How to check whether an index in an array is empty - c++

I'm making a small OpenGL program for my intro to C++ class in Uni. I have a program that is complete but I want to change it up a bit to make it more unique. I have a Cube class:
class Cube {
public:
Cube(Mesh* mesh, Texture2D* texture, float x, float y, float z);
~Cube();
void Draw();
void Update(float rSpeed);
Vector3 position;
private:
GLfloat rotationSpeed;
Vector3 rotationVector;
Mesh* _mesh;
Texture2D* _texture;
};
I then create an array of type Cube:
Cube* cubes[CUBE_AMOUNT];
I then fill each index of this array with data to draw the cube on screen later in the program:
for (int i = 0; i < CUBE_AMOUNT; i++) {
float x = ((rand() % 400) / 10.0f) - 20.0f;
float y = ((rand() % 200) / 10.0f) - 10.0f;
float z = -(rand() % 1000);
if (i % 2 == 1) {
cubes[i] = new Cube(cubeMesh, textureStars, x, y, z);
}
else {
cubes[i] = new Cube(cubeMesh, texturePenguins, x, y, z);
}
}
With this new thing I want to add to the program, I want to check whether an index of cubes[] has been filled with the data yet. However I keep getting exceptions when running. I have tried to check whether cubes[i] is equal to nullptr, and tried checking whether it is NULL too, but neither seem to match.
Sorry for any errors in terminology that I used. New to C++, and having come from only doing Python before this, it is confusing!
Solution:
When I create the array, I changed it to Cube* cubes[CUBE_AMOUNT] = { NULL }, and now when checking the array, cubes[i] == NULL!

If cubes is not a global variable, you can use:
Cube* cubes[CUBE_AMOUNT] = {};
to initialize all the elements to nullptr.
You can also use:
std::vector<std::unique_ptr<Cube>> cubes(CUBE_AMOUNT);
to remove the burden of having to deallocate dynamic memory in your code.
In either case, can use:
if ( cubes[index] )
{
// Got a valid pointer. Use it.
}

Your cubes variable is not automatically initialized with null_ptr's. Until you either fill it with null_ptr's or good pointers it initially points to random garbage.

I think this would work
//This bit should check if theres anything stored currently.
cout << "\nWhich Slot would you like to store the informaton in ?(1-10)";
cin >> i;
i--;
if (information[i] != NULL){
// Already written
cout << "THERES SOMETHING HERE";
}
else{
cout << "\nEMPTY!!!!!!!!!";
}

Related

C++ Vector - Emplace/Erase not working?(Polymorphism)

I'm having some problems with polymorphism I have a superclass of CEntity, and a subclass of unit type, I am dynamic casting and removing and emplacing a new entity of the dynamic casts type at its place, I have the opposite problem of my previous question.
Problem is the values being set are not changing, it remains with default values, it appeared to work before but now it has stopped working, I'm not sure what has caused the issue.
specifically buildsetup, sets the x-y-z values of the unit subclass's x,y,z, but when I look inside the vector the values remain unchanged, this is strange because it does actually manage to change the values for whether the unit is alive or not.
void builder(int no, string in , int top, int bot, CTeam &team, string owner, string original)
{
for (int i = top; i <= bot; i++)
{
EntityUnit* a;
a = dynamic_cast<EntityUnit*>(AWorld.EntitiesVector[i]);
a->unit_alive;
if (a->unit_alive == false)
{
float x = Player.returncity_add().cit_ret_X();
float y = Player.returncity_add().cit_ret_Y();
float z = Player.returncity_add().cit_ret_Z();
cout << "X:" << x;
cout << "Y:" << y;
cout << "Z:" << z;
float cost = MainAB.UnitTemplates[no]->UDRetCost();
float health = MainAB.UnitTemplates[no]->UDRetMaxHealth();
float damage = MainAB.UnitTemplates[no]->UDRetStrength();
float speed = MainAB.UnitTemplates[no]->UDRetSpeed();
float buildtime = MainAB.UnitTemplates[no]->UDRetBuildTime();
int popcost = MainAB.UnitTemplates[no]->UDRetPop();
a->set_owner(owner);
setmodel(i, x, y, z); // takes an xyz by ref and sets the model
to them then changes the model's localz by -10
Units[i]->SetSkin(setskin(owner, original));
a->BuildSetup(x, y, z, health, damage, speed, buildtime, cost, popcost);
team.inc_popcount(a->UDRetPop());
a->set_unit_alive(true);
sBuildUnit.play();
AWorld.EntitiesVector.erase(AWorld.EntitiesVector.begin() + i);
AWorld.EntitiesVector.emplace(AWorld.EntitiesVector.begin() + i, new EntityUnit(a));
AWorld.EntitiesVector[i]->set_x(x);
AWorld.EntitiesVector[i]->set_y(y);
AWorld.EntitiesVector[i]->set_z(z);
break;
}
}
Entity build setup
void EntityUnit::BuildSetup(float x, float y, float z,float _health, float _damage, float _speed, float _buildtime, float _cost, int _popcost)
{
unit_x = x;
unit_y = y;
unit_z = z;
unit_health[0] = _health;
unit_health[1] = _health;
unit_damage = _damage;
speed = _speed;
buildtime = _buildtime;
cost = _cost;
CUnitType = NA;
pop_req = _popcost;
}
After static debugging it, it most definately emplaces a new unit with the updated -is_alive, and while a's values change at the point of unitbuild, when its emplaced all x,y,z's return to 9999, which was what it was when they were pushed on the vector.
When you call
AWorld.EntitiesVector.erase(AWorld.EntitiesVector.begin() + i);
you destroy the object pointed to by a. The subsequent reference to it on the next line is Undefined Behavior, and anything is possible.
I'm not sure why you erase the entity, then try to put a new one in the same place. If you structure your code right you should be able to just reuse the existing entity (pointed to by a) without the erase and emplace calls.
Ok, Apparently the problem was it was totally unnecessary to erase/emplace, as I get what you mean now returning a pointer, it edited the value... odd it didn't work last time.

C++ code for Microsoft Kinect - trying to dynamically allocate array of target positions

So I'm trying to modify the Kinect BodyBasicsD2D code so that a fixed number of "target positions" appear on the screen (as ellipses) for the user to move his hand toward. I'm having trouble creating the initial target positions.
This is my code in the header file for the allocation of the array of target positions (these are a public field of the CBodyBasics class, already built into the original BodyToBasics program):
D2D1_POINT_2F* targetPositions = NULL;
int numTargets = 3;
Then I have a function "GenerateTargetPositions" which is supposed to generate 3, in this case, target positions to be passed into the "DrawTargetPositions" function.
void CBodyBasics::GenerateTargetPositions(D2D1_POINT_2F * targetPositions, int numTargets)
{
targetPositions = new D2D1_POINT_2F[numTargets];
RECT rct;
GetClientRect(GetDlgItem(m_hWnd, IDC_VIDEOVIEW), &rct);
int width = rct.right;
int height = rct.bottom;
FLOAT x;
FLOAT y;
D2D1_POINT_2F tempPoint;
for (int i = 0; i < numTargets; i++) {
x = 1.0f*i*width / numTargets;
y = 1.0f*i*height / numTargets;
tempPoint = D2D1::Point2F(x, y);
targetPositions[i] = tempPoint;
}
}
My DrawTargetPositions function is:
void CBodyBasics::DrawTargetPositions(D2D1_POINT_2F * targetPositions, int numTargets)
{
D2D1_ELLIPSE ellipse;
for (int i = 0; i < numTargets; i++)
{
ellipse = D2D1::Ellipse(targetPositions[i], 50.f, 50.f);
m_pRenderTarget->FillEllipse(ellipse, m_pSilverBrush);
}
}
When I try to run my code, I get the error that both "targetPositions" and "targetPositions[i]" is NULL (and thus my GenerateTargetPositions function must not be working properly). I believe that targetPositions[i] is a struct (a point with x and y values) so I am wondering if this may be the reason for my errors.
I call GenerateTargetPositions and DrawTargetPositions before the main "while" loop in my code so that each function is not being called on each iteration (there are many iterations of through the while loop because this is an interactive Microsoft Kinect, recording one's movements).
Any suggestions and advice would be greatly appreciated. Thanks so much!

Receiving memory leaks when editing strings

string Player::CalcAsteroid(int _mass)
{
vector<BaseObject*>* tempObjects = GameState::GetObjects();
asteroid = "";
SetRadius(_mass / 100);
if (_mass < 100)
SetRadius(1);
///////////////////////////////////////////////
// Nested for loops to draw a circle (asteroid)
///////////////////////////////////////////////
// x^2/a^2 + y^2/b^2 = 1
Player* p = dynamic_cast<Player*> ((*tempObjects)[0]);
int asteroidRadius = p->GetRadius();
double consoleRatio = 4.0 / 3.0; // Console characters do not have uniform H and W, so lets store the console ratio (4:3)
double a = consoleRatio*asteroidRadius; // The width is shorter than the height, so we'll multiply the ratio to the X radius (a)
double b = asteroidRadius; // The height need not change from the init radius
// Loop though each row...
for (int y = (int)-asteroidRadius; y <= asteroidRadius; y++)
{
// and each column.
for (int x = (int)floor(-consoleRatio*asteroidRadius); x <= consoleRatio*asteroidRadius; x++)
{
double d = (x / a)*(x / a) + (y / b)*(y / b); // Equation of a circle (see above)
if (d > 0.90 && d < 1.1)
{
asteroid += (char)178; // The solid border (using gradient ASCII code)
}
//else if (d <= 1.1)
//{
//asteroid += 176; // The fill interior
//}
else
{
asteroid += " ";
}
}
asteroid += '\n';
}
asteroid.replace(asteroid.size() / 2 - (name.size() / 2), name.size(), name); // Putting the name of the player in the center of the asteroid.
return asteroid;
}
So I am attempting to re-size the player's object (an asteroid) in console. However I seem to be getting memory leaks, a ton actually. Each seems to be related to this function call.
SetPicture(CalcAsteroid(GetMass()).c_str());
The definition of which being here
void SetPicture(const char * const _picture){ picture = _strdup(_picture);CalcWH(); }
CalcWH(); simply calculates the width and height of the image in characters for collision data.
Dropbox link for full solution.
Thank you all in advance! Let me know if there is anything I can do to make my question more clear or whether or not I have enough information. I'm new to this site and I wish to follow good question habits.
The reason for a memory leak is the usage of _strdup. This allocates memory for the new string. It is your responsibility to free the memory using free somewhere in your code. According to the code you posted, you are not calling free anywhere.
https://msdn.microsoft.com/en-us/library/y471khhc.aspx
As noted by the above link:
The _strdup function calls malloc to allocate storage space for a copy of strSource and then copies strSource to the allocated space.
My advice is to get out of the business of calling _strdup, and just use a std::string. There is little reason for a C++ application to use functions such as strdup.

OpenGL - drawing objects using text file

I have loaded an array from a text file, which contains positions of objects, and it looks like this:
0,0,0,5
0,5,0,0
0,0,5,0
0,5,5,0
The object looks like this:
struct object
{
int x, y, value;
}
Where x,y are coordinates, and value is 1 or 0 (it tells if an object was "picked", all objects have 1 at the beginning). Objects are stored in an array object obj_array[5].
To draw them, I use this function:
(BOARD_Y and BOARD_Y is size of the array, here is 4x4)
void draw_board(){
for (int iy = 0; iy < BOARD_Y; iy++) {
for (int ix = 0; ix < BOARD_X; ix++) {
if ( (board[iy][ix] == 5) )
{
glPushMatrix();
glTranslatef( ix, iy, 0 );
glutSolidCube(1);
glPopMatrix();
}
}
}
}
And it draws all of them perfectly. But I want to skip drawing an object, if its value is 0 (the object was picked by a player). How can I do this?
Okey, I can see what's going on; you've complicated the things a bit. There's no way to access the arbitrary object just from this loop, apart from pretty stupid comparison of position:
if ( (board[iy][ix] == 5) ) {
for (auto const& obj : objects) {
if (obj.x == ix && obj.y == iy) {
// obj is the object in given position
// ...
break;
}
}
}
Don't do that.
Instead either store some reference to the objects on the board. By reference I mean (not limited to!):
An unique object ID
Pointer to the object
Then, you will be able to access the object residing on given tile much faster and easier. If you want examples, drop a comment, but I think both options are fairly easy to implement.
If you still want to hold these "5" inside, change board to array of structs. And oh, please use std::array instead of int**.
Here's the example
using id_t = unsigned;
std::map<id_t, object> objects;
constexpr std::size_t size_x = 4, size_y = 4;
std::array<id_t, size_x * size_y> board;
Let's assume that id equal to 0 means that the object is not there.
Now you can access the specific object by:
unsigned x, y;
id_t obj_id = board[x + size_x * y];
if (obj_id != 0) // is there any object?
if (objects[obj_id].value != 0) // is its value equal to 0?
// ...
And set it by board[...] = obj;
Easy way to generate unique id for every object is just to increment the counter.
id_t last_id = 1;
objects[last_id++] = obj_id;

Crash, on Console Application, trying to draw enemies, out of bounds (following vid tutorial)

{Hopefully improved my post, please still suggest any other code you need, and once again im sorry for being so clueless, im determined to get past this problem though so i truly appreciate your time!!!}
**EDIT: thanks to Frank with his reply below, the program now starts and draws the three enemies, but just a few second later crashes, the program code below therefore is still applicable as its basically the move loop and somewhere in there something is still going wrong.
I realise this is extremely obscure and i have tried my best to explain it, but if noone can advise then the few second its up should be enough to complete the tutorial anyway and ill dissect the whole project after its finished and really try and break it down and learn as much as possible.**
Okay, so I run this loop designed to create new enemies, and then draw them onto the screen, it now works, but after a few second crashes. below is the steps the debugging goes through and the call stack at the end if what it displayed after the crash. hope you can help!
this is a video tutorial im following and im stuck, cant find the answer. checked the code over and over again. (the full code is at the bottom of the post (codeblocks,) but i have tried to include as much info as possible in this post)
the function is:
level->addEnemies(3);
which looks like in the main game.cpp:
bool Game::run(void)
{
level = new Level(&drawArea, 30, 20);
drawArea.createBackgroundTile(TILE_EMPTY, ' ');
drawArea.createBackgroundTile(TILE_WALL, 219);
drawArea.createSprite(SPRITE_PLAYER, 1);
drawArea.createSprite(SPRITE_ENEMY, '$');
player = new Character(level, &drawArea, 0);
level->draw();
level->addPlayer(player);
level->addEnemies(3); <-------- SKIPS TO THIS FUNC
char key = ' ';
startTime = timeGetTime();
frameCount = 0;
lastTime = 0;
posx = 0;
player->move(0,0);
while (key != 'q')
{
while (!getInput(&key))
{
timerUpdate();
}
level->keyPress(key);
}
delete player;
return true;
}
the function in full is below, note that when i remove this addEnemies function from the main game loop everything runs perfectly fine with no crash, so it has something to do with the upcoming functions.
void Level::addEnemies(int num)
{
int i = num;
while (i > 0)
{
int xpos = int(float(rand() % 100) / 100) * (width - 2) + 1;
int ypos = int(float(rand() % 100) / 100) * (height - 2) + 1;
if (level[xpos][ypos] != TILE_WALL)
{
Enemy *temp = new Enemy(this, drawArea, SPRITE_ENEMY,
(float)xpos, float(ypos));
temp->addGoal(player);
addNPC((Sprite *)temp);
i--;
}
}
}
It gets through this function without any problems it seems.
After this function is goes back to the game loops and executes through fine, goes into timer update without any problems. Here is the timerUpdate function:
void Game::timerUpdate(void)
{
double currentTime = timeGetTime() - lastTime;
if (currentTime < GAME_SPEED)
return;
level->update(); <--------SKIPS TO THIS FUNC
frameCount++;
lastTime = timeGetTime();
}
This is the Level->Update() Func:
void Level::update(void)
{
for (Iter = npc.begin(); Iter != npc.end(); Iter++)
{
(*Iter)->idleUpdate(); <-------------SKIPS TO THIS FUNC
if ((*Iter)->isAlive() == false)
{
Sprite *temp = *Iter;
//kill the enemy
Iter--;
delete temp;
npc.remove(temp);
}
}
}
idleUpdate():
void Enemy::idleUpdate(void)
{
if (goal)
simulateAI(); <------ Goes to this func
}
simulateAI():
void Enemy::simulateAI(void)
{
vector goal_pos = goal->getPosition();
vector direction;
direction.x = goal_pos.x - pos.x;
direction.y = goal_pos.y - pos.y;
float mag = sqrt(direction.x * direction.x + direction.y * direction.y);
direction.x = direction.x / (mag);
direction.y = direction.y / (mag);
if (!move(direction.x, direction.y)) <------ SKIPS TO THIS FUNC
{
while (!move(rand() % 3 - 1, rand() % 3 - 1))
{
}
}
move function:
bool Sprite::move(float x, float y)
{
int xpos = (int)(pos.x +x);
int ypos = (int)(pos.y +y);
if (isValidLevelMove(xpos,ypos)) SKIPS TO THIS FUNC
{
//.....rest not needed
isValidMove func:
bool Sprite::isValidLevelMove(int xpos, int ypos)
{
if (level->level[xpos][ypos] != TILE_WALL) <-------------THIS LINE CRASHES!!
return true;
return false;
}
I really cant figure out where this goes wrong, and why at the end the call stakc shows such high out of bounds numbers for xpos adn ypos.
Here is the full call stack:
#0 00402920 Sprite::isValidLevelMove (this=0x791498, xpos=-2147483648, ypos=-2147483648) (sprite.cpp:95)
#1 00000000 0x00401750 in Enemy::move (this=0x791498, x=-nan(0x400000) (enemy.cpp:21)
#2 00401892 Enemy::simulateAI (this=0x791498) (enemy.cpp:67)
#3 004017E5 Enemy::idleUpdate (this=0x791498) (enemy.cpp:46)
#4 0040226E Level::update (this=0x792e90) (level.cpp:86)
#5 00401CB8 Game::timerUpdate (this=0x28fec0) (game.cpp:93)
#6 00401BB5 Game::run (this=0x28fec0) (game.cpp:54)
#7 0040258D main() (main.cpp:11)
which basically tells me xpos and ypos have been mutilated from somehere in thsi proccess and thats causeing the crash im sure because its way out of bounds from the [30][20] int array of the width and height of the drawengine.
ANOTHER EDIT:
Here is the Sprite class, if it helps, will edit in more if needed.
enum
{
SPRITE_CLASSID,
CHARACTER_CLASSID,
ENEMY_CLASSID
};
struct vector
{
float x;
float y;
};
class Sprite
{
public:
Sprite(Level *l, DrawEngine *de, int s_index, float x = 1, float y = 1, int i_lives = 1);
~Sprite();
vector getPosition(void);
float getX(void);
float getY(void);
virtual void addLives(int num = 1);
int getLives(void);
bool isAlive(void);
virtual void idleUpdate(void);
virtual bool move(float x, float y);
protected:
Level *level;
DrawEngine *drawArea;
vector pos;
int spriteIndex;
int numLives;
int classID;
vector facingDirection;
void draw(float x, float y);
void erase(float x, float y);
bool isValidLevelMove(int xpos, int ypos);
};
anyway any help and i would be sooooo grateful, i know i must seem totally useless, but i rteally am determined to learn, and any help you guys can provide would be priceless!!!!
full code file (codeblocks) : http://www.mediafire.com/?5xz2seadmagbetb
This might not be the actual problem, but could be related. Your code to create a random position within your Level::addEnemies(int num) function will always return 1 for xpos and ypos.
This is because of the way you apply the casts. You seem to miss parenthesis for your final cast to int. I think you want something like this:
int xpos = int((float(rand() % 100) / 100) * (width - 2)) + 1;
Update:
The code causing the crash is located in your simulateAI() function. With:
float mag = sqrt(direction.x * direction.x + direction.y * direction.y);
You calculate the distance between two points, but if the points have the same coordinates, the distance is 0.
Later with: direction.x = direction.x / (mag); you devide by this potential 0 and as a result your coordinates will contain NaN. Within your bool Sprite::move(float x, float y) function you cast these NaNs into an int which will give you some undefined number. With this number you are trying to access your array which will lead to the access violation that crashes your program.
So first thing to do is to check for a zero distance and handle that differently.