So I've been cleaning up a bit of code, and I noticed that the desctructor of a class was being called directly after the constructer is called. Effectively, the object does nothing. Im pretty sure the object is still in scope, because I can access its members still. In the constructer I've printed out this and in the destructor I've printed out "deleted: " << this. Here is what the output looks like:
x7fff5fbff380
0x7fff5fbff3d0
deleted: 0x7fff5fbff3d0
deleted: 0x7fff5fbff380
0x7fff5fbff280
0x7fff5fbff2d0
deleted: 0x7fff5fbff2d0
deleted: 0x7fff5fbff280
0x7fff5fbff190
0x7fff5fbff1e0
deleted: 0x7fff5fbff1e0
deleted: 0x7fff5fbff190
Obviously, this isn't enough to help solve the problem, so here is some code, involving how the object is created, how it is used and how it is destroyed.
//event listener constructor
EventListener::EventListener(EventTypes typeEvent,EventFunction functionPointer)
{
this->typeEvent = typeEvent;
this->functionPointer = functionPointer;
//add it to the tick handler
this->listenerID = EngineEventDispacher.addEventListener(this);
std::cout << this << std::endl;
}
void EventListener::removeListener()
{
//remove it from the tickHandler
EngineEventDispacher.removeEventListener(this->listenerID);
}
//we add the event listener here
int EventDispatcher::addEventListener(EventListener* listener)
{
EventListeners.push_back(listener);
return (int)EventListeners.size() - 1;
}
//get rid of a listener
void EventDispatcher::removeEventListener(int id)
{
//std::vector<EventListener*>::iterator it;
//it = EventListeners.begin() + id;
//EventListeners.erase(it);
// EventListeners.shrink_to_fit();
//this isnt very memory efficiant, but it is the best solution for the CPU
EventListeners[id] = nullptr;
}
//send an event to all the listeners that can have it
void EventDispatcher::dispatchEvent(EventTypes eventType, Event* event)
{
for (int i = 0; i < EventListeners.size(); i++)
{
//we check if the current listener is subscribed to the event we are calling
if (EventListeners[i] != nullptr)
if (EventListeners[i]->typeEvent == eventType && EventListeners[i]->functionPointer != 0 )
{
//it was subscribed, so we are going to call it
EventListeners[i]->functionPointer(event);
}
}
}
//make sure that we can't call this
EventListener::~EventListener()
{
EngineEventDispacher.removeEventListener(this->listenerID);
std::cout << "deleted: " << this << std::endl;
}
What the classes look like:
//This will recive events
class EventListener
{
//this is what type of event it will repsond to
public:
EventTypes typeEvent;
EventListener(EventTypes typeEvent, EventFunction);
EventListener();
~EventListener();
EventFunction functionPointer;
void removeListener();
private:
int listenerID;
};
//her we define the event dispatcher
class EventDispatcher
{
public:
int addEventListener(EventListener*);
void removeEventListener(int);
void dispatchEvent(EventTypes, Event*);
private:
std::vector<EventListener*>EventListeners;
};
And finally how the event listener is declared and constructed:
class Scene
{
public:
Scene();
std::vector<StaticGeometry>GameObjects;
void addStaticGeometry(StaticGeometry object);
void renderSceneWithCamera(camera cam);
void renderSceneWithCameraAndProgram(camera cam,GLuint program);
void pickObjectFromScene();
void pickObjectFromSceneWithScreenCoords(int x, int y);
int selectedObject;
private:
//listen for the left click
EventListener leftClickEventListener;
void leftClick(Event* eventPtr);
};
Scene::Scene() : leftClickEventListener(EventTypeLeftMouseClick,std::bind(&Scene::leftClick,this,std::placeholders::_1))
{
//default constructor, we just need to make sure that the selected thing is -1
selectedObject = -1;
}
As far as I know, members aren't supposed to call the deconstructor until the parent calls theirs. The Scene class most definitely isn't calling its reconstructor, and thats what really has me puzzled. Everything should be fine, but its not. Nothing I've found says that things should just randomly decide to deconstruct themselves. Any help would be appreciated. Thanks.
Problem:
If you create an object inside a block or function with automatic storage duration, like
{
// ...
EventListener myListener();
// ...
}
the object will be destroyed as soon as execution leaves the block/function, even though it may still be referenced from elsewhere. See also:
Creating an object: with or without `new`
Generally, you should never pass a pointer to an object with such scope anywhere where it might be stored internally.
Solution:
You'll have to explicitly use new if you want your object to live beyond the current block:
{
// ...
EventListener* myListener = new EventListener();
// ...
}
Im pretty sure the object is still in scope, because I can access its
members still.
Beware: A pointer to an object may still seem to be usable even after the object has been (implicitly) destroyed, but dereferencing this pointer is a severe, though not always obvious, bug.
Related
I'm trying to create a struct that have 2 function, which may be rewritten if needed later. The functions are: onClicked() and onClickedRight(). The code for the struct:
typedef struct {
QString text;
QString infoText;
QUrl iconSrc;
QColor iconColor;
void (*onClicked)() = nullptr;
void (*(*onClickedRight))() = &onClicked; // by default, execute the same function from onClicked()
} ConfigButton;
How I'm trying to execute these functions:
ConfigButton b;
...
// test if click funtion has been defined, to execute it
if (b.onClicked)
b.onClicked(); // this one work just fine
...
if (*(b.onClickedRight))
(*(b.onClickedRight))(); // this one crashed
Is it even possible? Am I missing something?
When onClicked is a function, both &onClicked and onClicked evaluate to the same thing -- a pointer to the function.
If you want to create a pointer to a function pointer, you need a pointer to a function as a variable first.
However, given your usage, you need just a pointer to a function.
typedef struct {
QString text;
QString infoText;
QUrl iconSrc;
QColor iconColor;
void (*onClicked)() = nullptr;
void (*onClickedRight)() = onClicked;
} ConfigButton;
and
if ( b.onClickedRight)
b.onClickedRight();
I think you can still solve your issue with a pointer to a function pointer, yet it is a bit clumsy, since you have to call this pointer-pointer in a different manner than you do with a "normal" function pointer. The call would look like (*(aButton.onRightClick))(), and you need to let onRightClick point to a pointer object pointing to a function rather than assigning the function directly.
I suppose you are looking for a way to define that onRightClick shall by default "inherit" the behaviour of onClick, unless the user overrides this and assigns a different behaviour to onRightClick. I see two requirements that a possible solution shall fulfill:
1) If onRightClick did not get overridden, it shall inherit every change made to onClick
2) If onRightClick gets overridden, it gets decoupled from onClick.
You can solve this with "simple" function pointers by assigning onRightClick a function that simply calls the one assigned to onClick. The following code shows this for C++; the approach can be transferred to C (though you then need to pass the "this" to the function calling onClick:
void defaultOnClick() {
std::cout << "defaultOnClick" << std::endl;
}
void otherClick() {
std::cout << "otherClick" << std::endl;
}
void rightClick() {
std::cout << "rightClick" << std::endl;
}
typedef std::function<void(void)> onClickFunctionType;
struct ConfigButton {
onClickFunctionType onClick = defaultOnClick;
onClickFunctionType onRightClick = [this](){ this->onClick(); };
} ;
int main() {
ConfigButton configButton;
std::cout << "default for both onClick and onRightClick (calling onClick)" << std::endl;
configButton.onClick();
configButton.onRightClick();
std::cout << "special click for onClick; 'inherited' by onRightClick" << std::endl;
configButton.onClick = otherClick;
configButton.onClick();
configButton.onRightClick();
std::cout << "special click for onClick; different one for onRightClick" << std::endl;
configButton.onRightClick = rightClick;
configButton.onClick();
configButton.onRightClick();
}
Output:
default for both onClick and onRightClick (calling onClick)
defaultOnClick
defaultOnClick
special click for onClick; 'inherited' by onRightClick
otherClick
otherClick
special click for onClick; different one for onRightClick
otherClick
rightClick
Answer adjusted, since OP has removed c from the tag list.
The code works as is. So you are doing something else wrong.
However, using a pointer to a pointer to a function in this way may not have the semantics that you want. If the structure gets copied to another structure, the onClickedRight member in the copy is not pointing to the onClicked pointer in its own instance. It is instead pointing to the onClicked pointer of the original instance.
a.onClickedRight = &a.onClicked;
b = a;
assert(b.onClickedRight == &a.onClicked); // Is this intentional?
What this means is that you have to be extra careful about how you use structures that contain pointers to its own members (and pointers to anything, really). You will probably need some kind of deep copy method (so, according to TRoT, you need a copy constructor, an assignment operator, and a destructor).
In any case, the C++ code is not really idiomatic. For myself, I would probably leverage virtual methods. The virtual method syntax can easily accommodate this use case.
struct ConfigButton {
QString text;
QString infoText;
QUrl iconSrc;
QColor iconColor;
virtual void onClicked() const = 0;
virtual void onClickedRight () const { onClicked(); }
};
struct Foo : ConfigButton {
void onClicked () const {
//...
}
};
If you follow this method, this will also work.
One possible approach is to have functions that implement the logic of firing the handler. You already have some logic (if (onClicked)) that the caller has to do anyway, so this minimizes the possibility of the caller making a mistake .
struct ConfigButton {
// ...
void Fire_OnClicked()
{
if ( onClicked )
onClicked();
}
void Fire_OnClickedRight()
{
if ( onClickedRight )
onClickedRight();
else
Fire_OnClicked();
}
private:
void (*onClicked)() = nullptr;
void (*onClickedRight)() = nullptr;
};
You could combine this with the std::function version, testing for empty instead of requiring "empty" to be represented by a lambda performing the default action. And if there are multiple handlers you want to have default fallback you could reduce boilerplate by making a template Fire function.
Another approach that might work would be to make a custom handler type with similar semantics to std::function but its () operator will perform a default action if no function has been set .
In the C language functions pointers are the only place where hiding pointers behind typedefs makes sense
https://godbolt.org/z/Gb_WEy
#include <stdio.h>
typedef int (*fptr_t)();
typedef struct
{
fptr_t fptr;
fptr_t *pfptr;
fptr_t **ppfptr;
fptr_t ***pppfptr;
}MYSTRUCT_t;
int foo(char *caller)
{
printf("Function name = %s, caller = %s\n", __FUNCTION__, caller);
return 0;
}
int main()
{
MYSTRUCT_t mystr;
mystr.fptr = foo;
mystr.pfptr = &mystr.fptr;
mystr.ppfptr = &mystr.pfptr;
mystr.pppfptr = &mystr.ppfptr;
printf("mystr.fptr=%p mystr.pfptr=%p func=%p\n", (void *)mystr.fptr, (void *)mystr.pfptr, (void *)&foo);
foo("foo");
mystr.fptr("mystr.fptr");
(*mystr.pfptr)("mystr.pfptr");
(*(*mystr.ppfptr))("mystr.ppfptr");
(*(*(*mystr.pppfptr)))("mystr.pppfptr");
}
I have a functional object that I'm using as body for multifunction_node:
class module
{
private:
bool valid;
QString description;
bool hasDetectionBranch;
tDataDescription bufData;
void* dllObject; //<-- This is a pointer to an object constructed with help of the external dll
qint64 TimeOut;
public:
module(const QString& _ExtLibName);
virtual ~module();
void operator() (pTransmitData _transmitData, multi_node::output_ports_type &op);
};
'dllObject' is created at construction time of the object 'module':
module::module(const QString& _ExtLibName) :
valid(true), hasDetectionBranch(false)
{
GetObjectDescription = (tGetObjectDescription)QLibrary::resolve(_ExtLibName, "GetObjectDescription");
CreateObject = (tCreateObject)QLibrary::resolve(_ExtLibName, "CreateObject");
DestroyObject = (tDestroyObject)QLibrary::resolve(_ExtLibName, "DestroyObject");
if (!CreateObject || !DestroyObject || !GetObjectDescription)
valid = false;
else
{
description = QString(GetObjectDescription());
dllObject = CreateObject();
}
}
And this is when 'dllObject' is destroyed:
module::~module()
{
if (valid)
{
DestroyObject(dllObject);
}
}
I've built a little graph:
void MainWindow::goBabyClicked(void)
{
module mod(QString("my.dll")); //<-- Here is OK and mod.dllObject is correct
if (!mod.isValid())
{
qDebug() << "mod is invalid!\n";
return;
}
first fir(input);
folder fol(QString("C:/out"), 10000);
graph g;
source_node<pTransmitData> src(g, fir, false);
multi_node mnode(g, tbb::flow::serial, mod); //<-- WTF? ~module() is executed!
function_node<pTransmitData> f(g, tbb::flow::serial, fol);
make_edge(src, mnode);
make_edge(mnode, f);
src.activate();
g.wait_for_all();
}
So I have 2 questions:
1) Why ~module() is executed and how to prevent this?
2) How to keep pointer for nested object correctly?
UPDATE Added some dummy code to prevent destroying dllObject at first time like:
bool b = false;
module::~module()
{
if (valid && b)
{
DestroyObject(dllObject);
}
if (!b)
b = true;
valid = false;
}
Now it works as expected but looks ugly :/
Max,
I assume you have a typedef of multi_node which is similar to the one in the reference manual example.
The constructor for the multifunction_node has the following signature:
multifunction_node( graph &g, size_t concurrency, Body body );
The body object is copied during the parameter passing and also during the construction of the node, so there are two copies of mod created during construction (actually three, as an initial copy of the body is also stored for re-initializing the body when calling reset() with rf_reset_bodies). The destructor calls you are seeing are probably those used to destroy the copies.
The body object should also have a copy-constructor defined or be able to accept the default-copy-constructor to make copies of the body. I think the QString has a copy-constructor defined, but I don't know about fields like tDataDescription. (I thought we had covered the basic requirements for Body objects in the Reference Manual, but I am still looking for the section.) In any case, the Body class must be CopyConstructible, as it is copied multiple times.
Regards,
Chris
I have been beating my head around this issue of static versus non-static, callback functions, function pointers, etc... My goal is to access data of a struct outside the scope of my callback interface. I am trying to do this within my class called TextDetect. I thought I was on track when I asked this question: Avoiding a static member function in c++ when using a callback interface from C
However, I still can't access the data without losing scope over the data that I am most interested. At runtime, I get "Access violation reading location ..." I'll point it out below where it fails.
I implemented the answer to my previous question as the following class, shown entirely (Note: vtrInitialize is part of a 3rd party api code int vtrInitialize(const char *inifile, vtrCallback cb, void *calldata);):
class TextDetect {
const char * inifile;
vtrImage *vtrimage;
int framecount;
public:
TextDetect();
~TextDetect();
void vtrCB(vtrTextTrack *track);
static void vtrCB_thunk(vtrTextTrack *track, void *calldata);
int vtrTest(cv::Mat);
bool DrawBox(cv::Mat&);
vtrTextTrack *texttrack;
};
TextDetect::TextDetect() : inifile("vtr.ini")
{
if (vtrInitialize(inifile, vtrCB_thunk, static_cast<void *>(this) ) == -1)
std::cout << "Error: Failure to initialize" << std::endl;
vtrimage = new vtrImage;
}
int TextDetect::vtrTest(cv::Mat imagetest)
{
/*store image data in an image structure*/
}
void TextDetect::vtrCB(vtrTextTrack *track)
{
/*send data to command line from callback */
I've tried copying the data I need a variety of ways and nothing works (this code is a continuation from above):
//texttrack = track;
//texttrack = new vtrTextTrack (*track);
memcpy(texttrack,track,sizeof(*track));
//vtrTextTrackFree(track);
}
void TextDetect::vtrCB_thunk(vtrTextTrack *track, void *calldata)
{
static_cast<TextDetect *>(calldata)->vtrCB(track);
}
This is the member function were I want the data to be used. Texttrack is public member so I might need it outside my class as well (this code is a continuation from above):
bool TextDetect::DrawBox(cv::Mat& tobeboxed)
{
And I get the access violation error at runtime here at this line of code (this code is a continuation from above):
if (texttrack->best->ocrconf > 90)
{
/*do some more stuff*/
}
}
Hopefully I'm understanding this correctly.
It seems to me that the problem is trying to copy those vtrTextTrack structs improperly.
This:
//texttrack = track;
just copies the pointer. If the owner of the struct (probably the caller of the callback function) destroys/deletes the vtrTextTrack, then you're holding on to an invalid pointer.
This one:
memcpy(texttrack,track,sizeof(*track));
will copy all the members of the vtrTextTrack, but will not copy what's being pointed to by it's member pointers (e.g. texttrack->best). Again, if the owner destroys/deletes the track, then you're holding on to invalid pointers.
And since
//texttrack = new vtrTextTrack (*track);
didn't work, I'm guessing that vtrTextTrack doesn't provide a copy constructor.
As for a workaround, first check if your third party library provides a function to copy these structs. If that's not the case (could this be by design?), then you may have to implement one yourself. This might be hard because there might be all kinds of internals that you don't know about. If you don't need the whole vtrTextTrack, I'd say define another struct and store only the information you need. Something along the lines of
SomeType* bestCopier(SomeType* src)
{
SomeType* temp;
/* copy over struct */
return temp;
}
Foo* fooCopier(Foo* src)
{
/*...*/
}
struct myTextTrack
{
public:
myTextTrack(vtrTextTrack* src)
{
//copy over stuff
m_best = bestCopier(src->best);
m_foo = fooCopier(src->foo);
}
private:
/* the members you care about*/
SomeType* m_best;
Foo * m_foo;
}
I've come across very strange behavior. In my class I have QFileSystemModel declared as a static variable and this variable is getting initialized in the ctor, and it works, but as soon as I try to update its state (via some method from this class) this seems to not have any effect. But as soon as I change this variable to non-static everything works as it should. What is it about static variables that I'm missing?
class X:public QDialog
{
Q_OBJECT
static QFileSystemModel* model_;
public:
void update();
};
//cpp file
X::QFileSystemModel* model_
X::X()
{
model_ = new QFileSystemModel(this);
}
void X::update()
{
model_->setNameFilters("*.h");//this will have absolutely no effect unless I make
//model_ non static
}
You need to do it like this, to prevent multiple initialisations of model_:
//cpp file
X::QFileSystemModel* model_ = 0; // Not strictly necessary, but good for clarity
X::X()
{
if (model_ == 0) model_ = new QFileSystemModel(this);
}
Since you are creating a new model_ for every new instance of your class X (each time the constructor is run) the problem you are describing seems to boil down to something a long the lines of; overwriting.
It's probably getting overwritten by another freshly created instance after you set some state in X::update.
That's the best answer I can give you without any more information regarding the matter.
Simple sample solution
struct Obj {
Obj () {
std::cerr << "model_: " << *model_ << std::endl;
++(*model_);
}
static int * model_;
};
int * Obj::model_ = new int (); // initialize the static member
int
main (int argc, char *argv[])
{
Obj a, b, c;
}
Typo?
I'm guessing this part of your snippet contains a typo, since a constructor cannot have a return type.
X::QFileSystemModel* model_
X::X()
{
model_ = new QFileSystemModel(this);
}
I have an Entity class, which contains 3 pointers: m_rigidBody, m_entity, and m_parent. Somewhere in Entity::setModel(std::string model), it's crashing. Apparently, this is caused by bad data in m_entity. The weird thing is that I nulled it in the constructor and haven't touched it since then. I debugged it and put a watchpoint on it, and it comes up that the m_entity member is being changed in the constructor for std::string that's being called while converting a const char* into an std::string for the setModel call. I'm running on a Mac, if that helps (I think I remember some problem with std::string on the Mac). Any ideas about what's going on?
EDIT: Here's the code for GEntity:
GEntity::GEntity(GWorld* world, unsigned long int idNum) {
GEntity(world, idNum, btTransform::getIdentity());
}
GEntity::GEntity(GWorld* world, unsigned long int idNum, btTransform trans) : m_id(idNum), m_trans(trans), m_world(world) {
// Init unused properties
m_rigidBody = NULL;
m_entity = NULL; // I'm setting it here
m_parent = NULL;
// Find internal object name
std::ostringstream ss;
ss << "Entity" << idNum << "InWorld" << world;
m_name = ss.str();
// Create a scene node
m_sceneNode = m_world->m_sceneMgr->getRootSceneNode()->createChildSceneNode(m_name+"Node");
// Initialize the SceneNode's transformation
m_sceneNode->setPosition(bv3toOv3(m_trans.getOrigin()));
m_sceneNode->setOrientation(bqToOq(m_trans.getRotation()));
}
void GEntity::setModel(std::string model) {
m_model = model;
// Delete entity on model change
if(m_entity != NULL) { // And by the time this line comes around, it's corrupt
m_world->m_sceneMgr->destroyEntity(m_entity);
m_entity = NULL;
}
// Create new entity with given model
m_entity = m_world->m_sceneMgr->createEntity(m_name+"Ent", model);
// Apply a new rigid body if needed
if(m_rigidBody != NULL) {
initPhysics();
}
}
void GEntity::initPhysics() {
deinitPhysics();
}
void GEntity::deinitPhysics() {
if(m_rigidBody != NULL) {
m_world->m_dynWorld->removeRigidBody(m_rigidBody);
delete m_rigidBody;
m_rigidBody = NULL;
}
}
And here's the definition of GEntity:
class GEntity : public btMotionState {
public:
GEntity(GWorld* world, unsigned long int idNum);
GEntity(GWorld* world, unsigned long int idNum, btTransform trans);
void setModel(std::string modelName);
void initPhysics();
void deinitPhysics();
void getWorldTransform(btTransform& worldTrans) const;
void setWorldTransform(const btTransform &trans);
void parent(GEntity* parent);
protected:
unsigned long int m_id;
// Physics representation
btTransform m_trans;
btRigidBody* m_rigidBody;
// Graphics representation
Ogre::SceneNode* m_sceneNode;
Ogre::Entity* m_entity;
// Engine representation
GWorld* m_world;
GEntity* m_parent;
std::string m_name;
std::string m_model; // Used to find physics collision mesh
};
And here's the code calling setModel:
// Setup game world
GWorld* world = new GWorld(win);
GEntity* ent = world->createEntity();
ent->setModel(std::string("Cube.mesh"));
Your problem is that this line is constructing a nameless temporary GEntity inside the constructor body for a different GEntity. The temporary is then thrown away once the statement completes and no further initialization of the non-temporary GEntity is performed.
GEntity(world, idNum, btTransform::getIdentity());
If you want to share some initialization code between your two constructors you should create a member function that performs the required actions and call this function from both constructors. C++ doesn't (currently) allow you to delegate initialization from one constructor to a different constructor or call two constructors on the same object.
My best guess is that the problem is in GWorld::createEntity. If you're creating a local GEntity on the stack and returning a pointer to it, you'll see something like what you describe, as the GEntity is destroyed when GWorld::createEntity returns and the memory is reused for the temp string constructed to pass to setModel
Edit
I see you've added more code, including the definition of createEntity. That looks fine, but I would still suggest looking for some way in which the GEntity you're seeing the problem with gets deleted (and the memory reused for a string) before you call setModel.
One solution I have found is to use string.resize(n), which will resize the function. However, I do not know why this works, and I feel my problem is with my code since std::string is part of the standard C++ library.
I can't find the answer but I can make a suggestion that will help catch the problem:
Add assertions. A lot of assertions. Each one of those functions really need some assertions at least at their beginning. That will certainly help you catch wrong states early.
And by the way, you should use a constant reference as parameter of your setModel() function.
In C++ you can not call a constructor from within a constructor.
Try
GEntity::GEntity(GWorld* world, unsigned long int idNum) : GEntity(world, idNum, btTransform::getIdentity() {}