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About kaprikawn

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  1. kaprikawn

    Deleting an object by pointer

    Thanks both, but I think I've solved it another way. I think when I deleted the object, the renderer still had something to do with that object and that's what caused the segfault.  I solved it by marking the object for deletion in a member variable, then deleting at the beginning of my next update pass.
  2. I'm building my first game using C++ and SDL. I have a SpriteGroup object that contains a vector of pointers of my Sprites : std::vector <Sprite*> m_sprites; Everytime I want to create a sprite I create the object as normal and add it's pointer to this vector e.g. Sprite* enemy = new Enemy (); m_sprites.push_back( enemy ); (It's a little more complicated than this, but this is the pertinent code). And my update function in my main loop will loop through this vector and call the update function of each object in the vector (and all of the rest of the stuff that needs doing). When one of these objects goes out-of-bounds I want to remove it.  I have functions which identifies when this occurs and calls a delete function.  This finds the position in the vector of the object I want to remove and erases it : void SpriteGroup::remove( int spriteID ) {   for( int i = 0; i < m_sprites.size(); i++ ) {     if( m_sprites -> getSpriteID() == spriteID ) {       m_sprites.erase( m_sprites.begin() + i );     }   } }   The issue is that I don't think the object is being destroyed, merely removed from the vector.  Wouldn't this cause a memory leak?  When I try calling delete on the pointer before I remove the vector element, it causes a segfault i.e. by adding 'delete m_sprites;' before the erase call.   So my question is, if I have the pointer to an object, how do I call delete on that object before I remove it from the vector?   Thanks in advance.
  3. kaprikawn

    Help with debugging segfault

    Oh, something weird is going on here.  I thought I read your reply on my phone this morning which had significantly different content if I remember correctly.  And I posted the reply above not having re-read your reply.  But now I've gone back over it and it seems a lot more specific (did you edit your reply or something?  Or maybe it was a different reply that has since been deleted?).   Anyway, thanks for your help, I'll try to take on board your feedback.  I think I'm ok with constructors (at least for the level I'm currently at).  But yes, destructors is definately something I need to look at.   Why should I avoid singletons?  The book I'm following seemed to like them, and in the little I've done so far they seem to make sense.  Are they considered bad practice generally?
  4. kaprikawn

    Help with debugging segfault

    Thanks for the reply.  I've now fixed the issue but I don't understand how what I've done has fixed it.   As I mentioned in my post, the current gamestate is held as the last element in a vector.  In the changestate function, my segfaulting code did this as part of changing one gamestate to the other : delete m_gameStates.back(); m_gameStates.pop_back(); I didn't know what 'delete' did initially so I read up on it, and my understanding was that it basically got rid of the instance of the class, and freed up the memory.   The fix was to comment out the 'delete' line, so now my code just does the pop_back and now it works as intended.  I'm not 100% sure why this fixed it, and I'm not really that concerned about that specifically for now.  What I am concerned about is the potential for a memory leak (if my understanding of memory leaks is correct).  Is this concern founded?  Is doing the 'pop_back' function to delete the position in the vector sufficient to also delete whatever was in there too?  Or is my menustate instance still floating around in memory somewhere not having been properly cleaned up?
  5. Hi, I'm trying to learn OOP / C++ and am following a book called SDL Game Development by Shaun Mitchell.  I'm at a stage where I'm managing the game state, essentially just transitioning from a menu state to a play state, but I'm getting a segmentation fault which I'm really struggling to debug.   I have read the guidelines for new posters and would like to try and post a snippet of my code, but I don't think that's possible.  I've put my code here for viewing :   https://www.dropbox.com/sh/4gaw5pyyipeohq8/AAAbCSvINc76aRpyKAGE8vrra?dl=0   I hope this is an acceptable way of doing this, please let me know if there's a better way of doing it.   The segfault occurs after you click the 'Play' button, what happens is :   - Game.h contains a pointer to an instance of the GameStateMachine class (m_pGameStateMachine) - GameStateMachine contains a vector of GameStates, the last element of which is always the current gamestate (in my current code it never has more than one element in).  The menu gamestate gets loaded into this initially. - When you click the 'Play' button, triggering s_menuToPlay from the MenuState.cpp file (line 55), that calls changeState in GameStateMachine.cpp line 18. - This deletes the MenuState instance from the vector and replaces it with a PlayState instance. - In Game.cpp is an update function which is in the main game loop which calls the update function of the current gamestate.  Initially this calls the update function of the MenuState gamestate, after the click and transition from MenuState to PlayState, it should then call the update function of the PlayState instance.   However, from performing a backtrace on the segfault, it seems that the update function of the MenuState is still being called after it has been deleted and replaced with the PlayState instance.  It seems pretty likely that this is the cause of the segfault, but I can't for the life of me figure out why that code is being called by that point.   I know this is a big ask, but any help on debugging this would be greatly appreciated.  If going through my code is a bit much, if there's any specific advice on debugging segfaults that you could recommend that I couldn't get from googling 'How to debug segfaults' then that might help.   For reference, the code is C++ / SDL2, being compiled using clang (also tried g++) on latest version of Mint Linux.  The output of running gdb on my file is : SDL successfully initialised window created successfully Renderer created successfully Initialised 0 joystick(s) Changing game state to MENU entering MenuState game init success gameState currently MENU Changing game state to PLAY exiting MenuState entering PlayState gameState is now PLAY Program received signal SIGSEGV, Segmentation fault. 0x000000000040c579 in MenuState::update (this=0x9b9660) at MenuState.cpp:13 13 m_gameObjects[i] -> update(); (gdb) backtrace #0 0x000000000040c579 in MenuState::update (this=0x9b9660) at MenuState.cpp:13 #1 0x000000000040af5e in GameStateMachine::update (this=0x9a7370) at GameStateMachine.cpp:49 #2 0x000000000040c1b9 in Game::update (this=0x617070) at Game.cpp:68 #3 0x000000000040e874 in main (argc=1, args=0x7fffffffe118) at Main.cpp:20 As you can see, the update loop is going Main -> Game -> GameStateMachine -> MenuState The console output above that shows that the PlayState has successfully initialized (and I've done all the checks I can think of to make sure that is the case).  Therefore it, at that point, should be going Main -> Game -> GameStateMachine -> PlayState   If someone could point me in the right direction that would be great, thanks in advance.
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