Vector Troubles in C++
I am currently working on a project that deals with a vector of objects of a People class. The program compiles and runs just fine, but when I use the debugger it dies when trying to do anything with the PersonWrangler object. I currently have 3 different classes, one for the person, a personwrangler which handles all of the people collectively, and a game class that handles the game input and output.
Edit: My basic question is to understand why it i开发者_JS百科s dying when it calls outputPeople. Also I would like to understand why my program works exactly as it should unless I use the debugger. The outputPeople function works the way I intended that way.
Edit 2: The callstack has 3 bad calls which are:
- std::vector >::begin(this=0xbaadf00d)
- std::vector >::size(this=0xbaadf00d)
- PersonWrangler::outputPeople(this=0xbaadf00d)
Relevant code:
class Game
{
public:
Game();
void gameLoop();
void menu();
void setStatus(bool inputStatus);
bool getStatus();
PersonWrangler* hal;
private:
bool status;
};
which calls outputPeople where it promptly dies from a baadf00d error.
void Game::menu()
{
hal->outputPeople();
}
where hal is an object of PersonWrangler type
class PersonWrangler
{
public:
PersonWrangler(int inputStartingNum);
void outputPeople();
vector<Person*> peopleVector;
vector<Person*>::iterator personIterator;
int totalPeople;
};
and the outputPeople function is defined as
void PersonWrangler::outputPeople()
{
int totalConnections = 0;
cout << " Total People:" << peopleVector.size() << endl;
for (unsigned int i = 0;i < peopleVector.size();i++)
{
sort(peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end());
peopleVector[i]->connectionsVector.erase( unique (peopleVector[i]->connectionsVector.begin(),peopleVector[i]->connectionsVector.end()),peopleVector[i]->connectionsVector.end());
peopleVector[i]->outputPerson();
totalConnections+=peopleVector[i]->connectionsVector.size();
}
cout << "Total connections:" << totalConnections/2 << endl;
}
Where hal is initialized
Game::Game()
{
PersonWrangler* hal = new PersonWrangler(inputStartingNum);
}
0xBAADFOOD
is a magic number to alert you to the fact that you're dealing with uninitialized memory. From the stack trace, we see that this
in PersonWrangler::outputPeople
is invalid. Thus hal
doesn't point to a valid PersonWrangler
(that is, assuming frame 4 is a call to Game::menu
). To resolve this sort of thing yourself, step through the code, starting at Game::Game()
, examining Game::hal
as you go, to see what might be going wrong.
In Game::Game
, hal
is a local variable that shadows Game::hal
. When Game::Game
exits, this hal
goes out of scope and leaks memory, while Game::hal
remains uninitialized. What you want is:
Game::Game()
{
hal = new PersonWrangler(inputStartingNum);
}
Debuggers fill uninitialized memory with magic numbers to make it easier to spot errors. In a production build, memory isn't filled with anything in particular; the content of uninitialized memory is undefined, and might hold valid values. This is why a production build might not fail when a debug build will.
Did you initialize hal
to point to an actual PersonWrangler object?
Creating a pointer does not point it at an actual object unless you do it explicitly. You probably want to either pass a PersonWrangler to your Game at construction time, or have the Game constructor create a PersonWrangler using new
. If you choose the latter, make sure to delete
your PersonWrangler somewhere, probably in the Game deconstructor.
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