C++程序设计机制:RAII机制

C++程序设计机制:RAII机制,第1张

1、背景

C/C++程序开发中,管理堆上分配的内存容易出错,常见的就是内存泄漏。


原则上,只要我们足够仔细,在每一次动态分配内存之后,使用完毕后,手动delete即可释放掉内存,可是这必然会加大我们的工作量以及项目的维护难度。


2、RAII机制原理

RAII,即Resource Acquisition Is Initialization,在初始化中获取资源。


RAII机制,通过在栈上创建临时变量,这样临时变量就接管了堆上内存的控制权,当该临时变量声明周期结束时,则对应的堆上内存自然就被释放了。


3、案例:开发者手动管理堆上内存
#include 
using namespace std;

enum ShapeStyle
{
circle,
triangle,
rectangular
};

class BaseShape
{
public:
virtual void  show()=0;
virtual ~BaseShape()
{

}
};

class CircleShape : public BaseShape
{
public:
void show()
{
	cout << "I am circle shape." << endl;
}
~CircleShape()
{
	cout << "~CircleShape() was called." << endl;
}
};

class TriangleShape : public BaseShape
{
public:
void show()
{
	cout << "I am triangle shape." << endl;
}
~TriangleShape()
{
	cout << "~TriangleShape() was called." << endl;
}
};

class RectangularShape : public BaseShape
{
public:
void show()
{
	cout << "I am rectangular shape." << endl;
}
~RectangularShape()
{
	cout  << "~RectangularShape() was called." << endl;
}
};

BaseShape *createShape(ShapeStyle style)
{
	if(style==circle)
	{
		return new CircleShape;
	}
	else if(style==triangle)
	{
		return new TriangleShape;
	}
	else if(style==rectangular)
	{
		return new RectangularShape;
	}
	else
	{
		return 0;
	}
}

void func()
{
	BaseShape *ptr=createShape(circle);
	ptr->show();
	delete ptr;
	
	ptr=createShape(triangle);
	ptr->show();
	//delete ptr;//假设这里忘记delete,则会造成内存泄漏
	
	ptr=createShape(rectangular);
	ptr->show();
	delete ptr;
}

int main(int argc, char *argv[])
{
	func();

	return 1;
}

输出:

 I am circle shape.
~CircleShape() was called.
I am triangle shape.
I am rectangular shape.
~RectangularShape() was called.

可以看出,~TriangleShape()这个析构函数没有被调用,也就是内存没有被释放,造成了内存的浪费。


4、案例:使用RAII思想管理动态内存
#include 
using namespace std;

enum ShapeStyle
{
circle,
triangle,
rectangular
};

class BaseShape
{
public:
virtual void  show()=0;
virtual ~BaseShape()
{

}
};

class BaseShapeWrapper
{
public:
//构造函数中获取资源
explicit BaseShapeWrapper(BaseShape *ptr=0) : d(ptr)
{
}

//析构函数中释放资源
~BaseShapeWrapper()
{
	if(d)
	{
		delete d;
		d=0;
	}
}
BaseShape *operator->() const
{
	return d;
}
void reset(BaseShape *other)
{
	if(d==other)
	{
		return;
	}

	BaseShape *oldD = d;
	d = other;
	delete oldD;
}
private:
BaseShape *d;
};

class CircleShape : public BaseShape
{
public:
void show()
{
	cout << "I am circle shape." << endl;
}
~CircleShape()
{
	cout << "~CircleShape() was called." << endl;
}
};

class TriangleShape : public BaseShape
{
public:
void show()
{
	cout << "I am triangle shape." << endl;
}
~TriangleShape()
{
	cout << "~TriangleShape() was called." << endl;
}
};

class RectangularShape : public BaseShape
{
public:
void show()
{
	cout << "I am rectangular shape." << endl;
}
~RectangularShape()
{
	cout  << "~RectangularShape() was called." << endl;
}
};

BaseShape *createShape(ShapeStyle style)
{
	if(style==circle)
	{
		return new CircleShape;
	}
	else if(style==triangle)
	{
		return new TriangleShape;
	}
	else if(style==rectangular)
	{
		return new RectangularShape;
	}
	else
	{
		return 0;
	}
}

void func()
{
	//局部变量
	BaseShapeWrapper ptr(createShape(circle));
	ptr->show();
	
	ptr.reset(createShape(triangle));
	ptr->show();
	
	ptr.reset(createShape(rectangular));
	ptr->show();
}

int main(int argc, char *argv[])
{
	func();

	return 1;
}

运行:

I am circle shape.
~CircleShape() was called.
I am triangle shape.
~TriangleShape() was called.
I am rectangular shape.
~RectangularShape() was called.

从运行结果可以看出,堆上创建的三个对象都被释放了,对于调用者来说,确没有执行过一个delete *** 作,显然这种方式很好,大大提高了工作效率,同时,代码也更加健壮。



 

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原文地址: http://outofmemory.cn/langs/564903.html

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