(C ++)如何在继承子类后删除基类?
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我正在用C ++和SDL制作游戏。有'屏幕'课程。并且有“StartScreen”和“MultiplaySettingScreen”类,它们继承了“Screen”类。
我在控制台上发现,当我退出整个游戏时,这些类是按顺序构建的,但是为了解构,“Screen”对象不会被删除(释放),而“StartScreen”和“MultiplaySettingScreen”对象被删除(释放)。我认为这是内存泄漏。
屏幕构造函数()!
StartScreen构造函数()!
MultiplaySettingScreen构造函数()!
...
StartScreen构造函数()!
MultiplaySettingScreen构造函数()!
这是怎么回事?我做错了什么?
这是代码。
'屏幕'
class Screen
{
protected:
SDL_Renderer *rend = nullptr;
GameObject *screen = nullptr;
GameObject *arrow = nullptr;
public:
Screen();
Screen(SDL_Renderer *renderer);
virtual ~Screen(){};
virtual void handleEvents(const Uint8 *keystate, bool *isSelecting, bool *isSingle, bool *isMulti){};
virtual void Update(){};
virtual void Render(){};
};
Screen::Screen()
{}
Screen::Screen(SDL_Renderer *renderer)
{
std::cout << "Screen constructor()!" << std::endl;
rend = renderer;
screen = new GameObject("images/startscreen.png", GAME_WIDTH, GAME_HEIGHT, 0, 0, "img");
arrow = new GameObject("images/arrow.png", 30, 30, 250, 330, "img");
}
“启动画面”
class StartScreen: public Screen
{
public:
StartScreen(SDL_Renderer *renderer);
~StartScreen();
virtual void handleEvents(const Uint8 *keystate, bool *isSelecting, bool *isSingle, bool *isMulti);
virtual void Update();
virtual void Render();
};
StartScreen::StartScreen(SDL_Renderer *renderer): Screen(renderer)
{
std::cout << "StartScreen constructor()!" << std::endl;
singlePlayMode = new GameObject("SINGLE PLAY", MODE_WIDTH, MODE_HEIGHT, 300, 320);
multiPlayMode = new GameObject("MULTI PLAY", MODE_WIDTH, MODE_HEIGHT, 300, 380);
title = new GameObject("Pikachu Volleyball", 400, MODE_HEIGHT, 200, 50);
explaination = new GameObject("Press Enter on any mode..", 400, MODE_HEIGHT, 200, 200);
copyright = new GameObject("(C) Jinko, All rights reserved", 400, 50, 200, 500);
}
StartScreen::~StartScreen()
{
std::cout << "StartScreen deconstructor()!" << std::endl;
delete singlePlayMode;
delete multiPlayMode;
delete title;
delete explaination;
delete copyright;
delete arrow;
delete screen;
}
'MultiplaySettingScreen'
class MultiplaySettingScreen: public Screen
{
private:
std::string connectingIp = "127.0.0.1";
std::string connectingPort = "80";
public:
MultiplaySettingScreen();
~MultiplaySettingScreen();
virtual void handleEvents(const Uint8 *keystate, bool *isSelecting, bool *isSingle, bool *isMulti);
virtual void Update();
virtual void Render();
};
MultiplaySettingScreen::MultiplaySettingScreen()
{
std::cout << "MultiplaySettingScreen constructor()!" << std::endl;
host = new GameObject("Host", 400, 400, 200, 200);
guest = new GameObject("Guest", 400, 400, 300, 200);
ipInput = new GameObject("Connecting IP: ", 400, 200, 200, 200);
portInput = new GameObject("Connecting PORT: ", 400, 50, 200, 500);
SDL_StartTextInput();
if (SDLNet_Init() == -1)
std::cout << "SDLNET init failed" << std::endl;
IPaddress ip;
}
MultiplaySettingScreen::~MultiplaySettingScreen()
{
std::cout << "MultiplaySettingScreen deconstructor()!" << std::endl;
SDLNet_Quit();
delete host;
delete guest;
delete ipInput;
delete portInput;
}
这个计划
#include "StartScreen.h"
#include "MultiplaySettingScreen.h"
int main() {
{ StartScreen ss(nullptr); }
{ MultiplaySettingScreen mss; }
}
输出
(rendered) Screen constructor()!
StartScreen constructor()!
StartScreen deconstructor()!
Screen destructor()!
(default) Screen constructor()!
MultiplaySettingScreen constructor()!
MultiplaySettingScreen deconstructor()!
Screen destructor()!
我相信你缺少来自Screen
课程的痕量输出来向你展示整个故事。
Screen.h
#ifndef SCREEN_H_INCLUDED
#define SCREEN_H_INCLUDED
#include <memory>
#include <iostream>
#include "stuff.h" // or whatever the SDL header(s) are called
class Screen
{
protected:
SDL_Renderer *rend = nullptr;
std::unique_ptr<GameObject> screen;
std::unique_ptr<GameObject> arrow;
public:
Screen();
explicit Screen(SDL_Renderer *renderer);
virtual ~Screen();
Screen(Screen const&) = delete;
Screen& operator=(Screen const&) = delete;
virtual void handleEvents(const Uint8 *keystate, bool *isSelecting, bool *isSingle, bool *isMulti){}
virtual void Update(){}
virtual void Render(){}
};
Screen::Screen(SDL_Renderer *renderer)
: rend(renderer)
, screen(std::make_unique<GameObject>("images/startscreen.png", GAME_WIDTH, GAME_HEIGHT, 0, 0, "img"))
, arrow(std::make_unique<GameObject>("images/arrow.png", 30, 30, 250, 330, "img"))
{
std::cout << "(rendered) Screen constructor()!
";
}
Screen::Screen() {
std::cout << "(default) Screen constructor()!
";
}
Screen::~Screen() {
std::cout << "Screen destructor()!
";
}
#endif // SCREEN_H_INCLUDED
StartScreen.h
#ifndef STARTSCREEN_H
#define STARTSCREEN_H
#include "Screen.h"
class StartScreen : public Screen {
public:
explicit StartScreen(SDL_Renderer *renderer);
~StartScreen() override;
void handleEvents(const Uint8 *keystate, bool *isSelecting, bool *isSingle, bool *isMulti) override {}
void Update() override {}
void Render() override {}
private:
std::unique_ptr<GameObject> singlePlayMode;
std::unique_ptr<GameObject> multiPlayMode;
std::unique_ptr<GameObject> title;
std::unique_ptr<GameObject> explaination;
std::unique_ptr<GameObject> copyright;
};
StartScreen::StartScreen(SDL_Renderer *renderer)
: Screen(renderer),
singlePlayMode(std::make_unique<GameObject>("SINGLE PLAY", MODE_WIDTH, MODE_HEIGHT, 300, 320)),
multiPlayMode(std::make_unique<GameObject>("MULTI PLAY", MODE_WIDTH, MODE_HEIGHT, 300, 380)),
title(std::make_unique<GameObject>("Pikachu Volleyball", 400, MODE_HEIGHT, 200, 50)),
explaination(std::make_unique<GameObject>("Press Enter on any mode..", 400, MODE_HEIGHT, 200, 200)),
copyright(std::make_unique<GameObject>("(C) Jinko, All rights reserved", 400, 50, 200, 500)) {
std::cout << "StartScreen constructor()!
";
}
StartScreen::~StartScreen() {
std::cout << "StartScreen deconstructor()!
";
}
#endif // STARTSCREEN_H
MultiplaySettingScreen.h
#ifndef MULTIPLAYSETTINGSCREEN_H
#define MULTIPLAYSETTINGSCREEN_H
#include "Screen.h"
class MultiplaySettingScreen : public Screen {
private:
std::string connectingIp = "127.0.0.1";
std::string connectingPort = "80";
public:
MultiplaySettingScreen();
~MultiplaySettingScreen() override;
void handleEvents(const Uint8 *keystate, bool *isSelecting, bool *isSingle, bool *isMulti) override {}
void Update() override {}
void Render() override {}
std::unique_ptr<GameObject> host;
std::unique_ptr<GameObject> guest;
std::unique_ptr<GameObject> ipInput;
std::unique_ptr<GameObject> portInput;
};
MultiplaySettingScreen::MultiplaySettingScreen()
: Screen(), host(std::make_unique<GameObject>("Host", 400, 400, 200, 200)),
guest(std::make_unique<GameObject>("Guest", 400, 400, 300, 200)),
ipInput(std::make_unique<GameObject>("Connecting IP: ", 400, 200, 200, 200)),
portInput(std::make_unique<GameObject>("Connecting PORT: ", 400, 50, 200, 500)) {
std::cout << "MultiplaySettingScreen constructor()!
";
SDL_StartTextInput();
if (SDLNet_Init() == -1)
std::cout << "SDLNET init failed
";
IPaddress ip;
}
MultiplaySettingScreen::~MultiplaySettingScreen() {
std::cout << "MultiplaySettingScreen deconstructor()!
";
SDLNet_Quit();
}
#endif // MULTIPLAYSETTINGSCREEN_H
“我在控制台上发现,当我退出整个游戏时,这些类按顺序构建,但是为了解构,'Screen'对象不会被删除(释放),而'StartScreen'和'MultiplaySettingScreen'对象被删除(释放)我认为这是一次内存泄漏。“
一个空的(默认)析构函数总是在超出范围或明确调用时销毁类...因此,如前所述,我们没有关于如何知道Screen
没有被销毁的信息...
此外,这个成员:
SDL_Renderer *rend = nullptr;
SDL_Renderer
是C-library SDL的struct
部分,因此没有C ++ class
-destructor ...因此,你的渲染器留下了对Screen
类的破坏......
virtual ~Screen(){
// Explicitly destroy the renderer...
SDL_DestroyRenderer(rend);
screen->~GameObject(); // Destroy the screen gameobject...
arrow->~GameObject(); // Destroy the arrow gameobject...
};
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