释放 std::vector 中指针内存的最有效方法是什么?
What's the most efficient way to free the memory of pointers in a std::vector?
我正在写一个扫雷克隆,我有一个 std::vector<Cell *> minefield
。我正在以这种方式创建其内容:
minefield.resize(cols * rows);
for (int i = 0; i < rows; ++i) {
for (int j = 0; j < cols; ++j)
minefield[j + i * cols] = new Cell(j, i);
}
因此,为了避免内存泄漏,我稍后需要 delete
主 class (Game
) 析构函数中的 Cell
对象。最好(最有效)的方法是什么?
是吗:
Game::~Game() {
for (int i = 0; i < minefield.size(); ++i)
delete minefield[i];
}
或:
Game::~Game() {
for (auto it = minefield.begin(); it != minefield.end(); ++it)
delete *it;
}
或者也许:
Game::~Game() {
for (auto & m : minefield) // I'm not sure if the '&' should be here
delete m;
}
?
我很确定您不需要那些动态分配。您可以将单元格元素的分配和解除分配委托给 std::vector。
尝试创建一个雷区 class,它是分配有 std::vector
的线性数据的“矩阵视图”。
#include <vector>
#include <iostream>
struct cell
{
std::size_t i, j;
bool mine;
};
class minefield
{
public:
minefield(int rows, int columns): cells(rows*columns), rowSize(columns)
{
std::cout << "just allocated std::vector\n";
}
virtual ~minefield()
{
std::cout << "about to free std::vector\n";
}
bool stepOn(std::size_t i, std::size_t j)
{
return cells.at(i*rowSize + j).mine;
}
void set(cell c)
{
cells[c.i*rowSize + c.j] = c;
}
private:
std::vector<cell> cells;
int rowSize;
};
void funct() {
minefield mf(5, 5);
mf.set(cell{0, 0, false});
mf.set(cell{0, 1, true});
if (not mf.stepOn(0, 0))
{
std::cout << "still alive :)\n";
}
if (mf.stepOn(0, 1))
{
std::cout << "dead XP\n";
}
}
int main()
{
funct();
std::cout << "bye!!\n";
}
这应该打印:
just allocated std::vector
still alive :)
dead XP
about to free std::vector
bye!!
我正在写一个扫雷克隆,我有一个 std::vector<Cell *> minefield
。我正在以这种方式创建其内容:
minefield.resize(cols * rows);
for (int i = 0; i < rows; ++i) {
for (int j = 0; j < cols; ++j)
minefield[j + i * cols] = new Cell(j, i);
}
因此,为了避免内存泄漏,我稍后需要 delete
主 class (Game
) 析构函数中的 Cell
对象。最好(最有效)的方法是什么?
是吗:
Game::~Game() {
for (int i = 0; i < minefield.size(); ++i)
delete minefield[i];
}
或:
Game::~Game() {
for (auto it = minefield.begin(); it != minefield.end(); ++it)
delete *it;
}
或者也许:
Game::~Game() {
for (auto & m : minefield) // I'm not sure if the '&' should be here
delete m;
}
?
我很确定您不需要那些动态分配。您可以将单元格元素的分配和解除分配委托给 std::vector。
尝试创建一个雷区 class,它是分配有 std::vector
的线性数据的“矩阵视图”。
#include <vector>
#include <iostream>
struct cell
{
std::size_t i, j;
bool mine;
};
class minefield
{
public:
minefield(int rows, int columns): cells(rows*columns), rowSize(columns)
{
std::cout << "just allocated std::vector\n";
}
virtual ~minefield()
{
std::cout << "about to free std::vector\n";
}
bool stepOn(std::size_t i, std::size_t j)
{
return cells.at(i*rowSize + j).mine;
}
void set(cell c)
{
cells[c.i*rowSize + c.j] = c;
}
private:
std::vector<cell> cells;
int rowSize;
};
void funct() {
minefield mf(5, 5);
mf.set(cell{0, 0, false});
mf.set(cell{0, 1, true});
if (not mf.stepOn(0, 0))
{
std::cout << "still alive :)\n";
}
if (mf.stepOn(0, 1))
{
std::cout << "dead XP\n";
}
}
int main()
{
funct();
std::cout << "bye!!\n";
}
这应该打印:
just allocated std::vector
still alive :)
dead XP
about to free std::vector
bye!!