This a menu based program to create a database of people and for performing operations on their name. After compilation, I am able to add a person successfully using the add function of Person class but when I retrieve the list of the added people using list function it shows garbage values instead of showing the entered names. It's the question no. 4(lab 4) in the below give doc.
https://drive.google.com/open?id=18cR9bgPlqM6q-kXBIcxg5Hpj04bkZMnW&authuser=0
#include<iostream>
#include<stdio.h>
#include<string.h>
#include<stdlib.h>
using namespace std;
class Person
{
const char *name;
public:
Person(const char* n)
{
name=n;
}
bool search(const char* substr)
{
const char *str=name;
while(*str!='\0')
{ int count=0;
if(*str==*substr)
{ const char *s=substr;
const char *p=str;
while(*s!='\0')
{
if(*p==*s)
{
count++;
p++;
s++;
}
else
break;
}
}
if(count==strlen(substr))
{
cout<<name<<endl;
return true;
}
str++;
}
return false;
}
void print()
{
cout<<name<<endl;
}
~Person()
{
cout << ":)";
}
friend class People;
};
class People
{
Person** array;
int length;
void prompt()
{
cout << "\n'A'-Add a person\n'L'-List all persons\n'S'-Search\n'Q'-Quit\n";
}
public:
People()
{
array = NULL;
length = 0;
}
void add()
{
string m;
cout << "Enter a Name:\n";
cin >> m;
Person s(m.c_str());
if (array == NULL)
array = (Person**)malloc(sizeof(Person*));
else
{
array=(Person**)realloc(array, length*sizeof(Person*));
}
array[length] =new Person(s.name);
array[length]->print();
++length;
}
void list()
{
cout << "\nThe names of the person in the list are:\n";
for (int i = 0; i <length; i++)
{
array[i]->print();
}
}
void search()
{
string a;
int flag = 0;
cout << "\nEnter a string to be found in the names present in the list:\n";
cin >> a;
cout << "\n The names with entered substring are:\n";
for (int i = 0; i <length; i++)
{
bool state=array[i]->search(a.c_str());
if (state)
flag = -1;
}
if (flag == 0)
cout << "\nNone of the names contains the entered substring!!!\n";
}
void menu()
{
char c = 'Y';
while (c != 'Q')
{
cout << "Choose an option(character):\n";
prompt();
cin>>c;
switch (c)
{
case 'A':add();
cout << "Name entered sucessfully!!!\n";
break;
case 'L':list();
break;
case 'S':search();
break;
case 'Q':c = 'Q';
break;
}
}
}
};
int main()
{
People All;
All.menu();
return 0;
}
I am not able to find any mistake in my implementation of add function. What could be the possible reason for malfunctioning of list function?
tl;dr
You store a pointer to the internal memory of string (m). That string gets destroyed at the end of add() so you have pointer to unallocated memory, which causes undefined behaviour.
possible solutions
Best would be to store a std::string instead of a const char * inside Person.
walkthrough
If you want a more detailed analyses: You store a pointer to a string that goes out of scope.
void add()
{
string m; // string is initialized and allocates memory for its content
cout << "Enter a Name:\n";
cin >> m; // read content
Person s(m.c_str()); // m.c_str() retrieves a pointer to the memory allocated by m
//this pointer is stored inside s
if (array == NULL)
{
array = (Person**)malloc(sizeof(Person*));
}
else
{
array=(Person**)realloc(array, length*sizeof(Person*));
}
array[length] = new Person(s.name); // s.name still points to the memory allocated by m
array[length]->print();
++length;
} //At the end of the function m gets destroyed and deallocates its memory
So after the function exits you still have stored the pointer to m.c_str() inside a persons name. This pointer now points to unallocated memory. This memory now may (or may not) be overwritten at any time. You get undefined behaviour and print garbage.
Related
I am trying to dynamically allocate an array and whenever it gets to the part where it dynamically allocates the program exits. I would rather not use vectors as I am trying to learn how to do this using dynamic arrays.
This is the simplified code:
#include <iostream>
#include <string>
using namespace std;
class Student
{
private:
double calcAverage(double* testArray);
char calcGrade(double average);
public:
int nTests, sameTests, idNum;
string name;
double average, *testArray;
char grade;
};
int i;
Student fillStudentArray(int nStudents);
int main()
{
*studentArray = fillStudentArray(nStudents);
return 0;
}
Student fillStudentArray(int nStudents)
{
Student *newStudentArray = new Student[nStudents];
cout << "If you can see this I worked. ";
delete[] studentArray;
return *newStudentArray;
}
I have tried the solution posted here Creation of Dynamic Array of Dynamic Objects in C++ but it also exits in a similar way. The main for the code looks like this.
int main()
{
int nStudents = 3; //this number is just for testing, in actual code it has user input
Student** studentArray = new Student*[nStudents];
cout << "1 ";
for(i = 0; i < nStudents; i++)
{
cout << "2 ";
studentArray[i] = new Student[25];
cout << "3 ";
}
return 0;
}
close (heres a cigar anyway)
Student* fillStudentArray(int nStudents); <<== function must return pointer to students
int main()
{
int nStudents = 3; <<<=== declared nstudents
Student *studentArray = fillStudentArray(nStudents); <<< declare studentArray
return 0;
}
Student *fillStudentArray(int nStudents) <<<== return pointer
{
Student* newStudentArray = new Student[nStudents];
cout << "If you can see this I worked. ";
// delete[] studentArray; <<<== what were you trying to delete?
return newStudentArray; <<<=== return pointer
}
the second code you showed is not relevant, its creating a 2d array
I'm trying to code an text-based adventure game builder. I have three classes: Room, Object, and my main class. In my Room class, I have a (private) vector of pointers of Objects: vector<Object*> objectsInRoom
This keeps track of all the Objects stored in each room. I have a function called objects() in the Room class that returns objectsInRooms for when I call that vector in my main class.
vector<Object*> Room::objects() { return objectsInRoom; }
In my main class, in my function pickUpObject(), I've created a vector of pointers of Objects called roomObject. I call objects() in the Room class and store the Objects in objectsInRoom (which is only accessed in the Room class) in roomObject (which is accessible in my function in main). I also have a vector of Objects called allObjects that stores all the items that I want to pick up from the room and carry around with me. It has a global scope.
I want to make it so that if I pick up an item in a particular room, I add the item to allObjects, delete the pointer to that element in roomObjects (and thus the pointer to that element in objectsInRooms in the Room class), and the item itself.
My pickUpObject function is: (Room* current just tells me what room I'm in and thus what Objects I have)
void pickUpObject(vector<Object>&allObjects, Room* current)
{
vector<Object*>roomObjects; int length; string name; char flag;
roomObjects = current->objects();
length = roomObjects.size();
bool repeat = true;
while (repeat)
{
if (length == 0)
{
cout << "There are no objects to pick up in " << current->name() << endl;
repeat = false;
}
else
{
cout << "There is a ";
for (int k = 0; k < roomObjects.size() - 1; k++)
{
cout << roomObjects[k]->getName();
if (length > 2)
cout << ", ";
}
if (length > 1)
cout << " and " << roomObjects[length - 1]->getName() << " here." << endl;
else
cout << roomObjects[length-1]->getName() << "." << endl;
cout << "What object do you want to pick up?" << endl;
cin >> name;
//this is where the deletion happens
for (int i = 0; i < length; i++)
if (name.compare(roomObjects[i]->getName()) == 0)
{
allObjects.push_back(*roomObjects[i]);
roomObjects.erase(roomObjects.begin() + i);
deleteVectorContent(roomObjects, i, i + 1);
}
cout << "roomObject size = " << roomObjects.size() << endl;
cout << "--------------------" << endl;
cout << "allObject size = " << allObjects.size() << endl;
for (int i = 0; i < allObjects.size(); i++)
cout << allObjects[i].getName() << endl;
for (int i = 0; i < roomObjects.size(); i++)
{
cout << roomObjects[i]->getName() << endl;
}
cout << "Do you want to pick up another object? (Y/N): ";
cin >> flag;
if (flag == 'N')
repeat = false;
}
}
}
I've looked up various posts on StackOverflow to try and resolve my dilemma. In main, I've created a method called deleteVectorContent to try and delete the pointer.
void deleteVectorContent(vector<Object*> objectVector, int start, int stop)
{
for (int k = start; k < stop; k++)
delete objectVector[k];
objectVector.clear();
}
I've also tried 'roomObjects.remove()' to remove the item itself from that room. Whenever I compile, however, my compiler also throws me an exception. Help would be greatly appreciated.
P.S. The link to this assignment is here. If you scroll down to the "Extra Credit for the Programming Assignment" and go to the first one marked "10 points," that is what I am working on. Thank you so much for the help!
Room::objects() is returning a copy of objectsInRoom, so any modifications that pickUpObject() makes to that returned vector will not be applied back to objectsInRoom. You would need to make Room::objects() return a reference to objectsInRoom instead, eg:
vector<Object*>& Room::objects()
{
return objectsInRoom;
}
void pickUpObject(vector<Object> &allObjects, Room* current)
{
vector<Object*> &roomObjects = current->objects();
...
}
Otherwise, don't provide direct access to objectsInRoom at all. Introduce new methods to Room to access/remove a given Object* from its objectsInRoom, eg:
int Room::numObjects()
{
return objectsInRoom.size();
}
Object* Room::getObject(int index)
{
return objectsInRoom[index];
}
Object* Room::takeObject(int index)
{
Object *obj = objectsInRoom[index];
objectsInRoom.erase(objectsInRoom.begin()+index);
return obj;
}
void pickUpObject(vector<Object> &allObjects, Room* current)
{
int length = current->numObjects();
...
for (int i = 0; i < length; ++i)
{
if (name == current->getObject(i)->getName())
{
Object *obj = current->takeObject(i);
allObjects.push_back(*obj);
delete obj;
break;
}
}
...
}
Note that allObjects is receiving copies of the actual Objects, not Object* pointers. The code you showed is leaking memory when you make a copy of *roomObjects[i] and then erase() the Object* at i without delete'ing the Object it is pointing at. If Object is so easily copyable, you can save yourself a lot of headaches by simply getting rid of all the Object* pointers and just use Object everywhere:
class Room
{
vector<Object> objectsInRoom;
...
};
int Room::numObjects()
{
return objectsInRoom.size();
}
Object& Room::getObject(int index)
{
return objectsInRoom[index];
}
Object Room::takeObject(int index)
{
Object obj = objectsInRoom[index];
objectsInRoom.erase(objectsInRoom.begin()+index);
return obj;
}
void pickUpObject(vector<Object> &allObjects, Room* current)
{
int length = current->numObjects();
...
for (int i = 0; i < length; ++i)
{
if (name == current->getObject(i)->getName())
{
allObjects.push_back(current->takeObject(i));
break;
}
}
....
}
Otherwise, don't mix Object with Object* like you are, use Object* everywhere.
If you have a fixed set of Objects for the game, I would create a global vector<Object> to hold them all, and then just pass around Object* pointers everywhere as needed. Then you don't have to worry about cleaning up memory manually at all:
vector<Object> allGameObjects;
// fill as needed...
void Room::addObject(Object *obj)
{
objectsInRoom.push_back(obj);
}
Object* Room::takeObject(int index)
{
Object *obj = objectsInRoom[index];
objectsInRoom.erase(objectsInRoom.begin()+index);
return obj;
}
void pickUpObject(vector<Object*> &allObjects, Room* current)
{
...
allObjects.push_back(current->takeObject(i));
...
}
If you absolutely need a vector that owns Object* pointers that have to be cleaned up before the vector is destroyed, consider using vector<unique_ptr<Object>> for that, let the compiler and STL handle the hard work for you. If you ever find yourself having to write something like deleteVectorContent(), rethink your design.
I'm totally lost and confused and could use some help.
I'm currently working on a small command line-based game. For this I wrote a class Inventory, dynamically creating an array of invSpace-objects, each space representing a pair of a pointer to an Item (another class of mine) and a integer, depicting a quantity. Here's the code:
class invSpace {
public:
Item *item;
int quantity;
invSpace() {
item = NULL;
quantity = 0;
}
};
class Inventory {
private:
invSpace* spaces = NULL;
size_t size;
public:
int free_space() {
int free = 0;
for (int i = 0; i < size; i++) {
if (spaces[i].item == NULL) {
free++;
}
}
return free;
}
Inventory() {}
Inventory(size_t new_size) {
size = new_size;
spaces = new invSpace[size];
for (int i = 0; i < size; i++) { //I know this is obsolete because
spaces[i].item = NULL; //of the invSpace constructor, I
spaces[i].quantity = 0; //just did this for testing
}
~Inventory() {
delete[] spaces;
}
invSpace& operator[](int index) {
return spaces[index];
}
};
There are some more methods in this class, like for adding, deleting and searching for items, but those don't matter now. So this is basically just a simple array within one object, dynamically allocating memory in the constructor and with some extra methods. After being created, the array contains zero elements, or Items, so the free_space() method should return the size of the array. But it doesn't. It returns about half of the size.
My first thought was that something went wrong with the allocation. But at a second glance I noticed that the Inventory is totally fine directly after being created; with exactly as many spaces as requested, all of them set to item=NULL/quantity=0. But after a call of getline() at the start of main() that scans user input and saves it to a string for further analyzing, some spaces get filled with random addresses and integers.
Even stranger, with each new call of getline() some spaces are freed, some others filled. As far as my debugging, experimenting and testing goes, none of these addresses belong to any variable in my program, they are just plain random. Also, at no point is there be any interference with the Inventory and the getline() function or the string it returns. In fact, after being created, no part of this object is used anywhere in the code beside the free_space() method. What's even stranger is that spaces in the Inventory class is marked private, so a method is required to meddle with this pointer/array (or so I would expect).
This problem occurs with getline() and cin but not with any of C's <stdio.h> input stream functions. Using malloc() instead of new[] makes no difference. Of course, I could use something like scanf() for the reading from the console. Still, I just want to know why all these things happen. I have absolutely no idea.
Thanks in advance for every answer!
EDIT:
I narrowed the whole code so that it still produces the same error, also changed free_space() so that it prints adress and integer if present:
#include <iostream>
#include <string>
#include <map>
using namespace std;
class Item {
public:
static map<string, Item*> itemlist;
string name;
string description;
Item() {}
Item(const string new_name, const string new_description) {
name = new_name;
description = new_description;
itemlist.insert(pair<string, Item*> (name, this));
}
};
map<string, Item*> Item::itemlist;
/*The more Items are declared, the more random adresses appear in the
inventory*/
Item item01("sword", "A sharp and deadly weapon.");
Item item02("shield", "This will protect you. To a certain extent.");
Item item03("stick", "What is this for exactly?");
Item item04("bottle of water", "A bottle full of refreshing spring water.");
class invSpace {
public:
Item *item;
int quantity;
invSpace() {
item = NULL;
quantity = 0;
}
};
class Inventory {
private:
invSpace* spaces = NULL;
size_t size;
public:
int free_space() {
int free = 0;
for (int i = 0; i < size; i++) {
if (spaces[i].item == NULL) {
free++;
cout << i << " = free" << endl;
}
else {
cout << spaces[i].item << " / " << spaces[i].quantity << endl;
}
}
return free;
}
Inventory() {}
Inventory(size_t new_size) {
size = new_size;
spaces = new invSpace[size];
for (int i = 0; i < size; i++) {
spaces[i].item = NULL;
spaces[i].quantity = 0;
}
}
~Inventory() {
delete[] spaces;
}
};
class Player {
public:
string name;
Inventory inventory;
Player(const string new_name) {
inventory = Inventory(40);
name = new_name;
}
};
Player player("Me");
int main() {
string input;
//Inventory inventory(40); //no error when declared outside the Player class
while (1) {
cout << "\n>> ";
getline(cin, input);
if (input == "x") {
break;
}
else {
player.inventory.free_space();
}
}
}
Some things I noticed: No error occurs if the inventory isn't part of a Player-object. If it is but no Items are declared only the first inventory space receives a random adress (and int value) after the first call of getline().
The more Items there are, the more random adresses I get, it seems...
I am trying to send a array of 15 integers between two functions in C++. The first enables the user to enter taxi IDs and the second functions allows the user to delete taxi IDs from the array. However I am having an issue sending the array between the functions.
void startShift ()
{
int array [15]; //array of 15 declared
for (int i = 0; i < 15; i++)
{
cout << "Please enter the taxis ID: ";
cin >> array[i]; //user enters taxi IDs
if (array[i] == 0)
break;
}
cout << "Enter 0 to return to main menu: ";
cin >> goBack;
cout << "\n";
if (goBack == 0)
update();
}
void endShift ()
{
//need the array to be sent to here
cout << "Enter 0 to return to main menu: ";
cin >> goBack;
cout << "\n";
if (goBack == 0)
update();
}
Any help is great valued. Many thanks.
Since the array has been created on the stack, you would just need to pass the pointer to the first element, as an int*
void endshift(int* arr)
{
int val = arr[1];
printf("val is %d", val);
}
int main(void)
{
int array[15];
array[1] = 5;
endshift(array);
}
Since the array is created on the stack, it will no longer exist once the routine in which it was created has exited.
Declare the array outside of those functions and pass it to them by reference.
void startShift(int (&shifts)[15]) {
// ...
}
void endShift(int (&shifts)[15]) {
// ...
}
int main() {
int array[15];
startShift(array);
endShift(array);
}
This isn't exactly pretty syntax or all that common. A much more likely way to write this is to pass a pointer to the array and its length.
void startShift(int* shifts, size_t len) {
// work with the pointer
}
int main() {
int array[15];
startShift(array, 15);
}
Idiomatic C++ would be different altogether and use iterators to abstract away from the container, but I suppose that is out of scope here. The example anyway:
template<typename Iterator>
void startShift(Iterator begin, Iterator end) {
// work with the iterators
}
int main() {
int array[15];
startShift(array, array + 15);
}
You also wouldn't use a raw array, but std::array.
It won't work to use a local array in the startShift() function. You are best off to do one or more of the following:
Use an array in the function calling startShift() and endShift() and pass the array to these functions, e.g.:
void startShift(int* array) { ... }
void endShift(int* array) { ... }
int main() {
int arrray[15];
// ...
startShift(array);
// ...
endShift(array);
// ...
}
Don't use built-in arrays in the first place: use std::vector<int> instead: that class automatically maintains the current size of the array. You can also return it from a function altough you are probably still best off to pass the objects to the function.
void endShift (int* arr)
{
arr[0] = 5;
}
i have a problem with my program. It should be program that recognize palindome through the stack. Everything works great, only thing that don't work is printing stacks(original and reversed) after the funcion is done.
Here is my entire code, and the problem is at case d and e:
#include <iostream>
using namespace std;
const int MAXSTACK = 21;
class stack {
private:
int stop;
char stk[MAXSTACK];
public:
stack();
~stack();
stack(const stack& s);
void push(const char c);
char pop();
char top(void);
int emptystack(void);
int fullstack(void);
void stack_print(void);
int stack::create(void);
};
stack::stack()
{
stop = 0;
}
stack::~stack() { }
stack::stack(const stack& s)
{
stop = s.stop;
strcpy(stk,s.stk);
}
void stack::push(const char c)
{
stk[stop++] = c;
}
char stack::pop()
{
return stop--;
}
char stack::top(void)
{
return stk[stop - 1];
}
int stack::emptystack(void)
{
return !stop;
}
int stack::fullstack(void)
{
return stop == MAXSTACK;
}
void stack::stack_print(void)
{
for (int i=0; i<stop; i++)
cout<<stk[i];
cout<<endl;
}
int stack::create(void)
{
return !stop;
}
char menu()
{
char volba;
cout<<"\n";
cout<<" **********.\n";
cout<<"\n";
cout<<" a ... make new containers\n";
cout<<" b ... delete content\n";
cout<<" c ... enter string\n";
cout<<" d ... print on screen first stack\n";
cout<<" e ... print on screen first stack\n";
cout<<" f ... is it palindrom\n";
cout<<" x ... exit\n";
cout<<"\n your choice : ";
cin >> volba;
return volba;
}
int main() {
char palindrome[MAXSTACK];
char volba;
stack original,reversed;
int stackitems = 0,i;
//cin.getline(palindrome,MAXSTACK);
do{
volba = menu();
switch (volba)
{
case'a':
{
original.create();
reversed.create();
cout<<"done'";
break;
}
case'b':
{
original.emptystack();
reversed.emptystack();
cout<<"empty";
break;
}
case'c':
{
cout<<"enter your string"<<endl;
cin.get();
//cin.get();
cin.getline(palindrome,MAXSTACK);
for(int o = 0; o < strlen(palindrome); o++)
if (isalpha(palindrome[o]))
{
original.push(tolower(palindrome[o]));
stackitems++;
}
original.stack_print();
break;
}
case'd':
{
original.~stack();
for(int g = 0; g < strlen(palindrome); g++)
original.push(tolower(palindrome[g]));
original.stack_print();
}
/*//cin.getline(palindrome,MAXSTACK);
for(int g = 0; g < strlen(palindrome); g++)
if (isalpha(palindrome[g]))
{
original.push(tolower(palindrome[g]));
stackitems++;
}
}
original.stack_print();*/
break;
/*{
cout<<"original: ";
original.stack_print();
break;
}*/
break;
case'e':
{
cout<<"reversed:"<<endl;
for( i = 0; i < stackitems; i++) {
reversed.push(original.top());
original.pop();
}
reversed.stack_print();
}
break;
case'f':
{
for( i = 0; i < stackitems / 2; i++) {
reversed.push(original.top());
original.pop();
}
if (stackitems % 2)
original.pop();
while (!original.emptystack()) {
if (original.top() != reversed.top()) break;
original.pop(); reversed.pop();
}
if (original.emptystack())
cout << "it is palindrom\n";
else
cout << "not palindrom\n";
break;
}
default:cout<<"!??!";
}
} while(volba!='x');
}
You've explicitly called your stack's destructor. There is almost never a good reason to do this. If the stack is a local ("on the stack", hee hee), the compile will do it for you. If it's on the heap, created with new, call delete on it, which will cause the compiler to call the destructor.
case'd':
{
original.~stack();
You have commented palindrome reading :)
//cin.getline(palindrome,MAXSTACK);
There are a few things I would like to respond with. First, I think GMan, tpdi, and Vinay all have good points. This FAQ explains why calling the destructor on a local variable is a bad idea.
I realize this is just a simple homework problem and you are probably just trying to keep your stack class lightweight, but you might consider using a container class instead of an array of characters in your stack class.
Next, I'm not sure your emptystack and create functions are doing what you think they are doing. When you declare your original and reversed stack classes in the main program the memory is allocated for your internal character array. It's not really necessary in this case to have a create function. Perhaps if you were allocating memory on the heap for your character array, you would put that code into the create function (if you chose to leave it out of the constructor for some reason), but that's not the case here.
Similarly, emptystack isn't really doing anything. It would be better to have empty stack set the stop member variable to 0. At least that way the stack would appear to be empty the next time someone tried to use it.
There's a lot more that could be said about this class, but it might be better if you tried some of the suggestions here like using the std::stack and debugging. This is, after all, your homework assignment: it will help you a lot more in the future if you find the solution yourself!