C ++虚拟析构函数 - 内存泄漏

c++ virtual destructor - memory leak

我很难弄清楚如何解决以下问题:

#include "stdafx.h"
using namespace std;
#define CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>

class Talker
{
public:
    virtual void SaySomething() = 0;
};

class SoundProducer
{
protected:
    string soundName;
public:
    SoundProducer(string nameOfSound)
    {
        this->soundName = nameOfSound;      
    }

    virtual void MakeSound() = 0;

    string GetSoundName()
    {
        return this->soundName;
    }
};

class Uppgift1 : public Talker
{
private:
    SoundProducer* t;

public:
    Uppgift1(){};

    void SetSoundProducer(SoundProducer* _soundProducer)
    {
        t = _soundProducer;
    }

    void SaySomething()
    {
        t->MakeSound();
    }

    virtual ~Uppgift1()
    {
        delete t;
    }
};

class Whisperer : public SoundProducer
{
public:
    Whisperer() : SoundProducer("Whisper"){}

    virtual void MakeSound()
    {
        cout << soundName << ": Ssch,hush,hush" << endl;
    }

    virtual ~Whisperer()
    {
        cout << "Whisperer destructor called" << endl;
    }
};

class Shouter : public SoundProducer
{
public:
    Shouter() : SoundProducer("Shout"){}

    virtual void MakeSound()
    {
        cout << soundName << ": WOW YEEEH!!" << endl;
    }

    virtual ~Shouter()
    {
        cout << "Shouter destructor called" << endl;
    }
};

int main()
{
    Uppgift1 uppg1;
    uppg1.SetSoundProducer(new Whisperer);
    uppg1.SaySomething();
    uppg1.SetSoundProducer(new Shouter);
    uppg1.SaySomething();

    _CrtDumpMemoryLeaks();
    return 0;
}

我遇到的问题是内存泄漏,我试图弄清楚如何在 class 超出范围时删除指向它的指针。

至于现在 shout 和 whisperer 不会被删除,这会导致内存泄漏。

看起来唯一的方法是让 SoundProducer class 继承 uppgift1 class 并将析构函数设为虚拟,对吗?我有点累了,如果我也让你感到困惑,我很抱歉:)

Uppgift1.SetSoundProducer 取得传递的 SoundProducer 的所有权,除了不完全这样做:

  1. 它会delete最后一组销毁。
  2. 但是它不会delete以前的设置一个新的。

此外,在创建 Uppgift1 类型的变量时, 成员指针是不确定的 ,您通常会忽略 "rule-of-three",它表示您除了自定义 dtor 之外,还必须定义复制 ctor 和复制赋值。

接下来我们看看成员pointe是如何删除的:

delete t;

由于 t 的类型没有虚拟 dtor,它必须指向指针声明的完全派生类型的对象。
不幸的是,你最后设置了一个 Shouter,它是派生的 class,因此有 UB.

你应该看看智能指针,尤其是 std::unique_ptr,在某些情况下 std::shared_ptr

您设置了两次 soundproducer,但 UppGift 只能保存一个....因此,Shouter 的析构函数被调用,因为它是最后添加的元素,whisper 的析构函数永远不会被调用,因为您已经将它再次设置为 shouter .

之前:

Uppgift1 uppg1;
uppg1.SetSoundProducer(new Whisperer);
uppg1.SaySomething();
uppg1.SetSoundProducer(new Shouter);

你在片场打了两次电话,但只能保留一次。

SoundProducer* t;

之后:

如果您要添加多个 SoundProducer,请保留 list/vector 个。

vector<SoundProducer*> _list;

    virtual ~Uppgift1()
    {
    //    delete t;
     std::vector< SoundProducer*>::iterator it = _list.begin();
    //delete *it;
  for ( ; it != _list.end(); it++ ) 
  {
            delete *it;

  }
_list.clear(); 

在继承树中,如果您尝试通过派生 class 的基 pointer.That 方式删除派生 class 实例,则基 class 析构函数应该是虚拟的当您对指向派生 class 实例的基 class 指针执行删除操作时,会调用析构函数 我已经编辑了代码 now.It works.

#include <iostream>

using namespace std;
#define CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <vector>
//#include <crtdbg.h>

class Talker
{
public:
    virtual void SaySomething() = 0;
    virtual ~Talker(){cout<<"Talker Destructor"<<endl;}
};

class SoundProducer
{
protected:
    string soundName;
public:
    SoundProducer(string nameOfSound)
    {
        this->soundName = nameOfSound;      
    }

    virtual void MakeSound() = 0;

    string GetSoundName()
    {
        return this->soundName;
    }
    virtual ~SoundProducer(){cout<<"SoundProducer Detructor"<<endl;}
};

class Uppgift1 : public Talker
{
private:
    SoundProducer* t;
     vector<SoundProducer*> _list;
public:
    Uppgift1(){};

    void SetSoundProducer(SoundProducer* _soundProducer)
    {
        if(_soundProducer)
      {  cout<<"pushing into list"<<endl;
        _list.push_back(_soundProducer);
      }
     //   t = _soundProducer;
    }

    void SaySomething()
    {
       // t->MakeSound();
    }

    virtual ~Uppgift1()
    {
    //    delete t;
     std::vector< SoundProducer*>::iterator it = _list.begin();
    //delete *it;
  for ( ; it != _list.end(); it++ ) 
  {
            delete *it;

  }
_list.clear(); 


    }


};

class Whisperer : public SoundProducer
{
public:
    Whisperer() : SoundProducer("Whisper"){}

    virtual void MakeSound()
    {
        cout << soundName << ": Ssch,hush,hush" << endl;
    }

    virtual ~Whisperer()
    {
        cout << "Whisperer destructor called" << endl;
    }
};

class Shouter : public SoundProducer
{
public:
    Shouter() : SoundProducer("Shout"){}

    virtual void MakeSound()
    {
        cout << soundName << ": WOW YEEEH!!" << endl;
    }

    virtual ~Shouter()
    {
        cout << "Shouter destructor called" << endl;
    }
};

int main()
{
    Uppgift1 uppg1;
    SoundProducer* ptr=new Whisperer;
    uppg1.SetSoundProducer(dynamic_cast<SoundProducer*>(ptr));
    uppg1.SaySomething();
    uppg1.SetSoundProducer(new Shouter);
    uppg1.SaySomething();

 //   _CrtDumpMemoryLeaks();
    return 0;
}