Sometimes I get EXEC_BAD_ACCESS (Access violation) when reversing an array
I am loading an image using the OpenEXR library.
This works fine, except the image is loaded rotated 180 degrees. I use the loop shown below to reverse the array but sometimes the program will quit and xcode will give me an EXEC_BAD_ACCESS error (Which I assume is the same as an access violation in msvc). It does not happen everytime, just once every 5-10 times.
Ideally I'd want to reverse the array in place, although that led to errors everytime and using memcpy would fail but without causing an error, just a blank image. I'd like to know what's causing this problem first.
Here is the code I am using: (Rgba is a struct of 4 "Half"s r, g, b, and a, defined in OpenEXR)
Rgba* readRgba(const char filename[], int& width, int& height){
Rgba* pixelBuffer = new Rgba[width * height];
Rgba* temp = new Rgba[width * height];
// ....EXR Loading code....
// TODO: *Sometimes* the following code results in a bad memory access error. No idea why.
// Flip the image to conform with OpenGL coordinates.
for (int i = 0; i < height; i++){
for(int j = 0; j < width; j++){
temp[(i*width)+j] = pixelBuffer[(width*height)-(i*width)+j];
}
}
delete pixelBuffer;
return temp;
}
Tha开发者_运维技巧nks in advance!
Change:
temp[(i*width)+j] = pixelBuffer[(width*height)-(i*width)+j];
to:
temp[(i*width)+j] = pixelBuffer[(width*height)-(i*width)+j - 1];
(Hint: think about what happens when i = 0 and j = 0 !)
And here's how you can optimize this code, to save memory and for cycles:
Rgba* readRgba(const char filename[], int& width, int& height)
{
Rgba* pixelBuffer = new Rgba[width * height];
Rgba tempPixel;
// ....EXR Loading code....
// Flip the image to conform with OpenGL coordinates.
for (int i = 0; i <= height/2; i++)
for(int j = 0; j < width && (i*width + j) <= (height*width/2); j++)
{
tempPixel = pixelBuffer[i*width + j];
pixelBuffer[i*width + j] = pixelBuffer[height*width - (i*width + j) -1];
pixelBuffer[height*width - (i*width + j) -1] = tempPixel;
}
return pixelBuffer;
}
Note that optimal (from a memory usage best practices point of view) would be to pass pixelBuffer* as a parameter and already allocated. It's a good practice to allocate and release the memory in the same piece of code.
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