什么时候调用删除操作符?
When to call the delete operator?
下面的代码重复使用了 new
关键字。我在 Whosebug 上读到,每次调用 new
都应该对应调用 delete
。代码取自Geant4。我的问题是每次调用 new 是否都应该在这段代码中调用 delete ?
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
B1DetectorConstruction::B1DetectorConstruction()
: G4VUserDetectorConstruction(),
fScoringVolume(0)
{ }
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
B1DetectorConstruction::~B1DetectorConstruction()
{ }
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
G4VPhysicalVolume* B1DetectorConstruction::Construct()
{
// Get nist material manager
G4NistManager* nist = G4NistManager::Instance();
// Envelope parameters
//
G4double env_sizeXY = 20*cm, env_sizeZ = 30*cm;
G4Material* env_mat = nist->FindOrBuildMaterial("G4_WATER");
// Option to switch on/off checking of volumes overlaps
//
G4bool checkOverlaps = true;
//
// World
//
G4double world_sizeXY = 1.2*env_sizeXY;
G4double world_sizeZ = 1.2*env_sizeZ;
G4Material* world_mat = nist->FindOrBuildMaterial("G4_AIR");
G4Box* solidWorld =
new G4Box("World", //its name
0.5*world_sizeXY, 0.5*world_sizeXY, 0.5*world_sizeZ); //its size
G4LogicalVolume* logicWorld =
new G4LogicalVolume(solidWorld, //its solid
world_mat, //its material
"World"); //its name
G4VPhysicalVolume* physWorld =
new G4PVPlacement(0, //no rotation
G4ThreeVector(), //at (0,0,0)
logicWorld, //its logical volume
"World", //its name
0, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
//
// Envelope
//
G4Box* solidEnv =
new G4Box("Envelope", //its name
0.5*env_sizeXY, 0.5*env_sizeXY, 0.5*env_sizeZ); //its size
G4LogicalVolume* logicEnv =
new G4LogicalVolume(solidEnv, //its solid
env_mat, //its material
"Envelope"); //its name
new G4PVPlacement(0, //no rotation
G4ThreeVector(), //at (0,0,0)
logicEnv, //its logical volume
"Envelope", //its name
logicWorld, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
//
// Shape 1
//
G4Material* shape1_mat = nist->FindOrBuildMaterial("G4_A-150_TISSUE");
G4ThreeVector pos1 = G4ThreeVector(0, 2*cm, -7*cm);
// Conical section shape
G4double shape1_rmina = 0.*cm, shape1_rmaxa = 2.*cm;
G4double shape1_rminb = 0.*cm, shape1_rmaxb = 4.*cm;
G4double shape1_hz = 3.*cm;
G4double shape1_phimin = 0.*deg, shape1_phimax = 360.*deg;
G4Cons* solidShape1 =
new G4Cons("Shape1",
shape1_rmina, shape1_rmaxa, shape1_rminb, shape1_rmaxb, shape1_hz,
shape1_phimin, shape1_phimax);
G4LogicalVolume* logicShape1 =
new G4LogicalVolume(solidShape1, //its solid
shape1_mat, //its material
"Shape1"); //its name
new G4PVPlacement(0, //no rotation
pos1, //at position
logicShape1, //its logical volume
"Shape1", //its name
logicEnv, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
//
// Shape 2
//
G4Material* shape2_mat = nist->FindOrBuildMaterial("G4_BONE_COMPACT_ICRU");
G4ThreeVector pos2 = G4ThreeVector(0, -1*cm, 7*cm);
// Trapezoid shape
G4double shape2_dxa = 12*cm, shape2_dxb = 12*cm;
G4double shape2_dya = 10*cm, shape2_dyb = 16*cm;
G4double shape2_dz = 6*cm;
G4Trd* solidShape2 =
new G4Trd("Shape2", //its name
0.5*shape2_dxa, 0.5*shape2_dxb,
0.5*shape2_dya, 0.5*shape2_dyb, 0.5*shape2_dz); //its size
G4LogicalVolume* logicShape2 =
new G4LogicalVolume(solidShape2, //its solid
shape2_mat, //its material
"Shape2"); //its name
new G4PVPlacement(0, //no rotation
pos2, //at position
logicShape2, //its logical volume
"Shape2", //its name
logicEnv, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
// Set Shape2 as scoring volume
//
fScoringVolume = logicShape2;
//
//always return the physical World
//
return physWorld;
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
下面的代码重复使用了 new
关键字。我在 Whosebug 上读到,每次调用 new
都应该对应调用 delete
。代码取自Geant4。我的问题是每次调用 new 是否都应该在这段代码中调用 delete ?
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
B1DetectorConstruction::B1DetectorConstruction()
: G4VUserDetectorConstruction(),
fScoringVolume(0)
{ }
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
B1DetectorConstruction::~B1DetectorConstruction()
{ }
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
G4VPhysicalVolume* B1DetectorConstruction::Construct()
{
// Get nist material manager
G4NistManager* nist = G4NistManager::Instance();
// Envelope parameters
//
G4double env_sizeXY = 20*cm, env_sizeZ = 30*cm;
G4Material* env_mat = nist->FindOrBuildMaterial("G4_WATER");
// Option to switch on/off checking of volumes overlaps
//
G4bool checkOverlaps = true;
//
// World
//
G4double world_sizeXY = 1.2*env_sizeXY;
G4double world_sizeZ = 1.2*env_sizeZ;
G4Material* world_mat = nist->FindOrBuildMaterial("G4_AIR");
G4Box* solidWorld =
new G4Box("World", //its name
0.5*world_sizeXY, 0.5*world_sizeXY, 0.5*world_sizeZ); //its size
G4LogicalVolume* logicWorld =
new G4LogicalVolume(solidWorld, //its solid
world_mat, //its material
"World"); //its name
G4VPhysicalVolume* physWorld =
new G4PVPlacement(0, //no rotation
G4ThreeVector(), //at (0,0,0)
logicWorld, //its logical volume
"World", //its name
0, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
//
// Envelope
//
G4Box* solidEnv =
new G4Box("Envelope", //its name
0.5*env_sizeXY, 0.5*env_sizeXY, 0.5*env_sizeZ); //its size
G4LogicalVolume* logicEnv =
new G4LogicalVolume(solidEnv, //its solid
env_mat, //its material
"Envelope"); //its name
new G4PVPlacement(0, //no rotation
G4ThreeVector(), //at (0,0,0)
logicEnv, //its logical volume
"Envelope", //its name
logicWorld, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
//
// Shape 1
//
G4Material* shape1_mat = nist->FindOrBuildMaterial("G4_A-150_TISSUE");
G4ThreeVector pos1 = G4ThreeVector(0, 2*cm, -7*cm);
// Conical section shape
G4double shape1_rmina = 0.*cm, shape1_rmaxa = 2.*cm;
G4double shape1_rminb = 0.*cm, shape1_rmaxb = 4.*cm;
G4double shape1_hz = 3.*cm;
G4double shape1_phimin = 0.*deg, shape1_phimax = 360.*deg;
G4Cons* solidShape1 =
new G4Cons("Shape1",
shape1_rmina, shape1_rmaxa, shape1_rminb, shape1_rmaxb, shape1_hz,
shape1_phimin, shape1_phimax);
G4LogicalVolume* logicShape1 =
new G4LogicalVolume(solidShape1, //its solid
shape1_mat, //its material
"Shape1"); //its name
new G4PVPlacement(0, //no rotation
pos1, //at position
logicShape1, //its logical volume
"Shape1", //its name
logicEnv, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
//
// Shape 2
//
G4Material* shape2_mat = nist->FindOrBuildMaterial("G4_BONE_COMPACT_ICRU");
G4ThreeVector pos2 = G4ThreeVector(0, -1*cm, 7*cm);
// Trapezoid shape
G4double shape2_dxa = 12*cm, shape2_dxb = 12*cm;
G4double shape2_dya = 10*cm, shape2_dyb = 16*cm;
G4double shape2_dz = 6*cm;
G4Trd* solidShape2 =
new G4Trd("Shape2", //its name
0.5*shape2_dxa, 0.5*shape2_dxb,
0.5*shape2_dya, 0.5*shape2_dyb, 0.5*shape2_dz); //its size
G4LogicalVolume* logicShape2 =
new G4LogicalVolume(solidShape2, //its solid
shape2_mat, //its material
"Shape2"); //its name
new G4PVPlacement(0, //no rotation
pos2, //at position
logicShape2, //its logical volume
"Shape2", //its name
logicEnv, //its mother volume
false, //no boolean operation
0, //copy number
checkOverlaps); //overlaps checking
// Set Shape2 as scoring volume
//
fScoringVolume = logicShape2;
//
//always return the physical World
//
return physWorld;
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......