在这种情况下,我是否需要以某种方式释放内存?
Do I need to free the memory in this case somehow?
我有一个指针 State *state;
,它是其他状态继承的 class。
而我 state = new GameState;
如果我将对象状态指向的内容从 GameState 更改为其他内容,我是否需要以某种方式释放此处的内存?
这里有一个简单的规则:如果你写new
,就为它写一个delete
。如果在堆上分配内存,则必须释放它,否则会发生内存泄漏,这就是没有 built-in 垃圾收集的语言的本质。
所以如果你写:
State *state;
state = new GameState;
您还需要做:
delete state;
此外,考虑使用 Smart pointers,它们更安全,如果你想编写 modern C++,你应该真正研究它们。
如果您的意思是 State* state
不拥有该对象,您需要执行以下操作:
// create states
State* game_state = new GameState();
State* menu_state = new MenuState();
// set current state
State* state = game_state;
// ... do somethings ...
// delete states
delete game_state;
game_state = nullptr;
delete menu_state;
menu_state = nullptr;
state = nullptr;
如果您想编写现代代码,请使用:
// create states
auto game_state = make_unique<GameState>();
auto menu_state = make_unique<MenuState>();
// set current state
State* state = game_state.get();
// ... do somethings ...
// no need to delete states
state = nullptr;
您也可以使用 shared_ptr 和 weak_ptr 的组合。
如果不使用智能指针,则需要在拥有该对象的对象上调用 delete
。
如果 State* state
确实拥有该对象,那么您需要执行以下操作:
// create current state
State* state = new GameState();
// ... do somethings ...
// switch state
delete state;
state = new MenuState();
// ... do somethings ...
// delete state
delete state;
state = nullptr;
还有智能指针:
// create current state
unique_ptr<State> state = make_unique<GameState>();
// ... do somethings ...
// switch state (old state automatically deleted)
state = make_unique<MenuState>();
// ... do somethings ...
// delete state
state = nullptr;
我有一个指针 State *state;
,它是其他状态继承的 class。
而我 state = new GameState;
如果我将对象状态指向的内容从 GameState 更改为其他内容,我是否需要以某种方式释放此处的内存?
这里有一个简单的规则:如果你写new
,就为它写一个delete
。如果在堆上分配内存,则必须释放它,否则会发生内存泄漏,这就是没有 built-in 垃圾收集的语言的本质。
所以如果你写:
State *state;
state = new GameState;
您还需要做:
delete state;
此外,考虑使用 Smart pointers,它们更安全,如果你想编写 modern C++,你应该真正研究它们。
如果您的意思是 State* state
不拥有该对象,您需要执行以下操作:
// create states
State* game_state = new GameState();
State* menu_state = new MenuState();
// set current state
State* state = game_state;
// ... do somethings ...
// delete states
delete game_state;
game_state = nullptr;
delete menu_state;
menu_state = nullptr;
state = nullptr;
如果您想编写现代代码,请使用:
// create states
auto game_state = make_unique<GameState>();
auto menu_state = make_unique<MenuState>();
// set current state
State* state = game_state.get();
// ... do somethings ...
// no need to delete states
state = nullptr;
您也可以使用 shared_ptr 和 weak_ptr 的组合。
如果不使用智能指针,则需要在拥有该对象的对象上调用 delete
。
如果 State* state
确实拥有该对象,那么您需要执行以下操作:
// create current state
State* state = new GameState();
// ... do somethings ...
// switch state
delete state;
state = new MenuState();
// ... do somethings ...
// delete state
delete state;
state = nullptr;
还有智能指针:
// create current state
unique_ptr<State> state = make_unique<GameState>();
// ... do somethings ...
// switch state (old state automatically deleted)
state = make_unique<MenuState>();
// ... do somethings ...
// delete state
state = nullptr;