C++中奇怪的析构函数调用

Strange destructor call in C++

本文关键字:析构 函数调用 C++      更新时间:2023-10-16

我有这些继承类:基类:实体

从实体类派生:行动者、对象、敌人

基类实体包含一个用户定义类型的对象,我称之为"CollisionStuff"。当我运行我的程序时,每次调用CollisionStuff构造函数和每次游戏循环后,都会调用CollisionStuff的析构函数。

所以我的问题是:为什么会发生这种情况

正如你在下面看到的,我在setRectangle方法中通常分配一些数组,程序调用析构函数,它删除我的数据,当我尝试使用它们时。。。它调用"_ASSERTE(_BLOCK_TYPE_IS_VALID(pHead->nBlockUse));"。

在之前感谢您

这里是我的代码:实体.h

enum e_Type {tActor = 0, tObj, tEnemy, tBackg};
class Entity
{
public:
    Entity(void);
    ~Entity(void);
    float getH();
    float getW();
    void setWH(float W, float H);
    bool CreateSprite(std::string path);
    sf::Sprite& getSprite();
    void setType(e_Type type);
    e_Type getType();
    CollisionStuff getColStuff();
    static std::list<Entity*> List;
protected:
    sf::Sprite m_sprite;
    sf::Texture m_texture;
    float m_h;
    float m_w;
    e_Type m_type;
    CollisionStuff m_colStuff;
    void addToList();
};

碰撞填充物.h

class CollisionStuff
{
public:
    CollisionStuff();
    ~CollisionStuff(void);
    void setRectangle(int  W, int H);
    void followTheSprite(Entity entity);
private:
    sf::Vector2f* m_a;
    sf::Vector2f* m_b;
    sf::Vector2f* m_c;
    sf::Vector2f* m_d;
    /* this member data are sides of rectangle used
    to manage collisions between object throughout the scenario 
            a
      -------------
      |           |
    c |           | d
      |           |
      -------------
            b
    */
};

冲突填充.cpp

CollisionStuff::CollisionStuff()
{
    //setRectangle(0, 0);
}
void CollisionStuff::setRectangle(int W, int H)
{
    m_a = new sf::Vector2f[W];
    m_b = new sf::Vector2f[W];
    m_c = new sf::Vector2f[H];
    m_d = new sf::Vector2f[H];
}
void CollisionStuff::followTheSprite(Entity entity)
{
    entity.getSprite().setOrigin(0, 0);
    sf::Vector2f UpLeftVertex = entity.getSprite().getPosition();

    for(int i = 0; i <  entity.getW(); i++)
    {
        m_a[i].x = UpLeftVertex.x + i;
        m_a[i].y = UpLeftVertex.y;
        m_b[i].x = UpLeftVertex.x + i;
        m_b[i].y = UpLeftVertex.y + entity.getH();
    }
    for(int i = 0; i <  entity.getH(); i++)
    {
        m_c[i].x = UpLeftVertex.x;
        m_c[i].y = UpLeftVertex.y + i;
        m_d[i].x = UpLeftVertex.x + entity.getW();
        m_d[i].y = UpLeftVertex.y + i;
    }
}

CollisionStuff::~CollisionStuff(void)
{
    delete [] m_a;
    delete [] m_b;
    delete [] m_c;
    delete [] m_d;
}

编辑谢谢你的回答。CollisionStuff使用的示例

Actor.cpp(它是实体的派生类)

Actor::Actor(void)
{
    if(!CreateSprite("D://Sprites//MainChar.png"))
    {
        std::cout << "Impossibile creare sprite" << std::endl;
    }
    else
    {
        std::cout << "Creazione sprite riuscita" << std::endl;  
        m_sprite.setPosition(100.0f, 365.0f);
        m_sprite.setOrigin(20, 35);
        //m_sprite.setPosition(190.0f, 382.5f); // 200, 400
        setWH(40, 70);
        m_health = 100;
        m_status = Good;
        setType(tActor);
        m_jCounter = -1;
        m_action = Null;
        setColStuff();
    }
}
void Actor::setColStuff()
{
    m_colStuff.setRectangle(m_w, m_h);
}

void Actor::physic()
{
    //setColStuff();
    m_colStuff.followTheSprite(*this);
}

main.cpp

int main()
{
    sf::RenderWindow window(sf::VideoMode(800, 600), "Platform");
    std::list<Entity*>::iterator i;
    Background BG;
    Level1 FirstLev;
    Actor Doodle; 
    while(window.isOpen())
    {
        sf::Event event;
        if(window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
            Doodle.inputEvts();
        }
        Doodle.act(Doodle.getAction());
        Doodle.physic();
        window.clear();
        window.draw(BG.getSprite());
        window.draw(Doodle.getSprite());
        FirstLev.drawLevel(window);
        window.display();
    }
    return 0;
}

从你发布的代码中很难分辨出来,但如果非要我猜测的话,我会说它可能与此有关:

CollisionStuff getColStuff();

您将按值返回CollisionStuff,这意味着调用此操作的人将创建一个新副本。它将具有与原始CollisionStuff对象分配的指针相同的指针,当超出范围时,它将删除这些指针,使原始对象具有悬空指针。

您可以尝试通过引用或指针返回,但无论哪种方式,都应该编写一个复制构造函数并重写CollisionStuff(三规则)的赋值运算符。

另一个想法是使用std::vector<sf::Vector2f>,而不是自己分配sf::Vector2f数组。