嗨,我目前正在开发第一个面向对象的c++项目,当我使用valgrind检查内存泄漏时,它会输出:

32 (24 direct, 8 indirect) bytes in 1 blocks are definitely lost in loss record 2 of 2
==1761165==    at 0x4839E86: operator new(unsigned long) (vg_replace_malloc.c:344)
==1761165==    by 0x403E5C: Game::Game() (game.cpp:3)
==1761165==    by 0x404711: Game::loadGame(std::istream&) (game.cpp:109)
==1761165==    by 0x4024B2: main (main.cpp:29)

所以现在我去game.cpp:3来检查发生了什么(在game.cpp:109中,我叫Game * temp_game = new Game),在第3行中,我叫构造函数
Game::Game() : game_entity(new EntityVec) {
}

所以我想在某个时候,我没有释放EntityVec。但是仔细检查我的代码后,尤其是loadGame函数和析构函数:
Game *Game::loadGame(std::istream &in){
  Game* temp_game=new Game;
  temp_game->game_maze=Maze::read(in);
  if (temp_game->game_maze == nullptr) {
      delete temp_game;
      return nullptr;
  }
  char c;int x;int y;
  EntityControllerFactory* ecfac=EntityControllerFactory::getInstance();
  while (in>>c){
    Entity* temp_entity=new Entity;
    temp_entity->setGlyph(std::string(1,c));
    temp_game->addEntity(temp_entity);
    if (in >> c) {
        EntityController* temp_controller = ecfac->createFromChar(c);
        temp_entity->setController(temp_controller);
    }
    else {
        delete temp_game;
        return nullptr;
    }
    if (in >> c) {
        temp_entity->setProperties(std::string(1,c));
    }
    else {
        delete temp_game;
        return nullptr;
    }
    if((in>>x)&&(in>>y)){
        temp_entity->setPosition(Position(x,y));
      }
 else {
        delete temp_game;
        return nullptr;
    }
  }
  return temp_game;
}

Game::~Game(){

  delete game_ui;
  delete game_gameRules;
  delete game_maze;
  //delete[] game_entity;
  for(Entity* p: *game_entity){delete p;}
  //game_entity->clear();

}

如果loadgame失败,我找不到忘了释放游戏的地方(如果loadgame成功并返回了temp_game,则main应该在最后删除它来处理它)。谁能给我一些建议?非常感谢。

最佳答案

每个new应该有一个对应的delete。在Game构造函数中,您可以使用new创建game_entity-但析构函数不会删除它(仅删除其“成员”)。

在析构函数中的delete game_entity;循环之后,需要for

10-05 18:13