我想建立所有俄罗斯方块的定义:
#include <iostream>
#include <vector>
struct Tetris{
std::vector<int> data;
int getAt(int x, int y){return data.at(y*4+x);};
} tetris[6];
int main(){
//stick
tetris[0].data.resize(32);
int array0[32]={0,0,0,0,
0,0,0,0,
1,1,1,1,
0,0,0,0,
0,1,0,0,
0,1,0,0,
0,1,0,0,
0,1,0,0};
tetris[0].data.assign(array0,array0+32);
//brick
tetris[1].data.resize(16);
int array1[16]={0,0,0,0,
0,1,1,0,
0,1,1,0,
0,0,0,0};
tetris[1].data.assign(array1,array1+16);
...
}
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通过这种方式,我需要定义6个数组,仅用于存储初始化数据(array0,array1...),这在初始化后是无用的.这看起来效率很低,浪费内存.我想知道每次使用后是否有办法删除这些数据?
更新:
如果我想重用array0,比方说
tetris[0].data.resize(32);
int array0[32]={...};
tetris[0].data.assign(array0,array0+32);
//brick
tetris[1].data.resize(16);
delete array0;
int array0[16]={...};
tetris[1].data.assign(array0,array0+16);
...
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编译器将报告"array0重定义"的错误.是delete不是在这种情况下工作?
如果要控制静态分配类型的生命周期,可以添加任意范围分辨率运算符来执行此操作.
int main()
{
{
//stick
tetris[0].data.resize(16);
int array0[16]={0,0,0,0,
0,0,0,0,
1,1,1,1,
0,0,0,0};
tetris[0].data.assign(array0,array0+16);
//brick
tetris[1].data.resize(16);
int array1[16]={0,0,0,0,
0,1,1,0,
0,1,1,0,
0,0,0,0};
tetris[1].data.assign(array1,array1+16);
}//THISONE
//Do the rest of the work of main, without the pesky arrays sticking around.
}
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在这个示例main中,您的tetris变量仍然存在,因为它是全局的.但是你声明的那些数组不会超过"THISONE".
请注意,我不一定推荐这种方法.最好是创建一个类,或者使用其他更标准的方法.但偶尔这是一个不错的小技巧,以避免使用不必要的动态分配.
编辑:这种方法可能更好,但要确保你了解正在发生的一切,否则你可能最好坚持你所知道的.特别是如果你不理解我在这里做的所有不好的事情,为了快速给你一个例子.
#include <iostream>
using namespace std;
class stick;//Forward declaration so shape can make stick a "friend"
class shape {//This classe declaration should go in a .h file.
static const int WIDTH = 4;
static const int HEIGHT = 4;
int array[WIDTH][HEIGHT];
public:
shape(){
for(int i = 0; i < HEIGHT; i++) {
for(int j = 0; j < WIDTH; j++) {
array[i][j] = 0;
}
array[i][i] = 1;
}
}
void printShape() {
for(int i = 0; i < HEIGHT; i++) {
for(int j = 0; j < WIDTH; j++) {
cout << array[i][j] << " ";
}
cout << endl;
}
}
friend class stick;
};
class stick: public shape {//This declaration should also go in a header file
public:
stick() {
for(int i = 0; i < HEIGHT; i++) {
for(int j = 0; j < WIDTH; j++) {
if(i == 0) array[i][j] = 1;
else array[i][j] = 0;
}
}
}
};
int main(){
shape planeShape;
stick stickShape;
cout << "PLAIN SHAPE: " << endl;
planeShape.printShape();
cout << endl << "STICK SHAPE: " << endl;
stickShape.printShape();
cout << endl << "PLANE SHAPE POINTER:" << endl;
shape* shapePointer = &planeShape;
shapePointer->printShape();
cout << endl << "STICK SHAPE POINTER:" << endl;
shapePointer = &stickShape;
shapePointer->printShape();
}
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