我想编写一个ContentManager类,它为游戏加载和维护不同类型的资产(与XNA的ContentManager相比)。我的头文件如下所示:
class ContentManager
{
public:
ContentManager(Direct3D& d3d, const std::string& rootDirectory = "Resource");
~ContentManager();
template<typename T>
const T& Load(const std::string& assetName);
private:
Direct3D& d3d_;
std::string rootDirectory_;
std::map<std::string, Texture> textures_;
};如您所见,我为每个资产类型提供了一个映射(目前仅针对纹理)和一个泛型的Load<T>()方法,我对要存储的每个资产类型都显式地实例化了该方法。Load<Texture>()从磁盘中读取图像文件(如果它尚未在映射中),创建一个新的Texture,将其插入到映射中并返回。
我的Texture类基本上创建并封装了一个原始IDirect3DTexture9,以遵循RAII成语(析构函数在texture_上调用Release() ):
class Texture
{
public:
Texture();
Texture(Direct3D& d3d, unsigned int width, unsigned int height,
const std::vector<unsigned char>& stream);
~Texture();
IDirect3DTexture9* GetD3DTexture() const { return texture_; }
private:
IDirect3DTexture9* texture_;
};在测试我的代码时,我意识到每个纹理都被释放了两次,因为Texture对象的(浅)副本是在某个时候创建的,当然,每个都会调用析构函数。
此外,虽然Load<T>()返回对映射元素的引用,但调用方可以自己复制并触发相同的问题。我的想法:
Texture的复制构造函数设置为私有并不是解决方案,因为在创建std::pair以将新元素插入到映射中时,无论如何都需要复制。我在这里有什么选择?能否通过使用智能指针来解决这个问题?应该将哪种类型存储在映射中,Load<T>()应该返回哪种类型?
发布于 2013-08-26 17:53:23
使用C++11,该语言添加了一个名为“移动”的特性,这正是您遇到的原因。幸运的是,修改代码以使用移动机制非常简单:
class Texture
{
public:
Texture() noexcept;
Texture(Direct3D& d3d, unsigned int width, unsigned int height,
const std::vector<unsigned char>& stream);
Texture(Texture&& rhs) noexcept
: texture_(rhs.texture_) //take the content from rhs
{rhs.texture_ = nullptr;} //rhs no longer owns the content
Texture& operator=(Texture&& rhs) noexcept
{
Clear(); //erase previous content if any
texture_ = rhs.texture_; //take the content from rhs
rhs.texture_ = nullptr; //rhs no longer owns the content
return *this;
}
~Texture() noexcept {Clear();}
IDirect3DTexture9* GetD3DTexture() const noexcept { return texture_; }
private:
void Clear() noexcept; //does nothing if texture_ is nullptr
IDirect3DTexture9* texture_;
};这增加了一个“移动构造函数”和一个“移动赋值”,它们将内容从一个Texture移动到另一个IDirect3DTexture9,因此一次只指向一个给定的IDirect3DTexture9。编译器应该检测到这两者,并停止生成隐式复制构造函数和复制赋值,这样您的Texture就不能再被复制,这正是您想要的,因为深入复制IDirect3DTexture9是很困难的,甚至没有真正的意义。纹理类现在已经神奇地修复了。
那其他班级呢?没有变化。std::map<std::string, Texture>足够聪明地检测到您的类中有noexcept移动运算符,因此它将自动使用它们而不是副本。它还使map本身具有可移动性,但不可复制。由于map是可移动但不可复制的,这就自动地使ContentManager可移动但不可复制。这是有道理的,当你想到它,移动内容是好的,但你不想复制所有这些。所以这些不需要任何改变
现在,由于rvalue对您来说显然是一个新概念,下面是一个速成课程:
Texture getter(); //returns a temporary Texture
Texture a = getter(); //since the right hand side is a temporary,
//the compiler will try to move construct it, and only
//copy construct if it can't be moved.
a = getter(); //since the right hand side is a temporary,
//the compiler will try to move assign it, and only
//copy assign if it can't be moved.
void setter1(Texture&); //receives a reference to an outside texture object
setter1(a); //works exactly as it always has
setter1(getter()); //compiler error, reference to temporary
setter1(std::move(a)); //compiler error, passing rreference && instead of lreference &.
void setter2(Texture); //receives a local texture object
setter2(a); //compiler error, no copy constructor
setter1(getter()); //creates the Texture by moving the data from the temporary
setter2(std::move(a)); //The compiler moves the content from a to the function;
//the function receives the content previously held by a, and
//a now has no content. Careful not to read from a after this.
void setter3(Texture&&); //receives a reference to a temporary texture
setter3(a); //compiler error, a is not a temporary
setter3(getter()); //function receives reference to the temporary, all is good
setter3(std::move(a)); //function thinks a is temporary, and will probably remove
//it's content. Careful not to read from a after this. 发布于 2013-08-26 17:41:00
将构造函数设置为私有。
创建一个包含指向对象的指针的映射,而不是对象本身。
发布于 2013-08-26 17:43:47
最好是为每个对象保留一个参考计数器。因此,我将使用一个共享指针(std::map< std::string,std::tr1::shared_ptr< .> >)。
您还可以尝试使用内容管理器来释放对象(即: Release( T &object )),并在映射本身中保留一个引用计数器。但最好的是共享指针。
https://stackoverflow.com/questions/18449770
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