error: vector iterators incompatible - c++

This is the line which causes the error
vector<transform>::iterator transformIter;
for (transformIter = (*objIter)->transforms.begin(); transformIter != (*objIter)->transforms.end(); objIter++) {
handleTransform((*transformIter));
}
It occurs on the second iteration of the loop regardless of how many transofrms are in the vector.
The obj struct looks like this:
struct obj {
vector<glm::vec4> vertices;
vector<int> elements;
vector<object> objects;
vector<transform> transforms;
};
and the function handleTransform is:
void handleTransform(transform currentTransform) {
if (currentTransform.type == 'r') {
glRotatef(currentTransform.coordinates.x, 1.0f, 0.0f, 0.0f);
glRotatef(currentTransform.coordinates.y, 0.0f, 1.0f, 0.0f);
glRotatef(currentTransform.coordinates.z, 0.0f, 0.0f, 1.0f);
}
if (currentTransform.type == 's') {
glScalef(currentTransform.coordinates.x, currentTransform.coordinates.y, currentTransform.coordinates.z);
}
if (currentTransform.type == 't') {
glTranslatef(currentTransform.coordinates.x, currentTransform.coordinates.y, currentTransform.coordinates.z);
}
}
Iterating through the other vectors in an obj doesn't cause any vector issues, so I have to imagine it's something to do with the handleTransform function, but I can't figure it out.

Replace objIter++ by ++transformIter.

You are erroneously incrementing objIter, not transformIter:
for (transformIter = (*objIter)->transforms.begin();
transformIter != (*objIter)->transforms.end();
objIter++) // ??
It should be:
for (transformIter = (*objIter)->transforms.begin();
transformIter != (*objIter)->transforms.end();
++transformIter)
To avoid mistakes like this, use std::for_each, or if using C++ 11, a ranged-based for loop:
http://en.cppreference.com/w/cpp/language/range-for
With either of these options, you eliminate the need to declare iterators, make mistakes iterating to the next item, or if not those issues, perform a post-increment instead of a faster pre-increment of the iterator (as your original code is doing).

Related

How to incrementially concatenate ranges?

Background
What I am trying to do is to implement some classes that represents geometry. Any instance of a geometry class has a method called vertices() that returns a non-owning view of vertices. A geometry class can be expressed in terms of multiple other geometry classes, so the geometry class' vertices()-method would ideally just do something like this (pseudocode):
vertices()
{
return join(part1.vertices(), part2.vertices(), part3.vertices());
}
subject to not copying nor moving vertices.
In C++20 this is something that I believe can be done with ranges & views but I can't figure out how to do it.
My attempt
#include <iostream>
#include <ranges>
#include <vector>
struct Vertex { float x, y, z; };
struct GeometryA {
auto vertices() {
return std::ranges::ref_view(v);
}
std::vector<Vertex> v {{0.0f, 0.0f, 1.0f}};
};
struct GeometryB {
auto vertices() {
return std::ranges::ref_view(v);
}
std::vector<Vertex> v {{0.0f, 1.0f, 0.0f}};
};
struct GeometryC {
auto vertices() {
// OK: All elements of vector are of same type
return std::vector{ a.vertices(), b.vertices(), std::ranges::ref_view(v)} | std::views::join;
}
GeometryA a;
GeometryB b;
std::vector<Vertex> v {{0.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}};
};
struct GeometryD {
auto vertices() {
// Compilation fails: Elements of vector have different types
return std::vector{ c.vertices(), std::ranges::ref_view(v)} | std::views::join;
}
GeometryC c;
std::vector<Vertex> v {{1.0f, 0.0f, 1.0f}};
};
int main() {
GeometryD d;
for(Vertex const& vertex : d.vertices()) {
// Should print {0,0,1} {0,1,0} {0,1,1} {1,0,0} {1,0,1}
std::cout << "{" << vertex.x << "," << vertex.y << "," << vertex.z << "} ";
}
return 0;
}
Compilation fails in GeometryD::vertices since I am trying to deduce the template parameter T of the outmost vector from the elements at initialization (c.vertices() and std::ranges::ref_view(v)) but these do not have the same type hence T can't be deduced.
I am at a loss on how to approach this problem.
Question
Is it possible to use the standard ranges library to incrementally concatenate ranges?
I suppose I could gather all vertex-data directly or indirectly owned by a geometry class by using some recursive template-trickery and then just use std::views::join once, but before I get my hands dirty with that I'd like to get some input on my current attempt.
You can do this using Eric Niebler's Range-v3 library.
Just concat the different range views with ranges::views::concat. E.g., for GeometryC:
return ranges::views::concat(a.vertices(), b.vertices(), v);
[Demo]
Much of the Range-v3's stuff is being gradually adopted by the standard Ranges library, although it seems this feature hasn't made it yet.

Excess elements in struct initializer when nested std::array

I'm getting Excess elements in struct initializer on the return line of the following:
using triangleColor = std::array<std::array<float, 4>, 3>;
triangleColor colorBlend(TriangleColorBlend c){
switch (c) {
case TriangleColorBlend::white:
return {{1.0,1.0,1.0,1.0},{0.7,0.7,0.7,1.0},{0.5,0.5,0.5,1.0}};
break;
... // other cases
}
}
I was hoping the curly-brace literal would work in the nested fashion, as it works fine if I do this with just a single std::array, not nested.
Is the above simply not possible, and why not?
Note, the suggested duplicate doesn't really address the odd behavior of std::array in a nested situation.
triangleColor colorBlend(TriangleColorBlend c) {
switch (c) {
case TriangleColorBlend::white:
return {{
{{ 1.0f, 1.0f, 1.0f, 1.0f }},
{{ 0.7f, 0.7f, 0.7f, 1.0f }},
{{ 0.5f, 0.5f, 0.5f, 1.0f }}
}};
default:
throw std::invalid_argument("c");
}
}
Online Demo
There were two issues with your code:
You were lacking braces for the inner arrays.
As noted by #Praetorian, colorBlend had no return value for the default case.
You are missing a set of brackets.
return {{1.0,1.0,1.0,1.0},{0.7,0.7,0.7,1.0},{0.5,0.5,0.5,1.0}};
Should be
return {{{1.0,1.0,1.0,1.0},{0.7,0.7,0.7,1.0},{0.5,0.5,0.5,1.0}}};
You can see it working in this minimal example
Another work around:
triangleColor colorBlend(TriangleColorBlend c){
using t1 = std::array<float, 4>;
switch (c) {
case TriangleColorBlend::white:
return {t1{1.0,1.0,1.0,1.0},t1{0.7,0.7,0.7,1.0},t1{0.5,0.5,0.5,1.0}};
break;
default:
break;
}
return triangleColor{};
}
The answer to the question of why
return {{1.0,1.0,1.0,1.0},{0.7,0.7,0.7,1.0},{0.5,0.5,0.5,1.0}};
does not work can be found at https://stackoverflow.com/a/8192275/434551:
std::array is an aggregate by the rules of C++11, and therefore it can be created by aggregate initialization. To aggregate initialize the array inside the struct, you need a second set of curly braces.

Create struct for vertex buffer on DX9

I have a huge problem in my DirectX project.
I need to make struct for vertexbuffer..
CUSTOMVERTEX vertices[] =
{
{ 2.5f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -2.5f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
But how do I do that in a loop?
I need to make huge field of triangles(3d terrain). So,
I tried something like this:
void Field_Generation::Field_Generate(int X, int Y, int Z)
{
int zeme[X][Y];
int n=0;
for (int i=0;i < X;i++)
{
for (int j=0;i < Y;j++)
{
zeme[i][j] = rand() % Z;
}
}
for (int i=0;i < X;i++)
{
for (int j=0;i < Y;j++)
{
int color1= rand() % 255;
int color2= rand() % 255;
int color3= rand() % 255;
n++;
CUSTOMVERTEX verticles[n] = {{i,j,zeme[i][j],D3DCOLOR_XRGB(color1,color2,color3),}};
}
}
}
But this ain't working for me. :( I can't figure out how to do that. Help please. Thank you.
There are a number of problems with the code you posted.
First of all, this won't work:
int zeme[X][Y];
You can't create a dynamic array this way. Although there are various ways to do it, I would recommend using std::vector so at the top of your source make sure you include the right header:
#include <vector>
using namespace std;
Then you can define your zeme like this:
vector<vector<int> > zeme(X, vector<int>(Y, 0));
Now you can access your elements using zeme[x][y] as you do already.
Next you need to create an array to hold your custom vertex data, and again you can use a std::vector. This should be defined as a class member or a global variable rather than being defined inside your function. Something like:
std::vector<CUSTOMVERTEX> m_pVertices;
Then, inside your loop, initialise each entry like this:
CUSTOMVERTEX pVertex = {i, j, zeme[i][j], D3DCOLOR_XRGB(color1,color2,color3) };
m_pVertices.push_back(pVertex);
Later, when you need to pass a pointer to your array of vertices to DirectX for drawing, use this syntax to get a pointer to the start of the data:
CUSTOMVERTEX *pData = &m_pVertices[0];
(Note that in C++11 there are alternative ways of handling all of the above)
Another alternative, if you already have an array of CUSTOMVERTEX is to initialise each component inside the loop. So, assuming your CUSTOMVERTEX has a structure like this (I'm guessing because you don't show it):
struct CUSTOMVERTEX
{
float x, y, z;
D3DCOLOR nCol;
};
Then, inside your loop, you could initialise each entry like this (you need to use whatever names are defined in your structure):
verticles[n].x = i;
verticles[n].y = j;
verticles[n].z = zeme[i][j];
verticles[n].nCol = D3DCOLOR_XRGB(color1,color2,color3);
So, you assign each value to a member of the struct rather than trying to assign the whole struct in one hit like I did in the first example.
You can set the value of a struct by setting each of it's component, like this.
struct Person
{
int age;
string name;
};
Person person[2];
person[0].age = 20;
person[0].name = "zdd";
person[1].age = 30;
person[1].name = "ddz";

c++ iterating through vector returns objects that aren't even in it

I'm putting together a pinball table, and here I have a PinballTable class. I want to hold all of the game objects (pinball, bumpers, flippers, etc) in a vector, which I call _gameObjs.
When I iterate through the vector, its returning the last GameObj declared in the constructor, whether that GameObj is in the vector or not. If I add multiple GameObjs to the vector, it will return that last declared GameObj that many times. I'm transitioning from C# and collections seem to be getting the best of me, I'm totally stumped here though
Here, I'm added three objects: two bumpers and one pinball. In the update function, I'm trying to get it to output output the x size of each object just so I know it's iterating correctly. Here, for example, I haven't even added the pinball to the vector, but it's outputting the pinball's x size twice per update call.
#include "PinballTable.h"
GameObj* _pinball;
int TABLE_WIDTH;
int TABLE_HEIGHT;
float _tableTiltedAngle = 6.5f;
float _radiansPerDegree = PI / 180;
float _gravityForce = cos( _tableTiltedAngle * _radiansPerDegree ) * GRAVITY;
vector<GameObj> _gameObjs;
PinballTable::PinballTable( const int width, const int height )
{
TABLE_WIDTH = width;
TABLE_HEIGHT = height;
GameObj bumper1(
GameObj::shapeCircle,
GameObj::typeStatic,
color4f( 1.0f, 1.0f, 0.0f, 1.0f),
point2f( 300.0f, 600.0f ),
vec2f( 40.0f, 0.0f )
);
_gameObjs.push_back( bumper1 );
GameObj bumper2(
GameObj::shapeCircle,
GameObj::typeStatic,
color4f( 1.0f, 1.0f, 0.0f, 1.0f),
point2f( 50.0f, 200.0f ),
vec2f( 50.0f, 0.0f )
);
_gameObjs.push_back( bumper2 );
GameObj pinball(
GameObj::shapeCircle,
GameObj::typeDynamic,
color4f( 1.0f, 1.0f, 0.0f, 1.0f),
point2f( 100.0f, 100.0f),
vec2f( 20.0f, 20.0f)
);
_pinball = &pinball;
}
PinballTable::~PinballTable(void)
{
}
// ------------------------------ Update Functions ------------------------------
void PinballTable::update( GameTime& gameTimer )
{
for( vector<GameObj>::iterator i = _gameObjs.begin(); i != _gameObjs.end(); ++i )
{
cout << i->getSize()->x << endl;
}
}
thanks for the help
get size function just returns a vector2 (x, y components) from a GameObj. The output size matches up with the last declared GameObj size in the PinballTable constructor every time
vec2f* GameObj::getSize( void )
{
return &_size;
}
Solved:
One of the problems, as pointed out by a few, was that the GameObjs are created inside the constructor.
In the GameObj class I was not declaring the different members in the header file. Switching these members to the header file seemed to fix this, for what reason I do not know.
You created 3 GameObj inside the constructor which are going to be destructed after the constructor returns and when you add them to the vector, they are garbage.
Is your GameObj an interface or abstract class? If so, you should not put it directly into a vector, but a pointer to it. Think of a vector as a byte-array containing of serialized copies of what you put into it (since you are coming from C# this should help). C++ does not have a uniform object representation, so it is crucial to keep in mind what space your objects require.
Is this you want,
for( vector<GameObj>::iterator i = _gameObjs.begin(); i != _gameObjs.end(); ++i )
{
cout << (*i).getSize()->x << endl;
}
You need to get the object stored in the vector by the dereference(*) operator.
If at all possible, I'd use a range-based for loop:
for (auto const &g : _gameObjs)
cout << g.getSize()->x << "\n";
This was added in C++11, so you may have to give your compiler a switch to tell it to recognize/allow C++11 constructs (e.g., you normally have to with g++).
The way that you describe your problem, it sounds as if _size is a global variable, and not a member of GameObj

C++, why am I getting access violations after modifying newly allocated objects?

Alright, so I'm currently working on a game and ran into a memory issue after refactoring some of the code today.
It uses a component based design and I was modifying how the components were allocated and passed off to entities. Originally some components were allocated as member variables within the entities but now I want to have them allocated elsewhere and passed off to the entity via pointer.
You can see how I implemented this below with sample code from my project. I essentially iterate through all the entities and allocate the components for them. The problem is I'm hitting a access violation at the first line of "starting up" the "instanceObject" on the 6th iteration and have no idea why. Using the debugger, it doesn't look like any of the variables point to a invalid address.
Here is what I'm doing to create the entities and components.
for (unsigned int i = 0; i < 512; ++i) {
InstanceObject* _pInstanceObject = new InstanceObject;
// Initialize temporary variables
XMFLOAT3 _position, _rotation;
float _angle = (i / 512.0f) * (2.0f * XM_PI),
_scale = (float)pResourceManager->numberGenerator.GetInt(50, 5);
_position.x = 100000.0f * cos(_angle) + pResourceManager->numberGenerator.GetInt(50000, -25000);
_position.y =(float) pResourceManager->numberGenerator.GetInt(50000, -25000);
_position.z = 100000.0f * sin(_angle) + pResourceManager->numberGenerator.GetInt(50000, -25000);
_rotation.x = (XM_PI * 2) * (pResourceManager->numberGenerator.GetInt(100, 0) / 100.0f);
_rotation.y = (XM_PI * 2) * (pResourceManager->numberGenerator.GetInt(100, 0) / 100.0f);
_rotation.z = (XM_PI * 2) * (pResourceManager->numberGenerator.GetInt(100, 0) / 100.0f);
// Set component's state using the temporary variables.
_pInstanceObject->StartUp(&_position,
&_rotation,
&XMFLOAT3(_scale, _scale, _scale),
&XMFLOAT3(0.0f, 0.0f, 1.0f),
&XMFLOAT3(1.0f, 0.0f, 0.0f),
&XMFLOAT3(0.0f, 1.0f, 0.0f)
);
// Hand pointer of the component to entity.
// Entity will handle deallocating component
}
And here is the relevant code from the component.
class InstanceObject {
private:
XMVECTOR anteriorAxis,
lateralAxis,
normalAxis,
position,
rotationQuaternion,
scale;
XMMATRIX translationMatrix,
rotationMatrix,
scaleMatrix;
void SetAnteriorAxis(const XMFLOAT3 *_anteriorAxis) { anteriorAxis = XMLoadFloat3(_anteriorAxis); }
void SetLateralAxis(const XMFLOAT3 *_lateralAxis) { lateralAxis = XMLoadFloat3(_lateralAxis); }
void SetNormalAxis(const XMFLOAT3 *_normalAxis) { normalAxis = XMLoadFloat3(_normalAxis); }
public:
InstanceObject(void) { }
InstanceObject(const InstanceObject& _object) : anteriorAxis(_object.anteriorAxis), lateralAxis(_object.lateralAxis),
normalAxis(_object.normalAxis), position(_object.position), rotationQuaternion(_object.rotationQuaternion), scale(_object.scale),
translationMatrix(_object.translationMatrix), rotationMatrix(_object.rotationMatrix), scaleMatrix(_object.scaleMatrix) {}
~InstanceObject(void) { }
bool StartUp(const XMFLOAT3 *_position, const XMFLOAT3 *_rotation, const XMFLOAT3 *_scale,
const XMFLOAT3 *_lookAxis, const XMFLOAT3 *_strafeAxis, const XMFLOAT3 *_upAxis);
void SetPosition(const XMFLOAT3* _position) { position = XMLoadFloat3(_position); }
void SetRotationQuaternion(const XMFLOAT3 *_rotation) { rotationQuaternion = XMQuaternionRotationRollPitchYaw(_rotation->x, _rotation->y, _rotation->z); }
void SetScale(const XMFLOAT3 *_scale) { scale = XMLoadFloat3(_scale); }
}
bool InstanceObject::StartUp(const XMFLOAT3 *_position, const XMFLOAT3 *_rotation, const XMFLOAT3 *_scale,
const XMFLOAT3 *_lookAxis, const XMFLOAT3 *_strafeAxis, const XMFLOAT3 *_upAxis) {
SetPosition(_position);
SetRotationQuaternion(_rotation);
SetScale(_scale);
SetAnteriorAxis(_lookAxis);
SetLateralAxis(_strafeAxis);
SetNormalAxis(_upAxis);
return true;
}
Any idea of what could be causing this behavior and how should I fix it?
I believe the issue is that the XMVECTOR in your InstanceObject class need to be 16 byte aligned, and the new operator won't guarantee this for you. You can add a quick check into your code to confirm - check whether the InstanceObject pointer & 0xF is non zero in the iteration in which it crashes.
If that is the case you can write a custom allocator that guarantees the right alignment and use placement new.
It seems to be a fairly common problem with XMVECTOR when used as a member (here's an existing Connect bug report on this issue, there are a few web pages if you search).
If you just want to fix it quickly to let you get on with other things, you can add a static operator new and delete to your class declaration implemented something like the following snippet:
void* InstanceObject::operator new( size_t size )
{
// _aligned_malloc is a Microsoft specific method (include malloc.h) but its
// straightforward to implement if you want to be portable by over-allocating
// and adjusting the address
void *result = _aligned_malloc( size, 16 );
if( result )
return result;
throw std::bad_alloc();
}
void InstanceObject::operator delete( void* p )
{
if( p ) _aligned_free(p);
}
If the InstanceObject share a common lifetime you could replace the use of _aligned_malloc with your own aligned arena allocator and make the delete a no-op to improve efficiency.
You're taking the addresses of temporaries! That's not even allowed!
// Set component's state using the temporary variables.
_pInstanceObject->StartUp(&_position,
&_rotation,
&XMFLOAT3(_scale, _scale, _scale), // not valid
&XMFLOAT3(0.0f, 0.0f, 1.0f), // not valid
&XMFLOAT3(1.0f, 0.0f, 0.0f), // not valid
&XMFLOAT3(0.0f, 1.0f, 0.0f) // not valid
);
I suggest that you turn up the warning levels on your compiler settings, and enable as much standard conformance as possible. Things get much easier when your compiler tells you what you're doing wrong.
As a solution, you could try simply passing the objects by value:
_pInstanceObject->StartUp(_position,
_rotation,
XMFLOAT3(_scale, _scale, _scale),
XMFLOAT3(0.0f, 0.0f, 1.0f),
XMFLOAT3(1.0f, 0.0f, 0.0f),
XMFLOAT3(0.0f, 1.0f, 0.0f)
);
bool StartUp(XMFLOAT3 _position, XMFLOAT3 _rotation, XMFLOAT3 _scale,
XMFLOAT3 _lookAxis, XMFLOAT3 _strafeAxis, XMFLOAT3 _upAxis);
It looks like your XMFLOAT3 structures are being allocated on the stack, not on the heap. They would get cleaned up when their variables go out of scope.
Try allocating your structures on the heap instead:
XMFLOAT3* _position = new XMFLOAT3;