgrind / vgpreload_memcheck-amd64-linuxso。 = 386 ==通过0x4026C2:createMonsters(monster.c:288)== 386 ==通过0x403ADF:test_createMonsters(test_source.c:119)== 386 ==通过0x409377:runner_run =(在/ tmc / test / = 386 ==通过0x4057C9:tmc_run_tests(tmc-check.c:134)== 386 ==通过0x405464:main(test_source.c:529)== 386 ==

    typedef struct game_st {
        Map map;
        unsigned int numMonsters;  // number of elements in 'monsters' array
        Creature *monsters;  // dynamic array of all monsters
        Point position;  // current position of the player
        float hp;  // hit points, should never be higher than 'maxhp'
        unsigned int maxhp;  // maximum hit points
        Options opts;
    } Game;

最佳答案

未初始化的值已在代码中的某个位置创建,该函数将访问该值。使用--track-origins=yes选项来valgrind跟踪该值的来源。

关于c - Valgrind:有条件的跳跃或移动取决于未初始化的值,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/37104739/

10-09 09:01