Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Memory leak with MFC's CString

This topic is 5511 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

For whatever reason, when I create a pointer that allocates more than 1 MFC CString, my program crashes when I free the memory used, which essentially forces me to have to allow memory leaks. For example, this code will not crash my program:
CString *x = new CString;
delete x;
But this will crash my program:
CString *x = new CString[2];
delete x;
I have no idea why this is and it only happens with MFC CStrings. If I use doubles, or ints, then it works fine, no memory leaks, but for some reason with CString''s it ends up crashing.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!