Error on Multiple Array Dynamic Memory Allocation - c++

please advise why below do not work. use VC2017:
long **l;
l = new long [5][7];
it shows error as:
"a value of type "long*[7]" can not be assigned an entity of
long**"...
How can I solve it?

You need to declare and init the first array of pointer to long* and then assign to each his own array as:
long** l = new long*[5]; // declare array of pointer of 5 cell
for(int i = 0; i < 5; ++i)
l[i] = new long[7]; // assign to each cell array with 7 cells
Remember that anything allocated with new is created on the heap and must be de-allocated with delete.

Related

How to access 1 element in 2D dynamic array in C++

I'm new to C++, and I've been trying to figure out how to access just 1 element in a 2D array that I've dynamically allocated like so:
char** array;
array = new char*[3];
for(int i = 0; i < 3; i++) {
array[i] = new char [3];
}
I've been trying to access it like this:
cout<< array[0][0];
Whenever I try to do this, nothing prints out and the program segfaults.
How should I fix it so that it prints?
Thank you for your time!
If you're looking to create a 2D array you should take a look at this Stack Overflow post here. It has a nice image to explain how 2D memory is laid out and how to properly create the array. Remember, when you create dynamic memory using new you need to delete the memory manually with delete[]. The second response gives a code example of how to delete the 2D array. Once you have your array you can access it by cout << array[x][y], where x and y are your row and column indices. I'd focus on properly creating the 2D array and understanding that first.

Attempting to create a dynamic array

I have the following piece of code, which is only half on the entire code:
// Declare map elements using an enumeration
enum entity_labels {
EMPTY = 0,
WALL
};
typedef entity_labels ENTITY;
// Define an array of ASCII codes to use for visualising the map
const int TOKEN[2] = {
32, // EMPTY
178 // WALL
};
// create type aliases for console and map array buffers
using GUI_BUFFER = CHAR_INFO[MAP_HEIGHT][MAP_WIDTH];
using MAP_BUFFER = ENTITY[MAP_HEIGHT][MAP_WIDTH];
//Declare application subroutines
void InitConsole(unsigned int, unsigned int);
void ClearConsole(HANDLE hStdOut);
WORD GetKey();
void DrawMap(MAP_BUFFER & rMap);
/**************************************************************************
* Initialise the standard output console
*/
HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
if (hStdOut != INVALID_HANDLE_VALUE)
{
ClearConsole(hStdOut);
// Set window title
SetConsoleTitle(TEXT("Tile Map Demo"));
// Set window size
SMALL_RECT srWindowRect;
srWindowRect.Left = 0;
srWindowRect.Top = 0;
srWindowRect.Bottom = srWindowRect.Top + MAP_HEIGHT;
srWindowRect.Right = srWindowRect.Left + MAP_WIDTH;
SetConsoleWindowInfo(hStdOut, true, &srWindowRect);
// Set screen buffer size
COORD cWindowSize = { MAP_WIDTH, MAP_HEIGHT };
SetConsoleScreenBufferSize(hStdOut, cWindowSize);
}
/*************************************************************************/
/*************************************************************************
* Initialise the tile map with appropriate ENTITY values
*/
MAP_BUFFER tileMap;
for (unsigned int row = 0; row < MAP_HEIGHT; row++)
{
for (unsigned int col = 0; col < MAP_WIDTH; col++)
{
tileMap [row][col] = WALL;
}
}
Essentially the entire code is used to create a tile map and output it to screen but I'm attempting to make tileMap a dynamic array in runtime.
I have tried creating one down where the tileMap is being created.
I've tried creating one just after "entity_lables" are given the typedef "ENTITY".
I've tried creating one after the "MAP_BUFFER" and "GUI_BUFFER" become aliases.
But still I'm at a loss, I have no idea on how to successfully implement a dynamic array to tileMap, and I certainly don't know the best spot to put it.
Any help would be greatly appreciated.
The syntax you are using for defining your array is for a constant sized C array. In general you should shy away from C arrays unless the size of the data is determined at compile time(and never needs to change) and the array never leaves the scope(because a C array does not retain information on its own size.)
In place of constant or dynamically sized C arrays I would suggest to use the Vector container. The Vector is a dynamically sized container that fills up from the back, the last element you have added to
std::vector<std::vector<ENTITY>>
To add the vector container to your project add the line
#include <vector>
To fill the container your loop could look like:
MAP_BUFFER tileMap;
for (unsigned int row = 0; row < MAP_HEIGHT; row++)
{
std::vector<ENTITY> column; // A column of the tile map
for (unsigned int col = 0; col < MAP_WIDTH; col++)
{
column.push_back(WALL); // Add one element to the column
}
tileMap.push_back(column); // Add the column to the tile map
}
or you could initialize the Vector to the size you want at the beginning and use your current loop to assign the tile values:
using TILE_MAP = vector<vector<ENTITY>>;
// MAP_WIDTH x MAP_HEIGHT multidimensional vector
TILE_MAP tileMap(MAP_WIDTH, vector<ENTITY>(MAP_HEIGHT));
for (unsigned int row = 0; row < MAP_HEIGHT; row++)
{
for (unsigned int col = 0; col < MAP_WIDTH; col++)
{
tileMap [row][col] = WALL;
}
}
Calling an element of a vector after it has been filled has the same syntax as an array.
tileMap[2][4]
You can also check the length of the vector:
int rows = tileMap.size();
if( rows > 0 )
int columnsInRow0 = tileMap[0].size()
While you are at it you should look into other containers like Maps and Sets since they make your life easier.
Edit:
Since you want to know how to make a dynamic array not using a vector I will give you an answer: std::vector is the C++ defined dynamically sized array. C arrays will not change size after they are defined, vector will.
However I think you are asking about the ability to define runtime constant sized arrays. So I will explain what they are and why you should not use them.
When you define the C array you are probably getting a warning saying that the expression needs to be constant.
A C array is a pointer to the stack. And the implementation of the compiletime C array is that it needs to be a constant size at compile time.
int compiletimeArray[] = { 1, 2, 3 };
// turns out c arrays are pointers
int* ptr = compiletimeArray;
// prints 2
std::cout << compiletimeArray[1];
// prints 2
std::cout << ptr[1];
// prints 2
std::cout << *(compiletimeArray + 1);
// also prints 2
std::cout << *(ptr + 1); //move pointer 1 element and de-reference
Pointers are like a whiteboard with a telephone number written on it. The same kind of issues occur as with telephone numbers; number on whiteboard has been erased, number on whiteboard has changed, recipient does not exist, recipient changed their number, service provider running out of available numbers to give new users... Keep that in mind.
To get create a runtime constant sized array you need to allocate the array on the heap and assign it to a pointer.
int size = 4;
int* runtimeArray = new int[size]; // this will work
delete[] runtimeArray; // de-allocate
size = 8; // change size
runtimeArray = new int[size]; // allocate a new array
The main difference between the stack and heap is that the stack will de-allocate the memory used by a variable when the program exits the scope the variable was declared in, on the other hand anything declared on the heap will still remain in memory and has to be explicitly de-allocated or you will get a memory leak.
// You must call this when you are never going to use the data at the memory address again
// release the memory from the heap
delete[] runtimeArray; // akin to releasing a phone number to be used by someone else
If you do not release memory from the heap eventually you will run out.
// Try running this
void crashingFunction() {
while(true)
{
// every time new[] is called ptr is assigned a new address, the memory at the old address is not freed
// 90001 ints worth of space(generally 32 or 64 bytes each int) is reserved on the heap
int* ptr = new int[90001]; // new[] eventually crashes because your system runs out of memory space to give
}
}
void okFunction() {
// Try running this
while(true)
{
// every time new[] is called ptr is assigned a new address, the old is not freed
// 90001 ints worth of space is reserved on the heap
int* ptr = new int[90001]; // never crashes
delete[] ptr; // reserved space above is de-allocated
}
}
Why use std::vector? Because std::vector internally manages the runtime array.
// allocates for you
vector(int size) {
// ...
runtimeArray = new runtimeArray[size];
}
// When the vector exits scope the deconstructor is called and it deletes allocated memory
// So you do not have to remember to do it yourself
~vector() {
// ...
delete[] runtimeArray;
}
So if you had the same scenario as last time
void vectorTestFunction() {
// Try running this
while(true)
{
std::vector<int> vec(9001); // internally allocates memory
} // <-- deallocates memory here because ~vector is called
}
If you want to use a runtime constant array I suggest the std:array container. It is like vector in that it manages its internal memory but is optimized for if you never need to add new elements. It is declared just like vector but does not contain resizing functions after its constructor.

Memory allocation with unknown number of elements

Since the number of elements is determined by some conditions, I wrote a program like this;
int i = 0;
int *layer;
while (i != 12){
layer = new int;
layer[i] = i;
cout << layer[i] << endl;
i++;
}
delete[] layer;
return 0;
I get the result;
0
1
2
3
4
5
6
And then program crashes. What is the reason of this and how should I modify the program in order to allocate memory for unknown number of elements?
Thanks in advance!
You have undefined behaviour. You allocate space for a single int, then you treat it as an array.
layer = new int; // single int
layer[i] = i; // wat??
Then you leak the memory, then you call delete[] on the last newed int. Since it isn't clear what you want to do with your code, I can only offer some suggestions:
Consider using std::vector<int> as a dynamic array. It will save you a lot of trouble.
If you must allocate an array with new (you probably don't), you need new int[n] where n is the number of elements.
Call delete [] for every new[] and delete for every new.

Could anyone please explain me this piece of code?

"header" is an object of a struct and you can consider header.img to have a value of 496. And header struct has 3 integer elements so is the value 12 bytes. (Considering 4 bytes a int)
double** MatrixBuffers = new double* [header.img];
MatrixBuffers[0] = new double[header.img* 12];
for (unsigned int i=1; i<header.img; ++i) {
MatrixBuffers[i] = MatrixBuffers[0] + i * 12;
}
globaldata.adv_MatrixBuffers = MatrixBuffers;
I understand that MatrixBuffers is a pointer to 496 doubles. But I don't understand what's happening in the second line.
MatrixBuffers[0] = new double[header.img* 12];
1.Does this mean MatrixBuffers[0] is a pointer to 496*12 doubles ?
2.What is happening in the for loop ?
3.Later in the code, MatrixBuffer[0] is being passed to a function. Does this mean I am passing a pointer that is the base address to MatrixBuffers[0] ?
For a double pointer you have to allocate memory for first as well as second dimension.
For the second level instead of allocating memory for every dimension he allocates memory at one shot
MatrixBuffers[0] = new double[header.img* 12];
Inside the for loop they move the address and assign the same to every index.
Instead he can also do like this inside the for loop and comment the line above the for loop
MatrixBuffers[i] = new double[header.img];

Reallocating 2D arrays on C++

lets say i have:
#include <iostream>
using namespace std;
int **a; //Global Variable
int main()
{
n=5;
a = new int*[n];
for ( int i = 0 ; i < n ; i++ )
a[i] = new int[n] ;
}
is there any realloc() method to increase the row size? (column size is fixed)
I mean if the row size is 5 then i wanna make it 6 not much more, just +1.
I use
for(i=0;i<n;i++)
{
counter++;
a[i] = (int *) realloc(a[i],counter*sizeof(int));
}
but i think something is wrong....
Edit: please don't advise any vector or sth like that.. Cuz i need my array as global.
realloc only works when you allocated with malloc. If you used new, you'll have to delete and then use new again (or just use something like a std::vector).
EDIT: Since you asked for an example of how to use malloc:
a = new int*[n];
would become
a = (int **) malloc (n * sizeof (int *));
and
a[i] = new int[n] ;
would become
a[i] = (int *) malloc (n * sizeof (int));
You can write your own routine to resize the array.
If you want a resized block with size N
allocate (new) the new size N
copy old array/block to this newly allocated array/block
free the old array (delete)
To avoid calling this routine again and again, better preallocate a large chunk, the size of chunk will be determined by the need of your application, and should be such which avoid resizing the array a lot of times.
The answer is No!
C++ memory management does not contain functionality for reallocating/resizing allocated memory. You would have to implement such a thing yourself using new/copy/delete semantics