一个对象如何被破坏的次数比它被构造的次数多?

How can an object be destructed more times than it has been constructed?

我有一个class,它的构造函数只被调用了一次,但它的析构函数被调用了三次。

void test_body()
{
    std::cout << "----- Test Body -----" << "\n";

    System system1;

    Body body1({1,1,1}, {2,2,2}, 1, system1);

    system1.add_body(body1);

    std::cout << system1.get_bodies()[0].get_pos() << "\n";
}

body.hpp:

class Body {

private:
    Vec3D pos_;
    Vec3D vel_;
    double mass_{ 1 };
    System* system_{ nullptr };

public:

    /*#### Constructors ####*/

    Body() noexcept = default;

    Body(Vec3D pos, Vec3D vel, double mass, System& system):
    pos_(pos), vel_(vel), system_{&system}
    {
        if (mass <= 0)
            throw std::runtime_error("Mass cannot be negative.");
        mass_ = mass;

        std::cout << "Constructed Body" << "\n";
    }

    ~Body() {std::cout << "Destructed Body" << "\n";}


    /*#### Copy/Move ####*/

    Body(const Body &) =default;
    Body & operator=(const Body &) =default;
    Body(Body &&) =default;
    Body & operator=(Body &&) =default;

system.hpp:

class System {

private:
    std::vector<Body> bodies;

public:

    [[nodiscard]] inline
    std::vector<Body> get_bodies() const {return bodies;}

    inline
    void add_body(Body& body)
    {
        bodies.emplace_back(std::move(body));
    }
};

输出:

----- Test Body -----
Constructed Body
(1.000000, 1.000000, 1.000000)
Destructed Body
Destructed Body
Destructed Body

我知道它与 system1.add_body(body1);std::cout << system1.get_bodies()[0].get_pos() << "\n"; 有关,但问题是:

PS:更一般地说,我很乐意收到有关我的代码的建议!

How can an object be destructed more times than it has been constructed ?

不能。您根本没有记录每个被调用的构造函数。

例如,bodies.emplace_back(std::move(body)) 使用 Body(Body&&) 移动构造函数构造一个新的 Body 对象,您已经 default 编辑了它,但没有记录。

std::vector<Body> get_bodies() const returns copy bodies,因此必须使用 [= 创建新的 Body 对象18=] 复制构造函数,您同样也对其进行了 default 编辑,但未进行记录。

改为尝试以下操作,您将更清楚地了解实际情况:

class Body
{
private:
    Vec3D pos_;
    Vec3D vel_;
    double mass_{ 1 };
    System* system_{ nullptr };

public:

    /*#### Constructors ####*/

    //Body() noexcept = default;
    Body() {
        std::cout << "Default Constructor " << static_cast<void*>(this) << "\n";
    }

    Body(Vec3D pos, Vec3D vel, double mass, System& system)
        : pos_(pos), vel_(vel), mass_(mass), system_(&system)
    {
        ...
        std::cout << "Conversion Constructor " << static_cast<void*>(this) << "\n";
    }

    ~Body() {
        std::cout << "Destructor " << static_cast<void*>(this) << "\n";
    }

    /*#### Copy/Move ####*/

    //Body(const Body &) = default;
    Body(const Body &src)
        : pos_(src.pos_), vel_(src.vel_), mass_(src.mass_), system_(src.system_)
    {
        ...
        std::cout << "Copy Constructor " << static_cast<void*>(this) << "\n";
    }

    //Body(Body &&) = default;
    Body(Body &&src)
        : pos_(std::move(src.pos_)), vel_(std::move(src.vel_)), mass_(src.mass_), system_(src.system_)
        ...
        src.mass_ = 0;
        src.system_ = nullptr;
        ...
        std::cout << "Move Constructor " << static_cast<void*>(this) << "\n";
    }

    //Body& operator=(const Body &) = default;
    Body& operator=(const Body &rhs) {
        if (&rhs != this) {
            pos_ = rhs.pos_;
            vel_ = rhs.vel_;
            mass_ = rhs.mass_;
            system_ = rhs.system_;
        }
        std::cout << "Copy Assignment " << static_cast<const void*>(&rhs) << " -> " static_cast<void*>(this) << "\n";
        return *this;
    }

    //Body& operator=(Body &&) = default;
    Body& operator=(Body &&rhs) {
        pos_ = std::move(rhs.pos_);
        vel_ = std::move(rhs.vel_);
        mass_ = rhs.mass_; rhs.mass_ = 0;
        system_ = rhs.system_; rhs.system_ = nullptr;
        std::cout << "Move Assignment " << static_cast<void*>(&rhs) << " -> " static_cast<void*>(this) << "\n";
        return *this;
    }

    ...
};