我想弄清楚一個小錯誤代碼後段錯誤的根本原因。讓我們從這個簡化版本的代碼,它運行沒有問題開始:C++指針和類層次結構導致段錯誤難題
#include <iostream>
#include <string>
#include <vector>
class GameObject {
public:
virtual void update();
void addChild(GameObject* child);
GameObject* parent;
std::vector<GameObject*> children;
int x;
int y;
};
class Player : public GameObject {
public:
void growTail();
void update();
};
class TailNode : public GameObject {
public:
void addTo(GameObject* parent);
void update();
// UPDATE AFTER ANSWER IS CLEAR: this was in original codebase and it was causing the segfault
GameObject* parent;
};
void GameObject::addChild(GameObject* child) {
this->children.push_back(child);
child->parent = this; // <- can't do this in full codebase, causes segfault later
}
void GameObject::update() {
for (GameObject* child : children) {
child->update();
}
}
void Player::update() {
GameObject::update();
std::cout << "Player at: ["
<< std::to_string(x)
<< std::to_string(y)
<< "]"
<< std::endl;
}
void Player::growTail() {
TailNode* tail = new TailNode();
tail->addTo(this);
}
void TailNode::update() {
GameObject::update();
std::cout << "Tail parent at: ["
<< std::to_string(parent->x) // <- if parent is set inside GameObject::addChild, this segfaults in full codebase
<< std::to_string(parent->y)
<< "]"
<< std::endl;
}
void TailNode::addTo(GameObject* parent) {
parent->addChild(this);
// this->parent = parent; <-- have to do this to avoid segfault in full codebase
}
int main() {
Player* player = new Player();
player->x = 10;
player->y = 11;
player->growTail();
player->update();
}
現在,在遊戲源本身,它確實段錯誤,因爲顯然尾節點得到一個壞父母。
當我移動child->parent = this;
遠離GameObject::addChild
並使用this->parent = parent;
在TailNode::addTo
,它的工作原理。
我猜測它與指針和我濫用它們的方式有關。
您可以在https://github.com/spajus/sdl2-snake/tree/tail_working 找到完整的工作代碼庫提交,打破它:https://github.com/spajus/sdl2-snake/commit/4e92e9d6823420ce7554f2b6d7d19992c48d4acc
我上編譯和OS X 10.11.5運行它,
Apple LLVM version 7.3.0 (clang-703.0.31)
Target: x86_64-apple-darwin15.5.0
Thread model: posix
代碼依賴SDL2以及它的一些擴展。
示例編譯命令:
$XCODE/XcodeDefault.xctoolchain/usr/bin/c++ \
-I/Library/Frameworks/SDL2.framework/Headers \
-I/Library/Frameworks/SDL2_image.framework/Headers \
-I/Library/Frameworks/SDL2_mixer.framework/Headers \
-I/Library/Frameworks/SDL2_ttf.framework/Headers \
-I$HOME/Dev/sdl2-snake/include \
-Wall -Wextra -pedantic -std=c++11 \
-Wall -Wextra -pedantic -std=c++11 \
-g -g -o CMakeFiles/Snake.dir/src/main.cpp.o \
-c $HOME/Dev/sdl2-snake/src/main.cpp
我知道你會建議使用智能指針,而不是赤裸裸的,你可能是正確的,但在這裏,我只是覺得好玩和好奇地找出爲什麼它打破這種方式。它可能很難重現(儘管有構建腳本),但是一個經驗豐富的C++開發人員可能會立即發現問題。另外,我很欣賞代碼審查和改進建議,我的C++技能接近於零,因爲自十多年前我從大學以來就沒有做過任何事情。