[英]Segfault when using a pointer inside a struct (Maybe related to LAPACKE) in C
[英]Segfault with pointer to char inside struct, ANSI C code
以下簡單的ANSI C代碼出現奇怪的行為。 我在結構中有一個指向char的指針,以某種方式,我有錯誤的指針,空值和段錯誤。 我在做蠢事嗎?
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#define MAX_ENTITIES 10
typedef enum
{
COMPONENT_NONE = 0,
COMPONENT_DISPLACEMENT = 1 << 0,
COMPONENT_VELOCITY = 1 << 1,
COMPONENT_APPEARANCE = 1 << 2
} component_t;
typedef struct
{
float x;
float y;
} Displacement;
typedef struct
{
float x;
float y;
} Velocity;
typedef struct
{
char *name;
} Appearance;
typedef struct
{
int entities[MAX_ENTITIES];
Displacement displacement[MAX_ENTITIES];
Velocity velocity[MAX_ENTITIES];
Appearance appearance[MAX_ENTITIES];
} scene_t;
typedef struct
{
int active;
scene_t *current_scene;
} game_t;
unsigned int entity_create(scene_t *scene)
{
unsigned int entity;
for (entity = 0; entity < MAX_ENTITIES; ++entity) {
if (scene->entities[entity] == COMPONENT_NONE) {
printf("Entity created: %u\n", entity);
return entity;
}
}
printf("Error! No more entities left!\n");
return MAX_ENTITIES;
}
unsigned int scene_add_box(scene_t *scene, float x, float y, float vx, float vy)
{
unsigned int entity = entity_create(scene);
scene->entities[entity] = COMPONENT_DISPLACEMENT | COMPONENT_VELOCITY | COMPONENT_APPEARANCE;
scene->displacement[entity].x = x;
scene->displacement[entity].y = y;
scene->velocity[entity].x = vx;
scene->velocity[entity].y = vy;
scene->appearance[entity].name = "Box";
return entity;
}
unsigned int scene_add_tree(scene_t *scene, float x, float y)
{
unsigned int entity = entity_create(scene);
scene->entities[entity] = COMPONENT_DISPLACEMENT | COMPONENT_APPEARANCE;
scene->displacement[entity].x = x;
scene->displacement[entity].y = y;
scene->appearance[entity].name = "Tree";
return entity;
}
unsigned int scene_add_ghost(scene_t *scene, float x, float y, float vx, float vy)
{
unsigned int entity = entity_create(scene);
scene->entities[entity] = COMPONENT_DISPLACEMENT | COMPONENT_VELOCITY;
scene->displacement[entity].x = x;
scene->displacement[entity].y = y;
scene->velocity[entity].x = vx;
scene->velocity[entity].y = vy;
return entity;
}
void update_render(scene_t *scene)
{
const int mask = (COMPONENT_DISPLACEMENT | COMPONENT_APPEARANCE);
unsigned int entity;
Displacement *d;
Appearance *a;
for (entity = 0; entity < MAX_ENTITIES; ++entity) {
if ((scene->entities[entity] & mask) == mask) {
d = &(scene->displacement[entity]);
a = &(scene->appearance[entity]);
printf("%s at (%f, %f)\n", a->name, d->x, d->y);
}
}
}
void game_init(game_t *game)
{
scene_t scene;
memset(&scene, 0, sizeof(scene));
game->current_scene = &scene;
game->active = 0;
scene_add_tree(game->current_scene, 5.0f, -3.2f);
scene_add_box(game->current_scene, 0.0f, 0.0f, 0.0f, 0.0f);
scene_add_ghost(game->current_scene, 10.0f, 4.0f, 0.0f, 0.0f);
}
void game_update(game_t *game)
{
update_render(game->current_scene);
}
int main(int argc, char **argv)
{
game_t game;
memset(&game, 0, sizeof(game));
game_init(&game);
while (game.active == 0) {
game_update(&game);
}
return 0;
}
在game_init
,您要聲明一個scene_t
類型的局部變量。 一旦game_init
結束, 該變量將不再存在 -您無法在該函數之外正確使用它,但這是您訪問game_t
變量內的場景時要嘗試的操作。
如果要創建一個可以在函數外部使用的scene_t,則需要使用手動為其分配內存。
scene_t* scene = malloc(sizeof(scene_t));
...然后將其用作指針。
您正在保存一個本地地址,當功能超出范圍時,“場景”將被破壞。
scene_t scene;
memset(&scene, 0, sizeof(scene));
game->current_scene = &scene;
您應該分配場景
scene_t* scene = malloc(sizeof(scene_t));
問題是您沒有分配scene
:
scene_t scene;
memset(&scene, 0, sizeof(scene));
game->current_scene = &scene;
這里的scene_t
對象在堆棧上,一旦退出函數,該內存將被回收。 您應該改用
scene_t *pscene = malloc(sizeof(scene_t));
memset(pscene, 0, sizeof(scene));
game->current_scene = pscene;
這樣,內存將從堆中分配出來,並在函數退出后仍然存在。
一旦完成該對象,您將需要稍后free
此內存。
創建新的幻影時,也不會為scene->appearance
分配值。 當您稍后嘗試打印外觀時,您將得到指針碰巧指向已打印ou的所有內容。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.