Hy all :)
我在我的VC++项目中使用1.5.4-all (2014-10-22) (MicrosoftVisualC++编译器18.00.21005.1用于x86平台)。
我的问题是,经过一段时间后,我会得到以下错误消息。错误发生后的时间差异很大--有时在30秒后发生,有时在5分钟后发生。

我可以在第214行的LinearHashTable.h文件中找到错误的源:

我有以下方法,其中向表中添加了Shot (struct):
void ShotSimulationService::SimulateShot(Shot shot) {
MutexThreadLock.lock();
shots.insert(ShotsSetType::ValueType(SimulationShot(shot)));
errorCount = 0;
MutexThreadLock.unlock();
}SimulateShot的调用来自另一个线程,而不是处理以下代码:
void ShotSimulationService::Update(WebcamService* observable) {
if (shots.empty()) {
return;
}
try {
Mat frame = observable->GetLastImage().clone();
ShotsSetType::Iterator iter = shots.begin();
vector<Shot> deleteShots;
errorCount++;
while (iter != shots.end()){
if (iter->SimulateStartExplosion()) {
//simulate gun explosion
OverlayImage(frame, gunShotImg, iter->startPoint);
}
//simulate explosion
SimulationShot::SimulationHitStatus status = iter->status;
if (status == SimulationShot::SimulationHitStatus::UNKNOWN) {
if (detectionService.HasShotHitPlayer(frame, *iter)) {
iter->status = SimulationShot::HIT_PLAYER;
iter->SetCurrentPointAsEndoint();
//Notify that player was hit
playerHitQueue.enqueueNotification(new PlayerHitNotification(iter->hitPlayer));
}
}
if (iter->SimulateEndExplosion()) {
if (status == SimulationShot::HIT_PLAYER) {
int explosionx = iter->endPoint.x - robotExplosionHalfXSize > 0 ? iter->endPoint.x - robotExplosionHalfXSize : 0;
int explosionY = iter->endPoint.y - robotExplosionHalfYSize > 0 ? iter->endPoint.y - robotExplosionHalfYSize : 0;
OverlayImage(frame, robotExplosionImg, Point2i(explosionx, explosionY));
}
else {
// status == SimulationShot::HIT_WALL or UNKNOWN
int explosionx = iter->endPoint.x - wallExplosionHalfXSize > 0 ? iter->endPoint.x - wallExplosionHalfXSize : 0;
int explosionY = iter->endPoint.y - wallExplosionHalfYSize > 0 ? iter->endPoint.y - wallExplosionHalfYSize : 0;
OverlayImage(frame, robotExplosionImg, Point2i(explosionx, explosionY));
if (status != SimulationShot::HIT_WALL) {
iter->status = SimulationShot::HIT_WALL;
}
}
if (iter->IsSimulationFinished()) {
deleteShots.push_back(*iter);
}
}
else {
//simulate bullet
OverlayImage(frame, cheeseImg, iter->GetNextShotPoint());
}
++iter;
}
//delete finished simulations
MutexThreadLock.lock();
for each (Shot shot in deleteShots)
{
shots.erase(shot);
}
MutexThreadLock.unlock();
}
catch (cv::Exception& e) {
Logger& logger = Logger::get("Test");
logger.error(e.what());
}
}更新方法通常称为安静-总是当一个新的摄像头框架可用时。
错误的调用堆栈从以下行开始:
if (iter->SimulateEndExplosion()) {在方法SimulateEndExplosion中,只使用了结构的成员:
bool SimulateEndExplosion() {
if (status == HIT_PLAYER) {
currPercentage = 1.0;
return true;
}
if (currPercentage < 1.0) {
return false;
}
++endExplosionCtr;
return endExplosionCtr <= maxEndExplosions;
}有人知道为什么会出现这个问题吗?
欢迎任何帮助和反馈!我完全不知道这里出了什么问题
谢谢!
发布于 2015-01-09 02:16:34
在一个线程中迭代,然后插入另一个线程,而不保护两个线程中带有互斥的操作,就会导致这个问题;当您插入时,迭代器将失效,您将得到断言失败。您应该使用互斥保护插入和迭代。
而且,使用互斥锁的方式是不安全的,因为如果在lock()和lock()之间抛出异常,互斥锁就不会被解锁。相反,使用ScopedLock,RAII将自动和安全地完成所有情况下的工作:
void ShotSimulationService::SimulateShot(Shot shot) {
Mutex::ScopedLock lock(MutexThreadLock);
shots.insert(ShotsSetType::ValueType(SimulationShot(shot)));
errorCount = 0;
// unlock will be called by ScopedLock destructor
}https://stackoverflow.com/questions/27851837
复制相似问题