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在目标C中填充洪水时为EXC_BAD_ACCESS

[英]EXC_BAD_ACCESS while Flood Filling in Objective C

我在iPad应用程序中当前使用的目标c中编写了一个递归泛洪填充方法。

我通过图像的RGBA原始数据获得用户在UIImage中触摸的点的颜色。

问题是它运行了一段时间,然后在访问原始数据时应用程序崩溃并显示EXC_BAD_ACCESS。 我的问题是为什么这是“堆栈溢出”? 并且任何人都可以提出解决此问题的方法/对此方法进行改进。

这是我的方法(很抱歉,这可能会更干净)。

-(unsigned char *)floodFill:(unsigned char *)data withImageRef:(CGImageRef)imgRef withColor:(UIColor *)color whereColor:(UIColor *)pixelColor atX:(int)xx andY:(int)yy
    {
        //create points for top bottom left and right pixel
        CGPoint top = CGPointMake(xx, yy-1);
        CGPoint bottom = CGPointMake(xx, yy+1);
        CGPoint left = CGPointMake(xx-1, yy);
        CGPoint right = CGPointMake(xx+1, yy);

        //convert new color to rgba values
        const CGFloat *rgb = CGColorGetComponents(color.CGColor);

        float newRed = rgb[0];
        float newGreen = rgb[1];
        float newBlue = rgb[2];
        float newAlpha = CGColorGetAlpha(color.CGColor);

        //convert old color to rgba values
        const CGFloat *rgb2 = CGColorGetComponents(pixelColor.CGColor);

        float oldRed = rgb2[0];
        float oldGreen = rgb2[1];
        float oldBlue = rgb2[2];
        float oldAlpha = CGColorGetAlpha(pixelColor.CGColor);

        NSUInteger width = CGImageGetWidth(imgRef);
        NSUInteger bytesPerPixel = 4;
        NSUInteger bytesPerRow = bytesPerPixel * width;
        int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;

        //color current pixel
        data[byteIndex] = (char)newRed*255;
        data[byteIndex+1] = (char)newGreen*255;
        data[byteIndex+2] = (char)newBlue*255;
        data[byteIndex+3] = (char)newAlpha*255;


        CGFloat red, green, blue, alpha;
        CGPoint currentPoint;

        //check top pixel
        currentPoint=top;
        if(currentPoint.x>=0 && currentPoint.y>=0)
        {
            byteIndex = (bytesPerRow * currentPoint.y) + currentPoint.x * bytesPerPixel;
            red   = (data[byteIndex]     * 1.0) / 255.0;
            green = (data[byteIndex + 1] * 1.0) / 255.0;
            blue  = (data[byteIndex + 2] * 1.0) / 255.0;
            alpha = (data[byteIndex + 3] * 1.0) / 255.0;
            if(red==oldRed&&green==oldGreen&&blue==oldBlue&&alpha==oldAlpha)
                data=[self floodFill:data withImageRef:imgRef withColor:color whereColor:pixelColor atX:currentPoint.x andY:currentPoint.y];
        }

        //check bottom pixel
        currentPoint=bottom;
        if(currentPoint.x>=0 && currentPoint.y>=0)
        {
            byteIndex = (bytesPerRow * currentPoint.y) + currentPoint.x * bytesPerPixel;
            red   = (data[byteIndex]     * 1.0) / 255.0;
            green = (data[byteIndex + 1] * 1.0) / 255.0;
            blue  = (data[byteIndex + 2] * 1.0) / 255.0;
            alpha = (data[byteIndex + 3] * 1.0) / 255.0;
            if(red==oldRed&&green==oldGreen&&blue==oldBlue&&alpha==oldAlpha)
                data=[self floodFill:data withImageRef:imgRef withColor:color whereColor:pixelColor atX:currentPoint.x andY:currentPoint.y];
        }

        //check left pixel
        currentPoint=left;
        if(currentPoint.x>=0 && currentPoint.y>=0)
        {
            byteIndex = (bytesPerRow * currentPoint.y) + currentPoint.x * bytesPerPixel;
            red   = (data[byteIndex]     * 1.0) / 255.0;
            green = (data[byteIndex + 1] * 1.0) / 255.0;
            blue  = (data[byteIndex + 2] * 1.0) / 255.0;
            alpha = (data[byteIndex + 3] * 1.0) / 255.0;
            if(red==oldRed&&green==oldGreen&&blue==oldBlue&&alpha==oldAlpha)
                data=[self floodFill:data withImageRef:imgRef withColor:color whereColor:pixelColor atX:currentPoint.x andY:currentPoint.y];
        }

        //check right pixel
        currentPoint=right;
        if(currentPoint.x>=0 && currentPoint.y>=0)
        {
            byteIndex = (bytesPerRow * currentPoint.y) + currentPoint.x * bytesPerPixel;
            red   = (data[byteIndex]     * 1.0) / 255.0;
            green = (data[byteIndex + 1] * 1.0) / 255.0;
            blue  = (data[byteIndex + 2] * 1.0) / 255.0;
            alpha = (data[byteIndex + 3] * 1.0) / 255.0;
            if(red==oldRed&&green==oldGreen&&blue==oldBlue&&alpha==oldAlpha)
                data=[self floodFill:data withImageRef:imgRef withColor:color whereColor:pixelColor atX:currentPoint.x andY:currentPoint.y];
        }



        return data;
    }

谢谢-TJ

递归方法是导致堆栈溢出异常的主要原因,因为每个递归调用都被推入堆栈直到达到结束条件,尤其是在洪水填充算法中,这种方法根本不适用,与现代计算机相比,ipad的资源有限,请考虑使用基于循环的方法填充算法或扫描线算法的实现

有关更多信息,请访问此链接洪水填充算法

您必须检查是否没有超出为图像分配的内存。 您正在检查currentPoint.x>=0 && currentPoint.y>=0 但这并不能阻止您在最后一行上通过图像的末尾。

您需要检查currentPoint.y < height && currentPoint.x < width

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