The following code asserts in the indicated place with "iterator+offset is out of range."
void Network::PushInput(int c, int h, int w) {
Input* input = new Input(batch, c, h, w, data);
layers.push_back(input); // this happens to be the first push_back()
// layers.push_back(input); // doing another doesn't change the assert!
Layer *foo = layers.back(); // asserts here
Layer *baz = layers[layers.size()-1]; // does not assert
}
Input is a public subclass of Layer. layers is declared as
std::vector<Layer *>layers;
If I attempt to duplicate the above with more vanilla template types, e.g., int*, back() works as expected with no asserts. Somehow, the template type matters here. (Note: _ITERATOR_DEBUG_LEVEL is 2, which triggers that assert check in the vector class.)
I'd rather not bluntly change all of the back()'s in the code to size()-1, but would rather understand what is going on here.
Any ideas? (I'll continue to perturb the code until I can find the apparent cause of this, but hopefully this will be obvious to someone else.)
(I'm using Visual Studio 2013 Community Edition, if that matters.)
.....
Here's a stand-alone file that compiles that shows the problem:
#include <vector>
using namespace std;
namespace layer {
class Layer {
public:
Layer(float alpha = 0, float momentum = 0.9f, float weight_decay = 0);
virtual ~Layer();
// three virtual method that all layers should have
virtual void forward(bool train = true) = 0;
virtual void backward() = 0;
virtual void update() = 0;
void adjust_learning(float scale); // change the learning rate
Layer* prev; // previous layer
Layer* next; // next layer
float* data; // X': output (cuDNN y)
int batch; // n: batch size
float alpha; // learning rate
float momentum; // beta: momentum of gradient
float weight_decay; // gamma: weight decay rate
};
} /* namespace layer */
namespace layer {
Layer::Layer(float alpha_, float momentum_, float weight_decay_)
{
std::memset(this, 0, sizeof(*this));
alpha = alpha_;
momentum = momentum_;
weight_decay = weight_decay_;
}
Layer::~Layer() {}
void Layer::adjust_learning(float scale) {
alpha *= scale;
}
}
namespace layer {
class Input : public Layer {
public:
Input(int n, int c, int h, int w, float* _data);
virtual ~Input();
void forward(bool train = true);
void backward();
void update();
};
}
namespace layer {
Input::Input(int n, int c, int h, int w, float* _data) : Layer() {
prev = NULL;
batch = n;
data = _data;
}
Input::~Input() {
data = NULL;
}
void Input::forward(bool train) {
// nothing
}
void Input::backward() {
// nothing
}
void Input::update() {
// nothing
}
}
using namespace layer;
namespace model {
class Network {
private:
std::vector<Layer*> layers; // list of layers
bool has_input, has_output; // sanity check
float* data; // input on device
int batch; // whole size of data, batch size
public:
Network(int batch_size);
virtual ~Network();
void PushInput(int c, int h, int w);
};
}
namespace model {
void Network::PushInput(int c, int h, int w) {
Input* input = new Input(batch, c, h, w, data);
layers.push_back(input);
Layer *foo = layers.back(); // **WHY DOES THIS ASSERT??**
}
Network::Network(int _batch) {
std::memset(this, 0, sizeof(*this));
batch = _batch;
}
Network::~Network() {
for (Layer* l : layers)
delete l;
}
}
void main()
{
model::Network foo(10);
foo.PushInput(2, 3, 4);
}
You have undefined behavior in your code.
In the Layer constructor you do
std::memset(this, 0, sizeof(*this));
The problem with this is that the above call will clear the virtual function table (which is a part of the object) as well. Any virtual function called after that will not work as expected, if at all. That includes the destruction of the objects as the destructors are virtual.
Related
I'm currently learning C++ by creating an N body simulation. In order to improve the number of bodies in my simulations I'm trying to implement the Barnes Hut approximation method. I'm actually coding a QuadTree structure in C++ (see below).
In order to construct my tree, I define three classes :
class Point : Corresponding to the bodies of my simulation with x and y position as attributes
class Rectangle : Corresponding to the properties of the leaves of my tree with position and dimension attributes
class QuadTree : Corresponding to my QuadTree and its children (leaves) and a Rectangle object, a vector of Point objects, four leaves objects (QuadTree) and a boolean to say if it contain leaves or not.
I wrote a main function where I define my tree with its boudaries and I divide it to make appear four leaves. Then I ask informations about my tree and the associated subtrees using the function void QuadTree::get_information(). This function allows to show some information about the current tree by displaying if it has children or not (divided), its boudaries, and the points it contains. If it has children, then we apply the function QuadTree::get_information() on each child and we repeat the process.
The problem is that the code give an error of this kind :
QuadTree : Capacity = 1, Divided (0:False, 1:True) = 0
Rectangle : Center Position = (0, 0), Width = 10, Height = 10
-------------------
-------------------
QuadTree : Capacity = 1, Divided (0:False, 1:True) = 1
Rectangle : Center Position = (0, 0), Width = 10, Height = 10
Northwest :
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
Aborted (core dumped)
It seems that I have a problem of allocation memory. I think I make a bad use of the pointers NW, NE, SW, SE defined in the QuadTree class.
I'm not an expert of the utilisation of the memory allocation on C++, maybe I do a naive error. Do you see something wrong about the way a manage these pointers ? Could you suggest a solution to my problem and make run my algorithm ?
Thank you so much for your time ! :)
#include <iostream> //For console output/input
#include <fstream> //Allows to read/write files
#include <math.h> //Basic mathematic functions
#include <vector> //For dynamic arrays
#include <string> //Operations on strings
#include <tuple>
#include <cmath>
#include <sstream>
using namespace std;
class Point
{
public :
double get_x();
double get_y();
void set_x(double xp);
void set_y(double yp);
void get_information();
private :
double x;
double y;
};
double Point::get_x(){return x;}
double Point::get_y(){return y;}
void Point::set_x(double xp){x = xp;}
void Point::set_y(double yp){y = yp;}
class Rectangle
{
public :
double get_x();
double get_y();
double get_w();
double get_h();
void set_x(double xc);
void set_y(double yc);
void set_w(double wc);
void set_h(double hc);
bool contain(Point pt);
void get_information();
private :
double x;
double y;
double w;
double h;
};
double Rectangle::get_x() {return x;}
double Rectangle::get_y() {return y;}
double Rectangle::get_w() {return w;}
double Rectangle::get_h() {return h;}
void Rectangle::set_x(double xc) {x = xc;}
void Rectangle::set_y(double yc) {y = yc;}
void Rectangle::set_w(double wc) {w = wc;}
void Rectangle::set_h(double hc) {h = hc;}
class QuadTree
{
public :
Rectangle get_boundary();
int get_capacity();
void set_boundary(double xc, double yc, double wc, double hc);
void set_rectangle(Rectangle rect);
void set_capacity(int capacity);
void insert(Point pt);
void subdivide();
void set_divided();
bool is_divided();
void get_information();
QuadTree getNW();
QuadTree getNE();
QuadTree getSW();
QuadTree getSE();
void setNW(QuadTree nw);
void setNE(QuadTree ne);
void setSW(QuadTree sw);
void setSE(QuadTree se);
private :
QuadTree* NW=NULL;
QuadTree* NE=NULL;
QuadTree* SW=NULL;
QuadTree* SE=NULL;
Rectangle boundary;
vector<Point> p;
bool divided = false;
};
QuadTree QuadTree::getNW(){return *NW;}
QuadTree QuadTree::getNE(){return *NE;}
QuadTree QuadTree::getSW(){return *SW;}
QuadTree QuadTree::getSE(){return *SE;}
void QuadTree::setNW(QuadTree nw){NW=&nw;}
void QuadTree::setNE(QuadTree ne){NE=≠}
void QuadTree::setSW(QuadTree sw){SW=&sw;}
void QuadTree::setSE(QuadTree se){SE=&se;}
bool QuadTree::is_divided(){return divided;}
bool Rectangle::contain(Point pt)
{
return (pt.get_x() > get_x() - get_w()
and pt.get_x() < get_x() + get_w()
and pt.get_y() > get_y() - get_h()
and pt.get_y() < get_y() + get_h());
}
Rectangle QuadTree::get_boundary() {return boundary;}
void QuadTree::set_boundary(double xc, double yc, double wc, double hc)
{
boundary.set_x(xc);
boundary.set_y(yc);
boundary.set_w(wc);
boundary.set_h(hc);
}
//int QuadTree::get_capacity() {return n;}
//void QuadTree::set_capacity(int capacity) {n = capacity;}
void QuadTree::set_divided() {divided = true;}
void QuadTree::set_rectangle(Rectangle rect) {boundary = rect;}
void QuadTree::subdivide()
{
double xc = boundary.get_x();
double yc = boundary.get_y();
double wc = boundary.get_w();
double hc = boundary.get_h();
Rectangle nw;
nw.set_x(xc-wc/2.);
nw.set_y(yc+hc/2.);
nw.set_w(wc/2.);
nw.set_h(hc/2.);
Rectangle ne;
ne.set_x(xc+wc/2.);
ne.set_y(yc+hc/2.);
ne.set_w(wc/2.);
ne.set_h(hc/2.);
Rectangle sw;
sw.set_x(xc-wc/2.);
sw.set_y(yc-hc/2.);
sw.set_w(wc/2.);
sw.set_h(hc/2.);
Rectangle se;
se.set_x(xc-wc/2.);
se.set_y(yc+hc/2.);
se.set_w(wc/2.);
se.set_h(hc/2.);
QuadTree oNW, oNE, oSW, oSE;
oNW.set_rectangle(nw);
oNE.set_rectangle(ne);
oSW.set_rectangle(sw);
oSE.set_rectangle(se);
setNW(oNW);
setNE(oNE);
setSW(oSW);
setSE(oSE);
//NW = &oNW;
//NE = &oNE;
//SW = &oSW;
//SE = &oSE;
}
void QuadTree::insert(Point pt)
{
if (! get_boundary().contain(pt) ) {cout<<"Hello 1"<<endl; return; }
if (p.size() < 1)
{
cout<<"Hello 2"<<endl;
p.push_back(pt); // Insert element at the end
}
else
{
if (!divided)
{
QuadTree::subdivide();
QuadTree::set_divided();
}
}
NW->insert(pt);
NE->insert(pt);
SW->insert(pt);
SE->insert(pt);
}
void Point::get_information(){cout<<"Point : x = "<<get_x()<<"; y = "<<get_y()<<endl;}
void Rectangle::get_information(){cout<<"Rectangle : Center Position = ("<<get_x()<<", "<<get_y()<<"), Width = "<<get_w()<<", Height = "<<get_h()<<endl;}
void QuadTree::get_information()
{
cout<<"QuadTree : Capacity = "<<" 1"<<", Divided (0:False, 1:True) = "<<divided<<endl;
boundary.get_information();
/*cout<<"Points_in : "<<endl;
int siz = p.size();
for (int ii=0; ii<siz; ii++)
{
p[ii].get_information();
}*/
if (divided) {
cout<<" Northwest : "<<endl;
getNW().get_information();
cout<<" Northeast : "<<endl;
getNE().get_information();
cout<<" Southwest : "<<endl;
getSW().get_information();
cout<<" Southeast : "<<endl;
getSE().get_information();
}
}
int main()
{
QuadTree tree;
tree.set_boundary(0., 0., 10., 10.);
tree.get_information();
cout<<"-------------------"<<endl;
tree.subdivide();
tree.set_divided();
cout<<"-------------------"<<endl;
tree.get_information();
}
I have a sample of code for some framework that I am using. For ease of reading I have separated blocks of code from different files.
Tile.h
class Tile
{
public:
Tile(int row, int column);
~Tile();
void Draw();
void Update(double delta);
void SetValue(int value);
int GetValue();
private:
//Member variables
Label* m_ValueLabel;
int m_Value = 0;
int m_Row;
int m_Column;
float duration = 0.0f;
float xScale = 0;
float yScale = 0;
};
Tile.cpp
void Tile::SetValue(int value)
{
//Set the Tile's value
m_Value = value;
//if (m_Value != EMPTY_TILE)
{
//Update the Tile's Label
m_ValueLabel->SetText(to_string(m_Value));
}
/*else
{
m_ValueLabel->SetText("");
}*/
}
Game.h
class Game
{
public:
Game(); //Constructor
~Game(); //Destructor
void Update(double delta);
void Draw();
void HandleLeftMouseClick(float mouseX, float mouseY);
void HandleRightMouseClick(float mouseX, float mouseY);
void HandleKeyPress(Keyboard::Key key);
bool isBoardFull();
int GetEmptyTileIndex();
void SpawnTile();
void RandomizeSeed();
int RandomRange(int min, int max);
private:
//Member variables should go here
Tile* m_Tiles[NUM_TILES];
bool isTileFull[16] = {};
int TileValueArray[5] = { 2,2,2,4,4 };
};
Game.cpp
void Game::SpawnTile()
{
RandomizeSeed();
int meaningfulVariableName = GetEmptyTileIndex();
if (meaningfulVariableName != -1)
{
int RandomNumber = RandomRange(0,4);
int TileValue = TileValueArray[RandomNumber];
}
else if (meaningfulVariableName == -1)
{
//Does nothing
}
}
What I need to do with this is make it so that the TileValue created in Game.cpp can be passed to the SetValue function in Tile.cpp because the value created is required for m_Value in SetValue.
The majority of code present can probably be ignored, and anything commented out should not effect how I need the code to function at the moment. There is nothing wrong with the framework outside of these files, as I have used it several times before.
I know there are easier ways to do this, but this is how I am required to do it. I would really appreciate if someone could help me with this because anything that I have found online has not helped. If you think that you may need more code for clarification on something, please do not hesitate to ask. Also, in case it helps I am using this to create a 2048 clone.
You have a function Game::GetEmptyTileIndex which will return an index. You can use that index to set Game::m_Tiles by changing the Game::SpawnTile function like so:
// Game.cpp
void Game::SpawnTile()
{
RandomizeSeed();
// Returns a tile index.
int meaningfulVariableName = GetEmptyTileIndex();
if (meaningfulVariableName != -1)
{
int RandomNumber = RandomRange(0,4);
int TileValue = TileValueArray[RandomNumber];
// Set the value for the tile at the required index.
m_Tiles[meaningfulVariableName]->SetValue(TileValue);
}
else if (meaningfulVariableName == -1)
{
//Does nothing
}
}
I'd like to access to a double pointer which is located in another class "Board".
class Board
{
public:
Board(void);
Board(unsigned int xSize, unsigned int ySize);
~Board(void);
void SetObjectManager(ObjectManager* pObm);
void SetBlock(Block* block);
void LoadBoard(void);
void InitBoard(void);
//Other Functions...
private:
ObjectManager* m_obm;
Block* m_block;
//pointer to pointer to a int. (for 2 dimensional-array)
int **m_board;
};
First, the Board class. at the last line of class, you can see m_board.
I want to change this value in outside of this class.
Like this,
void Block::InitBlock(void)
{
int randPiece = Random::GIRand().RandInt(0, 1);
int randPos = Random::GIRand().RandInt(0, 10);
switch (randPiece)
{
case 0:
m_piece[2][1] = 1;
m_piece[2][2] = 1;
m_piece[2][3] = 1;
m_piece[3][3] = 1;
break;
//Other cases are here...
}
std::cout << "RandPos : " << randPos << std::endl;
std::cout << "RandPiece : " << randPiece << std::endl;
for (int y = 0; y < m_ySize; ++y)
{
for (int x = 0, pX = randPos; x < m_xSize; ++x, ++randPos)
{
if (m_piece[x][y] != 0)
m_board->SetBoardStatus(randPos, y, 1);
}
}
}
But, When I run this program, It blows up at SetBoardStatus(int, int, int)
SetBoardStatus looks like this,
void Board::SetBoardStatus(int x, int y, int value)
{
m_board[x][y] = value; //Visual Studio breaks the program here.
}
I allocate the double pointer properly.
And I set the board at the outside of this classes.
void Block::SetBoard(Board* board)
{
m_board = board;
}
And this is my block class.
class Block
{
public:
Block(void);
~Block(void);
void SetObjectManager(ObjectManager* pObm);
void LoadBlock (void);
void InitBlock (void);
void UpdateBlock (void);
void ReleaseBlock (void);
void SetBoard(Board* board);
private:
ObjectManager* m_obm;
Board* m_board;
int **m_piece;
int m_xSize;
int m_ySize;
};
Consider inheriting Block in Board; This will eliminate any possible de-referencing errors or bugs, as you can access the pointer right away.
Hey I am trying to make this space game. Now I have developed my ship, and am able to display it. However I would like to be able to use the class for more than one object. I can do this with a constructor but have no clue how to get a constructor working, what changes would I need to make to my code to make the object take an int value as a constructor and allow me to make multiple ships with the code by calling the object.
Here is my header file.
//
// Ship.hpp
// Zerg_Invasion
//
// Created by Flik Wolf on 11/9/15.
//
//
#ifndef Ship_h
#define Ship_h
#include <stdio.h>
#include "ofMain.h"
class Ship {
public:
// Constructor
Ship();
// Methods
void moveLeft();
void moveRight();
void load();
void draw();
void fire();
void keyPressed();
// Properties
int x;
int y;
ofColor color;
ofImage cat;
};
#endif
and here is my CPP file.
//
// Ship.cpp
// Zerg_Invasion
//
// Created by Flik Wolf on 11/9/15.
//
//
#include "Ship.h"
Ship::Ship() {
// Set the initial color
//color.set( ofRandom(255), ofRandom(255), ofRandom(255));
// Initial x position of the ball
x = 450;
// Initial y position of the ball
y = 200;
}
void Ship::moveLeft() {
x -= 10;
}
void Ship::moveRight() {
x += 10;
}
void Ship::load() {
cat.load("spaceShip.png");
}
void Ship::draw() {
cat.draw(x, y);
// ofCircle(x, y, 30);
}
void Ship::fire() {
ofSetColor(255, 255, 255);
ofCircle(x, 200, 2);
}
Also here is the .h and .cpp files for Openframeworks which I am using for graphics.
#pragma once
#include "ofMain.h"
#include "Ship.h"
class ofApp : public ofBaseApp {
public:
void setup();
void update();
void draw();
void keyPressed(int key);
void keyReleased(int key);
void mouseMoved(int x, int y);
void mouseDragged(int x, int y, int button);
void mousePressed(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void mouseEntered(int x, int y);
void mouseExited(int x, int y);
void windowResized(int w, int h);
void dragEvent(ofDragInfo dragInfo);
void gotMessage(ofMessage msg);
Ship theShip;
};
#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
// Smooth edges
ofEnableSmoothing();
// Fixed framerate
ofSetFrameRate(120);
theShip.load();
// No need to define the initial position of the ball
// because the Ball constructor does it for you
}
//--------------------------------------------------------------
void ofApp::update() {
// theShip.move();
}
//--------------------------------------------------------------
void ofApp::draw() {
ofBackground(0);
std::vector <int> nums;
nums.push_back(0);
nums.push_back(1);
nums.push_back(3);
nums.push_back(4);
nums.push_back(5);
nums.push_back(6);
nums.push_back(7);
nums.push_back(8);
cout << nums[0] << endl;
cout << nums[1] << endl;
theShip.draw();
}
//--------------------------------------------------------------
void ofApp::keyPressed(int key) {
if (key == 'a')
{
theShip.moveLeft();
}
if (key == 'd')
{
theShip.moveRight();
}
}
//--------------------------------------------------------------
void ofApp::keyReleased(int key) {
}
//--------------------------------------------------------------
void ofApp::mouseMoved(int x, int y) {
}
//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button) {
}
//--------------------------------------------------------------
void ofApp::mousePressed(int x, int y, int button) {
theShip.fire();
}
//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button) {
}
//--------------------------------------------------------------
void ofApp::mouseEntered(int x, int y) {
}
//--------------------------------------------------------------
void ofApp::mouseExited(int x, int y) {
}
//--------------------------------------------------------------
void ofApp::windowResized(int w, int h) {
}
//--------------------------------------------------------------
void ofApp::gotMessage(ofMessage msg) {
}
//--------------------------------------------------------------
void ofApp::dragEvent(ofDragInfo dragInfo) {
}
As mentioned, the constructor in your case should only produce one ship, and this should be the case with all object constructors.
However, it's still easy enough to create and maintain multiple ships (as you've implemented them) if you use a container like std::vector.
Containing multiple ships:
To create a container for your ships, you can use a vector like so:
std::vector<Ship> Ships;
Adding new ships:
To add additional ships to it, you can use std::vector::push_back():
Ships.push_back(Ship()); //Adds a new ship to 'Ships'
Updating the ships:
There are a couple of ways to cycle through your ships:
for (auto& i : Ships)
i.Update(); //Some updating function for each ship
Or, if you need to keep track of the specific position of each ship inside the vector:
for (unsigned int i = 0; i < Ships.size(); ++i)
Ships[i].Update() //The same updating function
How about to get the x and y as constructor argument?
in the .h file:
struct Ship {
// Constructor
Ship(int _x = 450, int _y = 200);
// ...
in the cpp file:
Ship::Ship(int _x, int _y) : x{_x}, y{_y} {
// Set the initial color
//color.set( ofRandom(255), ofRandom(255), ofRandom(255));
}
I'm working on an Animation class for a small game engine, and for some reason the frame counter does not want to increment, it keeps stuck at 0 or 1.
This is the Animation::Step code (here's where the incrementation is supposed to happen):
void Animation::Step()
{
...
time += (float)glfwGetTime();
if (time >= Speed)
{
time = 0;
if (f++ >= count - 1)
{
...
}
}
// Here I do some math to get a clip rectangle...
...
}
Now this is the part where Animation::Step is called:
inline void DrawAnimation(Animation ani, Vec2 pos, BlendMode mode, DrawTextureAttributes attr)
{
ani.Step();
...
// draw texture
}
And in the game mainloop:
void on_render(Renderer r)
{
DrawTextureAttributes attr;
attr.Scale = Vec2(1.5);
r.DrawAnimation(ani, Vec2(320, 240), BlendMode::Normal, attr);
}
EDIT:
The class definition:
class Animation
{
public:
Animation() {}
Animation(Texture2D tex, int rows, int cols, int *frames, float speed, bool loop=false);
Animation(Texture2D tex, int rows, int cols, float speed, bool loop=false);
Texture2D Texture;
std::vector<int> Frames;
float Speed;
bool Loop;
float getCellWidth();
float getCellHeight();
void Step();
UVQuad RETUV;
private:
int f, r, c; // here's F
float w, h;
float time;
};
Well, thanks in advance! (and sorry for my kinda bad english)
inline void DrawAnimation(Animation ani...
Each time you pass object by value to this function. So, any increment would be applied to this copy rather than your original value. You can pass by reference to get the desired behavior.
inline void DrawAnimation(Animation& ani...