C++ 状态模式实现:指向状态机的指针机制变得无效

C++ State Pattern implementation: Mechanism of pointer to State Machine becoming invalid?

本文关键字:指针 机制 无效 状态机 模式 状态 实现 C++      更新时间:2023-10-16

在尝试实现"Head First Design Patterns"一书中的简单状态模式示例时,我遇到了一种让我感到奇特的情况。请注意,这个问题不是关于正确实现模式,而是关于理解导致观察到的行为的潜在机制。

机器"Gumball_machine"应该有几种可能的状态(No_quarter_stateHas_quarter_stateSold_out_state等(,行为在运行时通过虚函数调用委托给它们。这些状态公开继承自抽象基类StateGumball_machine有一个std::unique_ptr<State>State类本身就是一个指向Gumball_machine的原始指针(因为没有所有权被假定(。

当满足某些条件时,就会发生状态转换,它们通过分配新的具体状态类并将所有权转移到Gumball_machine发生。

(我将在本文末尾发布一些代码示例,因为我想先"进入正题"。

有一种情况,在切换状态后的同一函数中,调用另一个函数:

void Has_quarter_state::turn_crank()
{         
     std::cout << "You turned...n";
     machine_->state_ = std::make_unique<Sold_state>(machine_);
     machine_->dispense();                    // Invalid read!
     // This works however (don't forget to comment out the above reallocation):
//     Gumball_machine* ptr{machine_};
//     machine_->state_ = std::make_unique<Sold_state>(machine_);
//     ptr->dispense();
}

machine_是指向Gumball_machine的指针,state_是指向具体状态的std::unique_ptr<State>Has_quarter_state

如果我声明临时指针ptr并调用Gumball_machine::dispense(),则没有问题。但是,如果我简单地调用machine_->dispense(),valgrind将显示无效的读取(错误消息将显示在下面(。

这个我真的不明白。 ptrmachine_ 应引用同一个Gumball_machine实例,在程序结束之前不应销毁该实例。 Has_quarter_state(或者更确切地说是父类"State"(只有一个没有所有权的原始指针。

现在我想起来了,可能是因为unique_ptr重置会导致释放Has_quarter_state实例占用的内存。这可能意味着任何后续操作,即对Gumball_machine::dispense()的函数调用,都会导致未定义的行为。这个假设正确吗?如果内存地址(&memory_ == &ptr(没有改变,为什么我打电话给ptr->dispense()machine_->dispense()会有所不同?

我觉得内存管理有一些我仍然不了解的复杂性。希望你能帮我把事情搞清楚。

下面我将发布代码以重现此内容("不正确"版本(和 valgrind 给我的错误消息(使用 --leak-check=full--leak-kinds=all (。

代码使用 clang 3.6.0 通过clang++ -std=c++14 -stdlib=libc++编译

现在对于实际代码(大大减少为一个最小示例(:

Gumball_machine.hpp:

#ifndef CLASS_GUMBALL_MACHINE_HPP_
#define CLASS_GUMBALL_MACHINE_HPP_
#include <memory>
class State;
class Gumball_machine
{
     friend class Has_quarter_state;
     friend class Sold_state;
     public:
          Gumball_machine();
          ~Gumball_machine();
          void turn_crank();
     private:
          void dispense();
     private:
          std::unique_ptr<State> state_;
};
#endif

Gumball_machine.cpp:

#include "Gumball_machine.hpp"
#include "Has_quarter_state.hpp"
Gumball_machine::Gumball_machine() : state_{std::make_unique<Has_quarter_state>(this)} {}
Gumball_machine::~Gumball_machine() {}
void Gumball_machine::turn_crank() { state_->turn_crank(); }
void Gumball_machine::dispense() { state_->dispense(); }

状态.hpp:

#ifndef CLASS_STATE_HPP_
#define CLASS_STATE_HPP_
class Gumball_machine;
class State
{
     public:
          explicit State(Gumball_machine* m); 
          virtual ~State();
          virtual void turn_crank() = 0;
          virtual void dispense() = 0;
     protected:
          Gumball_machine* machine_ = nullptr;
};
#endif

州.cpp:

#include "State.hpp"
State::State(Gumball_machine* m) : machine_{m} {}
State::~State() {}

Has_quarter_state.hpp:

#ifndef ClASS_HAS_QUARTER_STATE_HPP_
#define ClASS_HAS_QUARTER_STATE_HPP_
#include "State.hpp"
class Gumball_machine;
class Has_quarter_state : public State
{
     public:
          explicit Has_quarter_state(Gumball_machine*);
          ~Has_quarter_state() override;
          void turn_crank() override;
          void dispense() override;
};
#endif

Has_quarter_state.cpp:

#include "Has_quarter_state.hpp"
#include <iostream>
#include "Gumball_machine.hpp"
#include "Sold_state.hpp"
Has_quarter_state::Has_quarter_state(Gumball_machine* m) : State{m} {}
Has_quarter_state::~Has_quarter_state() {}
void Has_quarter_state::turn_crank()
{         
     std::cout << "You turned...n";
     machine_->state_ = std::make_unique<Sold_state>(machine_);
     machine_->dispense();                    // Invalid read!
     // This works however (don't forget to comment out the above reallocation):
//     Gumball_machine* ptr{machine_};
//     machine_->state_ = std::make_unique<Sold_state>(machine_);
//     ptr->dispense();
}
void Has_quarter_state::dispense()
{
     std::cout << "No gumball dispensedn";
}

Sold_state.hpp:

#ifndef ClASS_SOLD_STATE_HPP_
#define ClASS_SOLD_STATE_HPP_
#include "State.hpp"
class Gumball_machine;
class Sold_state : public State
{
     public:
          explicit Sold_state(Gumball_machine*);
          ~Sold_state() override;
          void turn_crank() override;
          void dispense() override;
};
#endif

Sold_state.cpp:

#include "Sold_state.hpp"
#include <iostream>
#include "Gumball_machine.hpp"
#include "Has_quarter_state.hpp"
Sold_state::Sold_state(Gumball_machine* m) : State{m} {}
Sold_state::~Sold_state() {}
void Sold_state::turn_crank()
{         
     std::cout << "Turning twice doesn't give you another gumballn";
}
void Sold_state::dispense()
{
     std::cout << "A gumball comes rolling out the slotn";
//          machine_->state_.reset(new No_quarter_state{machine_});
     machine_->state_ = std::make_unique<Has_quarter_state>(machine_);
}

编辑:主要.cpp

     int 
main ()
{
     Gumball_machine machine;
     machine.turn_crank();
     return 0;
}

最后是瓦尔格林德输出:

==12085== Memcheck, a memory error detector
==12085== Copyright (C) 2002-2013, and GNU GPL'd, by Julian Seward et al.
==12085== Using Valgrind-3.10.1 and LibVEX; rerun with -h for copyright info
==12085== Command: ./main
==12085== 
==12085== Invalid read of size 8
==12085==    at 0x401C61: Has_quarter_state::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==    by 0x401730: Gumball_machine::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==    by 0x402FF7: main (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==  Address 0x5e47048 is 8 bytes inside a block of size 16 free'd
==12085==    at 0x4C2CE10: free (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==12085==    by 0x4017B4: operator delete(void*, unsigned long) (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==    by 0x401858: Has_quarter_state::~Has_quarter_state() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==    by 0x401B27: Has_quarter_state::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==    by 0x401730: Gumball_machine::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085==    by 0x402FF7: main (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_stackoverflow/main)
==12085== 
==12085== 
==12085== HEAP SUMMARY:
==12085==     in use at exit: 0 bytes in 0 blocks
==12085==   total heap usage: 3 allocs, 3 frees, 48 bytes allocated
==12085== 
==12085== All heap blocks were freed -- no leaks are possible
==12085== 
==12085== For counts of detected and suppressed errors, rerun with: -v
==12085== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 0 from 0)

提前感谢您的帮助!

问题是当您用

std::unique_ptr替换_machine->state时,您调用turn_crank Has_quarter_state实例被销毁:

 machine_->state_ = std::make_unique<Sold_state>(machine_);

在这里,您将machine_->state替换为包含另一个对象的新unique_ptr。这意味着在为新Sold_state构建新unique_ptr之前调用~unique_ptr<State>()。但是唯一指针的当前拥有的对象是Has_quarter_state实例,该实例由执行方法中的this隐式引用。

那你怎么办?

machine_->dispense()这是this->machine_->dispense()machine_是刚刚被销毁的对象的实例变量(并且你在其上调用了当前执行方法(,因此它的值不再有效。

machine_分配给临时工作是因为您在销毁对象之前复制了对象的成员字段的内容。因此,您仍然可以正确访问计算机。

如果不使用 std::unique_ptr 并强制每个状态管理自己的释放,您会看到有些问题,因为(几乎(等效代码(这将是一个非常糟糕的设计(如下:

void Has_quarter_state::turn_crank() {
  this->machine_->state_ = new Sold_state();
  delete this;
  this->machine_->dispense();
}

现在你看到,首先你delete this,然后你尝试访问一个字段,它是释放对象的一部分。