2015-08-18 111 views
-1

我刚开始学习C++,并面临一个`free():invalid pointer:error。在GDB调试,错误显示C++指针内存泄漏

[主题0xb7caab40(LWP 4405)退出]

*错误的`/家庭/ A /桌面/ PathFinder2' :免费():无效的指针:0xb74a9b40 *

编程接收信号SIGABRT,中止。 0xb7fdd424在 __kernel_vsyscall()

在valgrid

== 4487 ==在1块800个字节肯定在损失记录1

== 4487 == 1在0x402ADFC丢失:operator new [](unsigned int)(in /usr/lib/valgrind/vgpreload_memcheck-x86-linux.so)

== 4487 == by 0x80560B9:Assignm3 :: Maze :: InitMazeArray()(in/home/a/Desktop/PathFinder2)

== == 4487通过0x805516B:Assignm3 ::迷宫:: LoadMaze(的std :: string)(在/ home/A /桌面/ PathFinder2)

== == 4487通过0x804A3C4:solveMaze(无效*)(在/ home /一个/桌面/ PathFinder2)

== 4487 ==由0x4052F6F:start_thread(pthread_create.c:312)

== 4487 ==由0x42A170D:克隆(clone.S :129)

== 4487 ==

== 4487 == LEAK SUMMARY:

== 4487 ==绝对丢失:800个字节在1块

== 4487 ==间接丢失:0字节0块

== 4487 ==可能丢失:在0 0字节块

== 4487 ==仍可达:在0块

== 4487 ==抑制0字节:在0块

== 4487 ==

字节

== 4487 ==错误摘要:

== 4487 ==

== 4487 ==在2上下文1 1个错误:

:从2个上下文(0 0抑制)2个错误

== 4487 ==无效免费()/删除/删除[]/realloc()的

== 4487 ==在0x402B838:操作者删除(无效*)(在/ usr/LIB /的valgrind/vgpreload_memcheck -x86-Linux操作系统。所以)

== == 4487通过0x804EF2E:__gnu_cxx :: new_allocator :: DEALLOCATE(点*,无符号整型)(在/ home/A /桌面/ PathFinder2)

== 4487通过0x804E9F6 == :性病:: _ Vector_base :: _ M_deallocate(点*,无符号整型)(在 /家庭/ A /桌面/ PathFinder2)

== == 4487通过0x804E883:性病:: _ Vector_base> ::〜_Vector_base( )( /home/a/Desktop/PathFinder2)

== 4487 == by 0x804E2F6:std :: vector> ::〜vector()(在/ home/a/Desktop/PathFinder2)

== == 4487通过0x804E25B:Assignm3 :: PathFinderResource ::〜PathFinderResource()(在 /家庭/ A /桌面/ PathFinder2) == == 4487通过0x41E83D0:__run_exit_handlers(exit.c中:82 )

== 4487 ==由0x41E842C:出口(exit.c中:104)

== 4487 ==由0x41CEA8A:(下面主要)(的libc-start.c:321)

== 4487 ==地址0x5768b40不堆栈,malloc'd或(近期)释放

== 448 7 ==

== 4487 ==错误摘要:从2个上下文(抑制:0 0)2个错误

这是我的编码

static void *solveMaze(void *vptr_args) 
{ 
    Point point1, point2, point3; 
    int nxtPx, nxtPy; 
    mazeObj->LoadMaze(); 
    point1 = mazeObj->getStartLocation(); 
    point3 = mazeObj->getEndLocation(); 
    VectorOfPointStructType Path, vecMain; 
    Path.push_back(point1); 
    vecMain.push_back(point1); 
    point2 = mazeObj->getEndLocation(); 
    nxtPx = point1.getX(); 
    nxtPy = point1.getY(); 

    sleep(3); 
    while (true) 
    { 
     string thread1, thread2; 
     thread1 = THREAD_NAMES[line1]; 
     thread2 = THREAD_NAMES[line2]; 
     cout << "Thread " << THREAD_NAMES[line1] << " is running" << endl; 
     cout << "Thread " << THREAD_NAMES[line2] << " is running" << endl; 
    for (int x = 0; x < 5; x++) 
    { 
    if (thread1 != THREAD_NAMES[line1] && thread2 != THREAD_NAMES[line2]) 
    { 
     cout << "Thread " << THREAD_NAMES[line1] << " is running" << endl; 
     cout << "Thread " << THREAD_NAMES[line2] << " is running" << endl; 
     } 

    if (x == 0) 
    { 
    nxtPx++; 
    point3 = Point(nxtPx, nxtPy); 
    if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob)) 
    { 
     Path.push_back(point3); 
     vecMain.push_back(point3); 
     ob.push_back(point3); 
     if (mazeObj->IsThereBarrier(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 

     if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path)) 
     { 
      sleep(1); 
     } 
     pthread_mutex_unlock(&mutex1); 
     } 
     else if (mazeObj->IsThereDanger(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 
     if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path)) 
     { 

      if (thread1 == THREAD_NAMES[line1]) 
      { 

      diemsg1(); 

      } 
      else if (thread2 == THREAD_NAMES[line2]) 
      { 

      diemsg2(); 

      } 

      create(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     } 
     nxtPx--; 
     Path.pop_back(); 
    } 
    else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, 
     vecMain)) 
    { 
     point1 = point3; 
     Path.push_back(point1); 
     vecMain.push_back(point1); 
     point3 = mazeObj->getEndLocation(); 
     x = - 1; 
     if (point1.isConnected(point2) || reachEnd) 
     { 
     reachEnd = true; 
     break; 
     } 
    } 
    else 
    { 
     nxtPx--; 
    } 

    } 
    else if (x == 1) 
    { 
    nxtPy++; 
    point3 = Point(nxtPx, nxtPy); 
    if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob)) 
    { 

     Path.push_back(point3); 
     vecMain.push_back(point3); 
     ob.push_back(point3); 

     if (mazeObj->IsThereBarrier(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 

     if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path)) 
     { 
      sleep(1); 
     } 
     pthread_mutex_unlock(&mutex1); 
     } 
     else if (mazeObj->IsThereDanger(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 
     if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path)) 
     { 

      if (thread1 == THREAD_NAMES[line1]) 
      { 

      diemsg1(); 

      } 
      else if (thread2 == THREAD_NAMES[line2]) 
      { 

      diemsg2(); 

      } 

      create(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     } 
     nxtPy--; 
     Path.pop_back(); 
    } 
    else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, 
     vecMain)) 
    { 
     point1 = point3; 
     Path.push_back(point1); 
     vecMain.push_back(point1); 
     point3 = mazeObj->getEndLocation(); 
     x = - 1; 
     if (point1.isConnected(point2) || reachEnd) 
     { 
     reachEnd = true; 
     break; 
     } 
    } 
    else 
    { 
     nxtPy--; 
    } 
    } 
    else if (x == 2) 
    { 
    nxtPx--; 
    point3 = Point(nxtPx, nxtPy); 
    if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob)) 
    { 

     Path.push_back(point3); 
     vecMain.push_back(point3); 
     ob.push_back(point3); 
     if (mazeObj->IsThereBarrier(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 

     if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path)) 
     { 
      sleep(2); 
     } 

     pthread_mutex_unlock(&mutex1); 
     } 
     else if (mazeObj->IsThereDanger(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 
     if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path)) 
     { 

      if (thread1 == THREAD_NAMES[line1]) 
      { 

      diemsg1(); 

      } 
      else if (thread2 == THREAD_NAMES[line2]) 
      { 

      diemsg2(); 

      } 

      create(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     } 
     nxtPx++; 
     Path.pop_back(); 
    } 
    else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, 
     vecMain)) 
    { 
     point1 = point3; 
     Path.push_back(point1); 
     vecMain.push_back(point1); 
     point3 = mazeObj->getEndLocation(); 
     x = - 1; 
     if (point1.isConnected(point2) || reachEnd) 
     { 
     reachEnd = true; 
     break; 
     } 
    } 
    else 
    { 
     nxtPx++; 
    } 
    } 
    else if (x == 3) 
    { 
    nxtPy--; 
    point3 = Point(nxtPx, nxtPy); 
    if ((mazeObj->IsThereBarrier(point3) || mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, ob)) 
    { 

     Path.push_back(point3); 
     vecMain.push_back(point3); 
     ob.push_back(point3); 

     if (mazeObj->IsThereBarrier(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 

     if (submitMazeSolnObj->submitPathToBarrier(pthread_self(), Path)) 
     { 
      sleep(2); 
     } 

     pthread_mutex_unlock(&mutex1); 
     } 
     else if (mazeObj->IsThereDanger(point3)) 
     { 
     pthread_mutex_lock(&mutex1); 


     if (submitMazeSolnObj->submitPathToDangerArea(pthread_self(), Path)) 
     { 

      if (thread1 == THREAD_NAMES[line1]) 
      { 

      diemsg1(); 

      } 
      else if (thread2 == THREAD_NAMES[line2]) 
      { 

      diemsg2(); 

      } 

      create(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     } 
     nxtPy++; 
     Path.pop_back(); 
    } 
    else if ((!mazeObj->IsThereBarrier(point3) && !mazeObj->IsThereDanger(point3)) && !pathObj->isLocationInPath(point3, 
     vecMain)) 
    { 
     point1 = point3; 
     Path.push_back(point1); 
     vecMain.push_back(point1); 
     point3 = mazeObj->getEndLocation(); 
     x = - 1; 
     if (point1.isConnected(point2) || reachEnd) 
     { 
     reachEnd = true; 
     break; 
     } 
    } 
    else 
    { 
     nxtPy++; 
    } 
    } 
    else if (x == 4) 
    { 
    pthread_mutex_lock(&mutex1); 

    for (;;) 
    { 

     point1 = Path[Path.size() - 2]; 
     nxtPx = point1.getX(); 
     nxtPy = point1.getY(); 
     point3 = Point(nxtPx - 1, nxtPy); 

     if (!pathObj->isLocationInPath(point3, vecMain)) 
     { 
     x = 0; 
     Path.pop_back(); 

     if (mazeObj->IsThereBarrier(point3)) 
     { 
      point3 = mazeObj->getEndLocation(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     break; 
     } 
     point3 = Point(nxtPx, nxtPy + 1); 

     if (!pathObj->isLocationInPath(point3, vecMain)) 
     { 
     x = - 1; 
     Path.pop_back(); 

     if (mazeObj->IsThereBarrier(point3)) 
     { 
      point3 = mazeObj->getEndLocation(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     break; 
     } 
     point3 = Point(nxtPx + 1, nxtPy); 

     if (!pathObj->isLocationInPath(point3, vecMain)) 
     { 
     x = 2; 
     Path.pop_back(); 

     if (mazeObj->IsThereBarrier(point3)) 
     { 
      point3 = mazeObj->getEndLocation(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     break; 
     } 

     point3 = Point(nxtPx, nxtPy - 1); 

     if (!pathObj->isLocationInPath(point3, vecMain)) 
     { 
     x = 1; 
     Path.pop_back(); 

     if (mazeObj->IsThereBarrier(point3)) 
     { 
      point3 = mazeObj->getEndLocation(); 
     } 
     pthread_mutex_unlock(&mutex1); 
     break; 
     } 
     Path.pop_back(); 
    } 

    pthread_mutex_unlock(&mutex1); 
    int deX = point1.getX(); 
    int deY = point1.getY(); 

    if (thread1 == THREAD_NAMES[line1]) 
    { 

     time(&end); 
     cout << "Thread: " << THREAD_NAMES[line1] << " found the dead end at " << "[ " << deX << " , " << deY << " ]" << endl; 
     cout << "Time Elapsed: " << difftime(end, start) << " seconds" << endl; 

    } 
    else if (thread2 == THREAD_NAMES[line2]) 
    { 


     time(&end); 
     cout << "Thread: " << THREAD_NAMES[line2] << " found the dead end at " << "[ " << deX << " , " << deY << " ]" << endl; 
     cout << "Time Elapsed: " << difftime(end, start) << " seconds" << endl; 
    } 
    } 
    else 
    {} 
} 
{ 
break; 
} 
} 
Path.push_back(point2); 
if (!submitPath) 
{ 
    submitMazeSolnObj->submitSolutionPath(pthread_self(), Path); 
    submitPath = true; 
} 
return NULL; 
} 

块引用

int main() 
{ 
    AllocateProgramsVariableMemory(); 
    mazeObj->LoadMaze(); 
    string thread_Msg = ""; 
    string * thread_message = &thread_Msg; 

    if (pthread_create(&myPFR.activeThreadArray[line1], NULL, solveMaze, thread_message) != 0) 
    { 
     return EXIT_FAILURE; 
    } 
    else 
    { 
     cout << THREAD_NAMES[line1] << " has been created" << endl; 
    } 
//---------------causing error-------------------------------------------- 
    if (pthread_create(&myPFR.activeThreadArray[line2], NULL, solveMaze, thread_message) != 0) 
    { 
     return EXIT_FAILURE; 
    } 
    else 
    { 
     cout << THREAD_NAMES[line2] << " has been created" << endl; 
    } 
//------------------------------------------------------------------------ 
    if (pthread_join(myPFR.activeThreadArray[line1], NULL) != 0) 
    { 
     return EXIT_FAILURE;  
    } 

    if (pthread_join(myPFR.activeThreadArray[line2], NULL) != 0) 
    { 
     return EXIT_FAILURE; 
    } 

    DeallocateProgramsVariableMemory(); 
    return EXIT_SUCCESS; 
} 

大段引用

typedef std::vector<Point> VectorOfPointStructType; 

namespace myx 
static Maze * mazeObj; 
static Path * pathObj; 
static SubmitMazeSoln * submitMazeSolnObj; 

static void AllocateProgramsVariableMemory (void) 
{ 
    mazeObj    = new Maze(); 
    pathObj    = new Path(); 
    submitMazeSolnObj = new SubmitMazeSoln(); 

    logFileStream.open (DefaultLogFilename.c_str(), std::fstream::out); 

} 

static void DeallocateProgramsVariableMemory (void) 
{ 
    delete mazeObj; 
    delete pathObj; 
    delete submitMazeSolnObj; 

    logFileStream.close(); 
    pthread_mutex_destroy (&thread_mutex); 
    pthread_cond_destroy (&thread_condition); 

} 

struct PathFinderResource 
{ 
    pthread_t      activeThreadArray  [MAX_NO_OF_THREADS]; 
    PathFinderParameterInfo *  activeThreadParamArray [MAX_NO_OF_THREADS]; 

    VectorOfPointStructType   solutionPath; 
    VectorOfPointStructType   discoveredDangerAreas; 
    int        usedThreadNameIndex; 
    int        noOfDeadEndPathsFound; 
    int        noOfBarriersDiscovered; 
    int        noOfDangerAreaDiscovered; 

    PathFinderResource (void) 
    { 
     usedThreadNameIndex   = 0; 
     noOfDeadEndPathsFound  = 0; 
     noOfBarriersDiscovered  = 0; 
     noOfDangerAreaDiscovered = 0; 
     solutionPath    = VectorOfPointStructType(); 
     discoveredDangerAreas  = VectorOfPointStructType(); 
    } 

    ~PathFinderResource (void) 
    { 
     solutionPath.clear(); 
     discoveredDangerAreas.clear(); 
    } 
}; 
+2

'我刚开始学习C++'你为什么要跳进使用线程,如果你刚开始学习C++?没有这个错误的一种方法是使用智能指针,而不是原始指针。 – PaulMcKenzie

+0

请减少代码,以便我们更容易地消化问题。很可能你正在删除一个已经被删除或者没有被分配的指针,或者你已经被分配了大小的指针 – cppguy

+0

PaulMcKenzie - 我的任务需要线程化。 cppguy-我如何知道是否即时删除已被删除的指针?我试图评论我的主要功能不释放内存,错误仍然存​​在。谢谢 – Happy

回答

1
static void *solveMaze(void *vptr_args) 
{ 
    //... 
    mazeObj->LoadMaze(); 
    //... 
} 

int main() 
{ 
    static Maze * mazeObj; 
    static Path * pathObj; 
    static SubmitMazeSoln * submitMazeSolnObj; 
    //... 
} 

参照这里上面的代码...有没有办法,mazeObj主都会有范围,solveMaze。 solveMaze在哪里得到它的迷宫对象。要么它不是相同的mazeObj,要么这不是真正的代码。

问候,

沃纳

+0

你说得对。范围是一些需要解决的问题之一。虽然我提出了你的答案,并且这是一个很好的观点,但我认为这个问题不是导致无效指针的“free()”的原因。 – donjuedo

+0

@ donjuedo。同意,它可能是不相关的,但OP似乎不知道范围,他没有公布所有的代码,并且main中的代码没有做他认为的,我至少想强调的是(难以在评论中显示此内容) –

+0

@Werner Erasmus这与'mazeObj-> LoadMaze();'无关。即使在'mazeObj-> LoadMaze();'在main之后,错误仍然会发生。 @donjuedo my'PathFinderResource ::〜PathFinderResource()析构函数'没有'free'函数。 – Happy