C++ 面向对象(一)


一、继承的内存布局

(1)单一继承

class Point2D
{
public:
	int _x;
	int _y;
};

class Point3D : public Point2D
{
public:
	int _z;
};

(2)多重继承

class Point4D : public Point3D
{
public:
	int _h;
};

(3)虚继承

class Point3D : public virtual Point2D
{
public:
	int _z;
};

class Vertex : public virtual Point2D
{
public:
	Vertex * next;
};


class Vertex3D : public Point3D, public Vertex
{
private:
    int mumble;
};

备注:在Vertex也能看到Point2D,但是实际上Vertex中的跟Pointe3D中的Point2D是同一个。

二、继承中虚表的布局

(1)单一继承

class Point2D
{
public:
	virtual int speak(){return 0;};
	virtual int clone(){return 0;};
private:
	int _x;
	int _y;
};

class Point3D : public /*virtual*/ Point2D
{
public:
	int speak(){return 0;};
	virtual int sayhi(){return 0;};
private:
	int _z;
};

(2)多重继承      

class Point2D
{
public:
	virtual int speak(){return 0;};
	virtual int clone(){return 0;};
private:
	int _x;
	int _y;
};

class Point3D
{
public:
	
	virtual int say(){return 0;};
private:
	int _z;
};

class Point4D : public Point3D, public Point2D
{
public:
	int speak(){return 0;};
	int clone(){return 0;};
	int sayhi(){return 0;};
private:
	int _h;
};

为什么这样继承,虚表布局是这样的?

class Point2D
{
public:
	virtual int speak(){return 0;};
	virtual int clone(){return 0;};
private:
	int _x;
	int _y;
};

class Point3D : public  Point2D
{
public:
	
	virtual int say(){return 0;};
private:
	int _z;
};

class Point4D : public Point3D
{
public:
	int speak(){return 0;};
	int clone(){return 0;};
	int say(){return 0;};
private:
	int _h;
};

(3)虚继承

class Point2D
{
public:
	virtual int speak(){return 0;};
	virtual int clone(){return 0;};
private:
	int _x;
	int _y;
};

class Point3D : public  virtual Point2D
{
public:
	
	virtual int say(){return 0;};
private:
	int _z;
};
class Vertex : public virtual Point2D
{
public:	
	virtual int act(){return 0;};
private:
	Vertex * next;
};

class Vertex3D : public Point3D, public Vertex
{
public:
	int speak(){return 0;};
	int clone(){return 0;};
	int say(){return 0;};
	int act(){return 0;};
private:
    int mumble;
};


三、构造函数

    (1)构造函数

    不能是虚函数,且如果基类的构造函数有member initialization list,子类需要将这个member list传给基类;如果没有这个list的话,可以不用显示调用基类的构造函数;

    基类的构造函数先运行,然后才是子类的构造函数。

    new对象时,会调用构造函数。

    (2)默认构造函数

    会自动调用成员变量的构造函数进行初始化。 

class Point2D
{
public:
	Point2D(){printf("constructor\n");}
	~Point2D(){printf("destructor\n");}
private:
	int _x;
	int _y;
	
};

class Point3D
{
private:
	Point2D  pa;	
};


int _tmain(int argc, _TCHAR* argv[])
{
	Point3D* pa = new Point3D();
	delete pa;
	
	return 0;
}


四、析构函数

    如果对象有析构函数,delete会调用对象的析构函数,并释放对象内存。如果类没有显示的提供析构函数,则会合成一个默认析构函数。

   析构函数执行顺序:子类的析构函数先运行,再基类。

   为什么要提供虚析构函数:如果基类的构造函数为非虚函数,则子类析构时,不会调用基类的析构函数,有可能会造成内存泄漏。如果子类的构造函数为非虚函数,则用基类的指针指向子类,再delete基类指针时,子类的析构函数不会被调用。

   能否使用delete this?偶尔会看到代码里存在某个成员函数中出现delete this的情况。可以参考一下这篇文章:http://www.cppblog.com/xmli/archive/2009/08/18/93683.aspx( 结论是:在成员函数中调用delete this会造成指针错误;在析构函数中调用delete this,会导致死循环,堆栈溢出。)

   默认的析构函数,只会销毁成员变量的内存,并不会调用其析构函数。 

class Point2D
{
public:
	Point2D(){printf("constructor\n");}
	~Point2D(){printf("destructor\n");}
private:
	int _x;
	int _y;
	
};

class Point3D
{
public:
	Point3D(){pa = new Point2D();}
private:
	Point2D *pa;	
};


int _tmain(int argc, _TCHAR* argv[])
{
	Point3D* pa = new Point3D();
	delete pa;
	
	return 0;
}


(未完,待续 ... ...)

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