c++高级---图解:C++中类的内存分布(总结)

本文详细介绍了C++中类的内存分布,特别是虚函数的作用和内存占用。类的内存包括数据成员、虚函数表指针,其中非虚函数共享代码,虚函数每个对象都有单独的指针。类的对象大小至少为1字节,避免对象无地址。虚函数调用涉及栈式管理,允许覆盖并可手动调用父类函数。通过示例解释了虚函数调用的细节和MFC中虚函数的使用注意事项。

定义一个类如下:

它的内存分布如图:

以上就完成内存布局的理解了,为了更好的运用,下面举个例子:

对上面代码的分析:

注:上面所有内容来某个自某个csdn网友个人理解,我感觉应该没问题(除非比较变态的c++编译器)。


 

 

 

 

下面内容比较杂,转自:http://blog.youkuaiyun.com/mal327/article/details/6784254

如何计算类对象占用的字节数?

一个空类的话1个字节。
这是为了保证n个连续空类声明时,变量地址有偏移,防止变量覆盖。
非空类的话用关键字sizeof计算。
如果手工计算就相当麻烦,光padding就一堆规则了。而且有些额外信息比如虚函数(多个虚函数也只产生一个vptr指针)等等。
一个类成员 ,当有虚函数时,有以下成分:各个数据成员,数据对齐产生的间隙,一个虚函数表的 "指针"(无虚不存在)。
构造函数不能用 memset(this, 0, sizeof(*this))) 初始化。原因就是每个类里面除了数据成员之外 ,还有一个虚函数表指针 。memcpy另一个同类型类的实例内容过去倒是可以 ,这种情况下该函数表指针可以正确复制过去。
注意虚函数表只在类有虚函数的情况下才存在, 没有虚函数不存在。 构造函数悄悄地帮你设置虚函数表的内容,并把正确的指针存放在对象中。

类在内存中分布

首先请看程序:

#include <iostream>
using namespace std;
class base{
public:
virt

下面我调试一下GAS系统的代码,分析时也帮我关注和UI(或是其他模块,如AI、角色)联系的部分,以下是播放动画蒙太奇的一段代码调用堆栈: > UnrealEditor-Force-Win64-DebugGame.dll!UTFCombatAbility::GetMontageToPlay() 行 541 C++ UnrealEditor-Force-Win64-DebugGame.dll!UTFCombatAbility::StartMontageTask(const FGameplayEventData * EventData) 行 381 C++ UnrealEditor-Force-Win64-DebugGame.dll!UTFCombatAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo * ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData * TriggerEventData) 行 133 C++ UnrealEditor-GameplayAbilities.dll!UGameplayAbility::CallActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo * ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, TDelegate<void __cdecl(UGameplayAbility *),FDefaultDelegateUserPolicy> * OnGameplayAbilityEndedDelegate, const FGameplayEventData * TriggerEventData) 行 998 C++ UnrealEditor-GameplayAbilities.dll!UAbilitySystemComponent::InternalTryActivateAbility(FGameplayAbilitySpecHandle Handle, FPredictionKey InPredictionKey, UGameplayAbility * * OutInstancedAbility, TDelegate<void __cdecl(UGameplayAbility *),FDefaultDelegateUserPolicy> * OnGameplayAbilityEndedDelegate, const FGameplayEventData * TriggerEventData) 行 1893 C++ UnrealEditor-GameplayAbilities.dll!UAbilitySystemComponent::TriggerAbilityFromGameplayEvent(FGameplayAbilitySpecHandle Handle, FGameplayAbilityActorInfo * ActorInfo, FGameplayTag EventTag, const FGameplayEventData * Payload, UAbilitySystemComponent & Component) 行 2484 C++ UnrealEditor-Force-Win64-DebugGame.dll!UTFAbilitySystemComponent::TryCastSkillByIDWithData(int SkillID, bool bCancelCombo, const FGameplayEventData * EventData) 行 1909 C++ UnrealEditor-Force-Win64-DebugGame.dll!UTFAbilitySystemComponent::TryCastSkillByID(int SkillID, bool bIgnorePositionCondition) 行 1108 C++ UnrealEditor-Force-Win64-DebugGame.dll!ATFCharacterBase::TryCastSkillByID(int SkillID) 行 310 C++ UnrealEditor-Force-Win64-DebugGame.dll!ATFEnemyCharacter::RunSkillImmediately(int SkillID) 行 605 C++ UnrealEditor-Force-Win64-DebugGame.dll!UBTTask_TFCastSkill::ExecuteTask() 行 45 C++ UnrealEditor-Force-Win64-DebugGame.dll!UBTTask_TFBlueprintBase::ExecuteTask(UBehaviorTreeComponent & OwnerComp, unsigned char * NodeMemory) 行 55 C++ UnrealEditor-AIModule.dll!UBTTaskNode::WrappedExecuteTask(UBehaviorTreeComponent & OwnerComp, unsigned char * NodeMemory) 行 48 C++ UnrealEditor-AIModule.dll!UBehaviorTreeComponent::ExecuteTask(UBTTaskNode * TaskNode) 行 2500 C++ UnrealEditor-AIModule.dll!UBehaviorTreeComponent::ProcessExecutionRequest() 行 2226 C++ UnrealEditor-AIModule.dll!UBehaviorTreeComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) 行 1803 C++ [内联框架] UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTick::__l2::<lambda_1>::operator()(float) 行 1225 C++ [内联框架] UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper(UActorComponent *) 行 4726 C++ UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FBaseGraphTask> & MyCompletionGraphEvent) 行 1223 C++ [内联框架] UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FBaseGraphTask> &) 行 306 C++ UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() 行 634 C++ UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() 行 504 C++ [内联框架] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) 行 482 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) 行 779 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilIdle(int QueueIndex) 行 679 C++ UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) 行 832 C++ UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) 行 1866 C++ UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) 行 774 C++ UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) 行 1511 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) 行 2140 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) 行 550 C++ UnrealEditor-Win64-DebugGame.exe!FEngineLoop::Tick() 行 5869 C++ [内联框架] UnrealEditor-Win64-DebugGame.exe!EngineTick() 行 69 C++ UnrealEditor-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine) 行 188 C++ UnrealEditor-Win64-DebugGame.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) 行 266 C++ UnrealEditor-Win64-DebugGame.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) 行 317 C++ [外部代码]
最新发布
10-16
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