为什么我在C中遇到seg错误?
(2017年11月5日检索到的代码-可能与原始代码不相同,这是要求在问题中使用代码的另一个原因。)为什么我在C中遇到seg错误?,c,arrays,segmentation-fault,cs50,C,Arrays,Segmentation Fault,Cs50,(2017年11月5日检索到的代码-可能与原始代码不相同,这是要求在问题中使用代码的另一个原因。) 我把它改成了long-long,希望能解决这个问题,但很明显这是另外一回事。困惑 您的body[n][n]数组太大,无法在堆栈上分配。 您可以将其分配到堆上,这样就不会受到大小的限制。 有关如何动态分配二维阵列,请参见前面的答案: 您的body[n][n]数组太大,无法在堆栈上分配。 您可以将其分配到堆上,这样就不会受到大小的限制。 有关如何动态分配二维阵列,请参见前面的答案: 创建一个文件并将其
我把它改成了long-long,希望能解决这个问题,但很明显这是另外一回事。困惑 您的body[n][n]数组太大,无法在堆栈上分配。 您可以将其分配到堆上,这样就不会受到大小的限制。 有关如何动态分配二维阵列,请参见前面的答案:
您的body[n][n]数组太大,无法在堆栈上分配。 您可以将其分配到堆上,这样就不会受到大小的限制。 有关如何动态分配二维阵列,请参见前面的答案:
创建一个文件并将其发布到此处。是因为我在从堆栈而不是堆中分配内存吗?那么,为什么不尝试在堆栈上以外的其他地方分配内存呢?不知道如何分配一个带有指针和malloc的二维数组,但我想我需要弄清楚这一点。@bachman有一个道理。在堆栈中分配的内存太多了,为什么不使用heap?显然,但是@KyleRegan已经回答了前面的评论,说不确定如何分配带有指针和malloc的二维数组,但是我想我需要弄清楚。做一个标记并在这里发布。是因为我是从堆栈而不是堆中分配内存吗?那么,为什么不尝试在堆栈上以外的其他地方分配内存呢?不知道如何分配一个带有指针和malloc的二维数组,但我想我需要弄清楚这一点。@bachman有一个道理。在堆栈中分配的内存太多了,为什么不使用heap呢?显然,@KyleRegan已经回答了前面的评论,说不确定如何分配带有指针和malloc的二维数组,但我想我需要弄清楚。嘿,谢谢。你提供的链接效果很好!但我不确定它是如何工作的,比如,为什么我们在将数组传递给函数时使用三个***?另外,在括号内设置*数组有什么作用?“不确定它是如何工作的”-看看昨天刚刚加入的这个。没有足够的投票权。嘿,谢谢。你提供的链接效果很好!但我不确定它是如何工作的,比如,为什么我们在将数组传递给函数时使用三个***?另外,在括号内设置*数组有什么作用?“不确定它是如何工作的”-看看昨天刚刚加入的这个。没有足够的影响力去投票。
#include <stdio.h>
#include <cs50.h>
#include <stdlib.h>
#include <math.h>
#include <stdint.h>
// data types for the standard MS sruct values for the headers
typedef uint8_t BYTE;
typedef uint32_t DWORD;
typedef int32_t LONG;
typedef uint16_t WORD;
//bmp file header struct
typedef struct
{
WORD bfType;
DWORD bfSize;
WORD bfReserved1;
WORD bfReserved2;
DWORD bfOffBits;
} __attribute__((__packed__))
BITMAPFILEHEADER;
//bmp info header struct
typedef struct
{
DWORD biSize;
LONG biWidth;
LONG biHeight;
WORD biPlanes;
WORD biBitCount;
DWORD biCompression;
DWORD biSizeImage;
LONG biXPelsPerMeter;
LONG biYPelsPerMeter;
DWORD biClrUsed;
DWORD biClrImportant;
} __attribute__((__packed__))
BITMAPINFOHEADER;
//bmp pixel struct
typedef struct
{
BYTE rgbtBlue;
BYTE rgbtGreen;
BYTE rgbtRed;
} __attribute__((__packed__))
RGBTRIPLE;
// this program is designed to 'build' a sierpinski triangle of n layers given the users input. triangle built from top down using 2 x 2 pixel structure
// the structs above are completely 'borrowed' from the team at harvards cs50 class, whose mobile IDE is also wehre I wrote this
// and a special thank you to Irene Naya and Aditya Singhania two strangers on facebook for whom I couldn't have made this without
int main(void)
{
//prompt for and store height (in 2x2 pixel size)
fprintf(stderr, "How many layers do you want? ");
int n = get_int();
//setup paramaters to write to .bmp file and filename
char ofName[21];
sprintf(ofName,"sierpinski%05i.bmp",n);
FILE *outfile = fopen(ofName,"w");
// setup file header and info header assignments
BITMAPFILEHEADER bf;
BITMAPINFOHEADER bi;
//calculate header and header info values to write using structs in bmp.h
bi.biWidth = (n * 2) + 4;
bi.biHeight = 0 -((n * 2) + 4);
//calculate padding that will be needed
int pad = (4 - (bi.biWidth * sizeof(RGBTRIPLE)) % 4) % 4;
// assign new image size
bi.biSizeImage = abs(bi.biHeight) * ((bi.biWidth * sizeof(RGBTRIPLE)) + pad);
// assign new file header parameters
bf.bfType = 0x4d42;
bf.bfReserved1 = 0;
bf.bfReserved2 = 0;
bf.bfOffBits = 0x36;
//assign new info header parameters
bi.biSize = 0x28;
bi.biPlanes = 1;
bi.biBitCount = 24;
bi.biCompression = 0;
bi.biXPelsPerMeter = 0xb12;
bi.biYPelsPerMeter = 0xb12;
bi.biClrUsed = 0;
bi.biClrImportant = 0;
// assign new file size
bf.bfSize = bi.biSizeImage + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
// write outfile's BITMAPFILEHEADER
fwrite(&bf, sizeof(BITMAPFILEHEADER), 1, outfile);
// write outfile's BITMAPINFOHEADER
fwrite(&bi, sizeof(BITMAPINFOHEADER), 1, outfile);
//necessary variables for triangle algorithm
long long body[n][n];
int print = 0;
//create rgp triple for manipulation
RGBTRIPLE pixel;
//add buffer lines to top of .bmp
for(int i = 0; i< ((n * 2) + 4); i++)
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//add padding in if necessary
for (int l = 0; l < pad; l++)
{
fputc(0x00, outfile);
}
// second layer of top buffer lining
for(int i = 0; i< ((n * 2) + 4); i++)
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//add padding in if necessary
for (int l = 0; l < pad; l++)
{
fputc(0x00, outfile);
}
// iterate over the area and print necessary digits
for(int i = 0; i < n ; i++)
{
// blank space that borders triangle value
int blankCount = (n + 1) - i;
//write blank space surrounding start of triangle
for(int j = 0; j < blankCount; j++ )
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//draw first line of this rows triangle values
for(int j = 0; j<=i; j++)
{
if (j == 0 || i == j)
{
print = 1;
body[i][j] = 1;
}
else if( body[i-1][j-1] + body[i-1][j] == 2 || body[i-1][j-1] + body[i-1][j] == 0)
{
print = 0;
body[i][j] = 0;
}
else if(body[i-1][j-1] + body[i-1][j] == 1 )
{
print = 1;
body[i][j] = 1;
}
if ( print == 0)
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
else if (print == 1)
{
pixel.rgbtRed = 0x00;
pixel.rgbtBlue = 0x00;
pixel.rgbtGreen = 0x00;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
}
// proceeding blank space bordering back end of triangle
for(int j = 0; j < blankCount; j++ )
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//add back in if necessary
for (int l = 0; l < pad; l++)
{
fputc(0x00, outfile);
}
//this is really just a second iteration of drawing the same row. each row has to be drawn twice because each element is 2 pixels by two pixels
for(int j = 0; j <blankCount ; j++ )
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
for(int j = 0; j<=i; j++)
{
if (j == 0 || i == j)
{
print = 1;
body[i][j] = 1;
}
else if( body[i-1][j-1] + body[i-1][j] == 2 || body[i-1][j-1] + body[i-1][j] == 0)
{
print = 0;
body[i][j] = 0;
}
else if(body[i-1][j-1] + body[i-1][j] == 1 )
{
print = 1;
body[i][j] = 1;
}
if ( print == 0)
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
else if (print == 1)
{
pixel.rgbtRed = 0x00;
pixel.rgbtBlue = 0x00;
pixel.rgbtGreen = 0x00;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
}
for(int j = 0; j < blankCount; j++ )
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//add padding in if necessary
for (int l = 0; l < pad; l++)
{
fputc(0x00, outfile);
}
}
// add buffer lines to bottom of .bmp
for(int i = 0; i< ((n * 2) + 4); i++)
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//add padding in if necessary
for (int l = 0; l < pad; l++)
{
fputc(0x00, outfile);
}
for(int i = 0; i< ((n * 2) + 4); i++)
{
pixel.rgbtRed = 0xff;
pixel.rgbtBlue = 0xff;
pixel.rgbtGreen = 0xff;
fwrite(&pixel, sizeof(RGBTRIPLE), 1, outfile);
}
//add padding in if necessary
for (int l = 0; l < pad; l++)
{
fputc(0x00, outfile);
}
// just tidying up here
fclose(outfile);
return 0;
}
long long body[n][n];