I don't really know how to word this so I'll just draw it in psudo code...
[source lang="cpp"]class ROOMCLASS
{
a texture
a constructor that creates that texture with the directx device
a destructor that releases the texture
}
class HOUSECLASS
{
a vector of ROOMCLASS called "rooms";
constructor:
{
ROOMCLASS temp_room;
rooms.push_back(temp_room);
}
// at this point I have checked and the texture in both temp_room and rooms[0] are both valid.
} // at this point a ROOMCLASS destructor is called and releases that texture without issue.
HOUSECLASS houses;
function MAKE_A_NEW_HOUSE
{
HOUSECLASS temp_house;
// at this point the texture in temp_house.room[0] appears to be invalid.
houses.push_back(temp_house);
} // at this point a ROOMCLASS destructor is called and causes an error.[/source]
Is the problem that you can't use vector.push_back when a texture is involved?
c++ Vector.Push_Back impossible to use with textures?
No, push_back does what it says on the tin, regardless of types.
It's impossible to tell what's actually going on without some real code, but I would guess it would be to do with you breaking the rule of three.
N.B. this is the sequence of constructors/destructors going on. Seeing you've not written a copy constructor, the compiler is writing one for you, which isn't incrementing the texture's reference count as it should.
It's impossible to tell what's actually going on without some real code, but I would guess it would be to do with you breaking the rule of three.
N.B. this is the sequence of constructors/destructors going on. Seeing you've not written a copy constructor, the compiler is writing one for you, which isn't incrementing the texture's reference count as it should.
{
vector<Object> vec;
{
Object temp;//call temp.Object() -- constructor
vec.push_back(temp);//call vec[0].Object(temp) -- copy constructor
}//calls temp.~Object() -- destructor
};//calls vec[0].~Object() -- destructor
Your ROOMCLASS is not properly copyable.
A vector copies and owns each object as it is inserted into the vector. A new ROOMCLASS instance is created using the copy constructor and the old one is deleted.
vector requires copyable classes.
I expect that you wrote ROOMCLASS so that it properly destroys the texture when it is deleted. You need a system for copying the texture reference or creating a new texture reference in the new instance of ROOMCLASS.
shared_ptr is often referred to for this purpose. I consider shared_ptr a crutch. Each class should learn to manage it's own resources. In this case, perhaps a management class for textures that uses shared_ptr would be useful. I would avoid using shared_ptr as a requirement for using HOUSECLASS.
A vector copies and owns each object as it is inserted into the vector. A new ROOMCLASS instance is created using the copy constructor and the old one is deleted.
vector requires copyable classes.
I expect that you wrote ROOMCLASS so that it properly destroys the texture when it is deleted. You need a system for copying the texture reference or creating a new texture reference in the new instance of ROOMCLASS.
shared_ptr is often referred to for this purpose. I consider shared_ptr a crutch. Each class should learn to manage it's own resources. In this case, perhaps a management class for textures that uses shared_ptr would be useful. I would avoid using shared_ptr as a requirement for using HOUSECLASS.
A vector copies and owns each object as it is inserted into the vector. A new ROOMCLASS instance is created using the copy constructor and the old one is deleted.
vector requires copyable classes.
This changes with a C++11 compiler. Objects placed in a vector in C++11 only need to be movable, not necessarily copyable. Either way copy/move semantics need to be implemented properly, but what is necessary changes depending on the semantics you plan to support.
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