多线程 二维数组 需要装箱
做游戏测试写入数组发现数据错误,捯饬半天,想起来二维数组的指针列表故事,尝试重新复制列表
然后打印列表地址,发现除了数组越界 /500 %499 而不是 /500 %500 /499 %499
然后测试不同结构体嵌套,直接 int* map 发现都可以。
装箱原理:
int** map=new int*[500];
for(){
map[i]=m->map[i]
}
map[i][j]
#include <raylib.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
#include <pthread.h>
typedef struct target{int* map;int x;int** mapv3;
}target;
typedef struct message {int flag;int a;int user;void* work;int* map;// 测试void 类型转换会不会丢失信息// 二级指针丢失信息int** mapv2; target* p; void* workv2;
} message;void* showv2(void* msg) {static int cnt = 0;static int color = 1;message* m = (message*)msg;//成功
// target* p = (target*)m->work;// 也成功target* p = (target*)m->workv2;
// 二维数组失效
// int** meshmap = (int**)m->work;// 一维数组测试
// int* map =(int*)(*m).work;
// int* map = m->map;int* map = p->map;int** mapv2=m->mapv2;// 原来需要存储数据int** mapv3 =new int*[500];printf("sizeof m->mapv2 %d\n",sizeof(m->mapv2));printf("address m->mapv2 %p\n",m->mapv2);printf("address m->mapv2[499] %p\n",m->mapv2[499]);printf("address m->mapv2[499][499] %p\n",m->mapv2[499][499]);// for(int i=0;i<500;i++){
// for(int j=0;j<500;j++){
// printf("%p\n",m->mapv2[i][j]);
// }
//
// }// for(int i=0;i<500;i++){
// mapv2[i]=m->mapv2[i];
// }// 发现要装箱,这是成功的测试for(int i=0;i<500;i++){
// mapv3[i]=(int*)m->mapv2[i];// 测试敌人数组转换,发现成功mapv3[i]=(int*)p->mapv3[i];
// printf("%d %p\n",i,mapv3[i]);}// for(int i=0;i<500;i++){
// for(int j=0;j<500;j++){mapv2[i][j]=m->mapv2[i][j];
// mapv3[i][j]=m->mapv2[i][j];
// }
// }while (1) {while (m->flag == 0 || m->a == 1) {
// _sleep(1);
// _sleep(0);// 休眠一毫秒其实有很大误差_sleep(1);
// printf("B 发现占用中 %d %d %d %d %d\n", m->a, m->user, m->flag, cnt, color);}m->a = 1;m->user = 1;
// printf("B 占用中\n");for (int p = 0; p < 1500; p++) {cnt += 1;if (cnt >= 500 * 500) {cnt = 0;color += 1;}
// map[cnt] = color;
// mapv2[cnt/499][cnt%499]=color;
// mapv3[cnt/499][cnt%499]=color;mapv3[cnt/500][cnt%499]=color;
// printf("%d\n", cnt);}// printf("%d %d\n", cnt, color);// printf("B 释放占用\n");m->a = 0;_sleep(30);}
}int main() {InitWindow(500, 500, "okk");RenderTexture mesh = LoadRenderTexture(500, 500);BeginTextureMode(mesh);ClearBackground(WHITE);EndTextureMode();message msg;msg.a = 0;msg.flag = 0;msg.user = -1;int*map = new int[500 * 500];for (int i = 0; i < 500 * 500; i++) {map[i] = 0;}int* oldmap = new int[500 * 500];for (int i = 0; i < 500 * 500; i++) {oldmap[i] = 0;}int** mapv3 = new int*[500];for(int i=0;i<500;i++){mapv3[i]=new int[500];}msg.work = (void*)↦msg.map = map;target* enemy = new target();enemy->map = map;enemy->mapv3=mapv3;msg.workv2=(void*)enemy;msg.mapv2=mapv3;printf("address map[][] %p\n",mapv3);printf("address map[499][] %p\n",mapv3[499]);printf("address map[499][499] %p\n",mapv3[499][499]);printf("address map[499][498] %p\n",mapv3[499][498]);pthread_t p;pthread_create(&p, NULL, showv2, (void*)&msg);_sleep(1000);int i = 0;int j = 0;int cnt = 0;int color = 1;int pv2 = 0;SetTargetFPS(160);while (1) {while (msg.a == 1) {
// printf("C 发现占用中%d\n", msg.user);_sleep(10);}msg.a = 1;msg.user = 999;
// printf("C 占用中\n");BeginTextureMode(mesh);for (int i = 0; i < 500 * 500; i++) {
// if (oldmap[i] != map[i]) {
// if (oldmap[i] == map[i]) {
//
// } else {
// DrawPixel(i % 500, i / 500, {map[i] * 10 % 255, map[i] * 50 % 255, map[i] * 30 % 255, 255});
// }
// DrawPixel(i % 500, i / 500, {mapv3[i/499][i%499] * 10 % 255, mapv3[i/499][i%499] * 50 % 255, mapv3[i/499][i%499] * 30 % 255, 255});DrawPixel(i % 499, i / 500, {mapv3[i/500][i%499] * 10 % 255, mapv3[i/500][i%499] * 50 % 255, mapv3[i/500][i%499] * 30 % 255, 255});}EndTextureMode();msg.a = 0;
// printf("C 释放\n");BeginDrawing();DrawTexturePro(mesh.texture, {0, 0, 500, 500}, {0, 0, 500, 500}, {0, 0}, 0, WHITE);DrawTexture(mesh.texture, 0, 0, WHITE);DrawText(TextFormat("fps %d", GetFPS()), 20, 30, 50, {155, 50, 210, 255});EndDrawing();static int flag = 0;if (flag > 30) {flag = 300;msg.flag = 1;} else {flag++;}}}