using a for each loop with pointers - visual-c++

First of I have 2 Classes in 2 files (both .h and .cpp files), Create.h and AI.h.
Create.h has this struct in it:
public:
struct Cell
{
//some stuff
vector<Cell*> neighbors;
State state;
};
Here is the enum class State (stored in the Create.h file):
enum class State : char
{
//some states like "empty"
};
Now in AI.cpp I have a function like this:
void AI::Function(Create::Cell cell)
{
for each (Create::Cell* var in cell.neighbors)
{
if (var->state == State::empty)
{
}
}
}
So basically I am trying to access each individual Cell which is stored in cell.neighbors with a for each so I can do some stuff to each one of them.
According to my debugger though it doesn't even reach the if (var->state == State::empty) part. Am I using the for each wrong?
EDIT: The neighbors vector has definitely elements in it

If you are compiling with optimizations enabled, then an empty if statement like that might be completely removed (it has no side-effects).
(Although, I think the debugger won't let you set a breakpoint on that line, if it were removed. So this is an easy test -- try to set a breakpoint on the if itself.)

it seems that the vector is empty. You can check this printing its size before the loop.
And I would like to answer some comments. This form of the for loop is MS VC++ language extension. It is not C++/CLI.

Related

Code analysis C26408 — Replacing the m_pszHelpFilePath variable in InitInstance

In my application's InitInstance function, I have the following code to rewrite the location of the CHM Help Documentation:
CString strHelp = GetProgramPath();
strHelp += _T("MeetSchedAssist.CHM");
free((void*)m_pszHelpFilePath);
m_pszHelpFilePath = _tcsdup(strHelp);
It is all functional but it gives me a code analysis warning:
C26408 Avoid malloc() and free(), prefer the nothrow version of new with delete (r.10).
When you look at the official documentation for m_pszHelpFilePath it does state:
If you assign a value to m_pszHelpFilePath, it must be dynamically allocated on the heap. The CWinApp destructor calls free( ) with this pointer. You many want to use the _tcsdup( ) run-time library function to do the allocating. Also, free the memory associated with the current pointer before assigning a new value.
Is it possible to rewrite this code to avoid the code analysis warning, or must I add a __pragma?
You could (should?) use a smart pointer to wrap your reallocated m_pszHelpFilePath buffer. However, although this is not trivial, it can be accomplished without too much trouble.
First, declare an appropriate std::unique_ptr member in your derived application class:
class MyApp : public CWinApp // Presumably
{
// Add this member...
public:
std::unique_ptr<TCHAR[]> spHelpPath;
// ...
};
Then, you will need to modify the code that constructs and assigns the help path as follows (I've changed your C-style cast to an arguably better C++ cast):
// First three (almost) lines as before ...
CString strHelp = GetProgramPath();
strHelp += _T("MeetSchedAssist.CHM");
free(const_cast<TCHAR *>(m_pszHelpFilePath));
// Next, allocate the shared pointer data and copy the string...
size_t strSize = static_cast<size_t>(strHelp.GetLength() + 1);
spHelpPath std::make_unique<TCHAR[]>(strSize);
_tcscpy_s(spHelpPath.get(), strHelp.GetString()); // Use the "_s" 'safe' version!
// Now, we can use the embedded raw pointer for m_pszHelpFilePath ...
m_pszHelpFilePath = spHelpPath.get();
So far, so good. The data allocated in the smart pointer will be automatically freed when your application object is destroyed, and the code analysis warnings should disappear. However, there is one last modification we need to make, to prevent the MFC framework from attempting to free our assigned m_pszHelpFilePath pointer. This can be done by setting that to nullptr in the MyApp class override of ExitInstance:
int MyApp::ExitInstance()
{
// <your other exit-time code>
m_pszHelpFilePath = nullptr;
return CWinApp::ExitInstance(); // Call base class
}
However, this may seem like much ado about nothing and, as others have said, you may be justified in simply supressing the warning.
Technically, you can take advantage of the fact that new / delete map to usual malloc/free by default in Visual C++, and just go ahead and replace. The portability won't suffer much as MFC is not portable anyway. Sure you can use unique_ptr<TCHAR[]> instead of direct new / delete, like this:
CString strHelp = GetProgramPath();
strHelp += _T("MeetSchedAssist.CHM");
std::unique_ptr<TCHAR[]> str_old(m_pszHelpFilePath);
auto str_new = std::make_unique<TCHAR[]>(strHelp.GetLength() + 1);
_tcscpy_s(str_new.get(), strHelp.GetLength() + 1, strHelp.GetString());
m_pszHelpFilePath = str_new.release();
str_old.reset();
For robustness for replaced new operator, and for least surprise principle, you should keep free / strdup.
If you replace multiple of those CWinApp strings, suggest writing a function for them, so that there's a single place with free / strdup with suppressed warnings.

cgo C struct field access from Go: underscore or no underscore?

I'm running into a disconnect between the online documentation and the behavior I see in my programs accessing C structs within GO code. go version says I am using:
go version go1.4.2 linux/amd64
According to the GO CGO documentation:
Within the Go file, C's struct field names that are keywords in Go can be
accessed by prefixing them with an underscore: if x points at a C struct with
a field named "type", x._type accesses the field. C struct fields that cannot
be expressed in Go, such as bit fields or misaligned data, are omitted in the
Go struct, replaced by appropriate padding to reach the next field or the end
of the struct.
I had troubles with this, so made a quick sample program to test it out:
package main
// struct rec
// {
// int i;
// double d;
// char* s;
// };
import "C"
import "fmt"
func main() {
s := "hello world"
r := C.struct_rec{}
r.i = 9
r.d = 9.876
r.s = C.CString(s)
fmt.Printf("\n\tr.i: %d\n\tr.d: %f\n\tr.s: %s\n",
r.i,
r.d,
C.GoString(r.s))
}
When I use underscores as the docs indicate (eg, substitute r._i for r.i above) I get the following compile error:
r._i undefined (type C.struct_rec has no field or method _i)
When I don't use underscores it works fine. I tried this with both pointers and non-pointers. The only other idea I can think of is that maybe it's because I allocated the instances in GO rather than C, is that the case??
Thanks for any help!
The answer is in the very quote you have in your question:
Within the Go file, C's struct field names that are keywords in Go can be accessed by prefixing them with an underscore(…)
i, d, and s are not keywords in Go.

C++ : Strings, Structures and Access Violation Writing Locations

I'm attempting to try and use a string input from a method and set that to a variable of a structure, which i then place in a linked list. I didn't include, all of code but I did post constructor and all that good stuff. Now the code is breaking at the lines
node->title = newTitle;
node->isbn = newISBN;
So newTitle is the string input from the method that I'm trying to set to the title variable of the Book structure of the variable node. Now, I'm assuming this has to do with a issue with pointers and trying to set data to them, but I can't figure out a fix/alternative.
Also, I tried using
strcpy(node->title, newTitle)
But that had an issue with converting the string into a list of chars because strcpy only uses a list of characters. Also tried a few other things, but none seemed to pan out, help with an explanation would be appreciated.
struct Book
{
string title;
string isbn;
struct Book * next;
};
//class LinkedList will contains a linked list of books
class LinkedList
{
private:
Book * head;
public:
LinkedList();
~LinkedList();
bool addElement(string title, string isbn);
bool removeElement(string isbn);
void printList();
};
//Constructor
//It sets head to be NULL to create an empty linked list
LinkedList::LinkedList()
{
head = NULL;
}
//Description: Adds an element to the link in alphabetical order, unless book with
same title then discards
// Returns true if added, false otherwise
bool LinkedList::addElement(string newTitle, string newISBN)
{
struct Book *temp;
struct Book *lastEntry = NULL;
temp = head;
if (temp==NULL) //If the list is empty, sets data to first entry
{
struct Book *node;
node = (Book*) malloc(sizeof(Book));
node->title = newTitle;
node->isbn = newISBN;
head = node;
}
while (temp!=NULL)
{
... //Rest of Code
Note that your Book struct is already a linked list implementation, so you don't need the LinkedList class at all, or alternatively you don't need the 'next' element of the struct.
But there's no reason from the last (long) code snippet you pasted to have an error at the lines you indicated. node->title = newTitle should copy the string in newTitle to the title field of the struct. The string object is fixed size so it's not possible to overwrite any buffer and cause a seg fault.
However, there may be memory corruption from something you do further up the code, which doesn't cause an error until later on. The thing to look for is any arrays, including char[], that you might be overfilling. Another idea is you mention you save method parameters. If you copy, it's ok, but if you do something like
char* f() {
char str[20];
strcpy(str, "hello");
return str;
}
...then you've got a problem. (Because str is allocated on the stack and you return only the pointer to a location that won't be valid after the function returns.) Method parameters are local variables.
The answer you seek can be found here.
In short: the memory malloc returns does not contain a properly constructed object, so you can't use it as such. Try using new / delete instead.

Another weird issue with Garbage Collection?

OK, so here's the culprit method :
class FunctionDecl
{
// More code...
override void execute()
{
//...
writeln("Before setting... " ~ name);
Glob.functions.set(name,this);
writeln("After setting." ~ name);
//...
}
}
And here's what happens :
If omit the writeln("After setting." ~ name); line, the program crashes, just at this point
If I keep it in (using the name attribute is the key, not the writeln itself), it works just fine.
So, I suppose this is automatically garbage collected? Why is that? (A pointer to some readable reference related to GC and D would be awesome)
How can I solve that?
UPDATE :
Just tried a GC.disable() at the very beginning of my code. And... automagically, everything works again! So, that was the culprit as I had suspected. The thing is : how is this solvable without totally eliminating Garbage Collection?
UPDATE II :
Here's the full code of functionDecl.d - "unnecessary" code omitted :
//================================================
// Imports
//================================================
// ...
//================================================
// C Interface for Bison
//================================================
extern (C)
{
void* FunctionDecl_new(char* n, Expressions i, Statements s) { return cast(void*)(new FunctionDecl(to!string(n),i,s)); }
void* FunctionDecl_newFromReference(char* n, Expressions i, Expression r) { return cast(void*)(new FunctionDecl(to!string(n),i,r)); }
}
//================================================
// Functions
//================================================
class FunctionDecl : Statement
{
// .. class variables ..
this(string n, Expressions i, Statements s)
{
this(n, new Identifiers(i), s);
}
this(string n, Expressions i, Expression r)
{
this(n, new Identifiers(i), r);
}
this(string n, Identifiers i, Statements s)
{
// .. implementation ..
}
this(string n, Identifiers i, Expression r)
{
// .. implementation ..
}
// .. other unrelated methods ..
override void execute()
{
if (Glob.currentModule !is null) parentModule = Glob.currentModule.name;
Glob.functions.set(name,this);
}
}
Now as for what Glob.functions.set(name,this); does :
Glob is an instance holding global definitions
function is the class instance dealing with defined functions (it comes with a FunctionDecl[] list
set simply does that : list ~= func;
P.S. I'm 99% sure it has something to do with this one : Super-weird issue triggering "Segmentation Fault", though I'm still not sure what went wrong this time...
I think the problem is that the C function is allocating the object, but D doesn't keep a reference. If FunctionDecl_new is called back-to-back in a tight memory environment, here's what would happen:
the first one calls, creating a new object. That pointer goes into the land of C, where the D GC can't see it.
The second one goes, allocating another new object. Since memory is tight (as far as the GC pool is concerned), it tries to run a collection cycle. It finds the object from (1), but cannot find any live pointers to it, so it frees it.
The C function uses that freed object, causing the segfault.
The segfault won't always run because if there's memory to spare, the GC won't free the object when you allocate the second one, it will just use its free memory instead of collecting. That's why omitting the writeln can get rid of the crash: the ~ operator allocates, which might just put you over the edge of that memory line, triggering a collection (and, of course, running the ~ gives the gc a chance to run in the first place. If you never GC allocate, you never GC collect either - the function looks kinda like gc_allocate() { if(memory_low) gc_collect(); return GC_malloc(...); })
There's three solutions:
Immediately store a reference in the FunctionDecl_new function in a D structure, before returning:
FunctionDecl[] fdReferences;
void* FunctionDecl_new(...) {
auto n = new FunctionDecl(...);
fdReferences ~= n; // keep the reference for later so the GC can see it
return cast(void*) n;
}
Call GC.addRoot on the pointer right before you return it to C. (I don't like this solution, I think the array is better, a lot simpler.)
Use malloc to create the object to give to C:
void* FunctionDecl_new(...) {
import std.conv : emplace;
import core.stdc.stdlib : malloc;
enum size = __traits(classInstanceSize, FunctionDecl);
auto memory = malloc(size)[0 .. size]; // need to slice so we know the size
auto ref = emplace!FunctionDecl(memory, /* args to ctor */); // create the object in the malloc'd block
return memory.ptr; // give the pointer to C
}
Then, of course, you ought to free the pointer when you know it is no longer going to be used, though if you don't, it isn't really wrong.
The general rule I follow btw is any memory that crosses language barriers for storage (usage is different) ought to be allocated similarly to what that language expects: So if you pass data to C or C++, allocate it in a C fashion, e.g. with malloc. This will lead to the least surprising friction as it gets stored.
If the object is just being temporarily used, it is fine to pass a plain pointer to it, since a temp usage isn't stored or freed by the receiving function so there's less danger there. Your reference will still exist too, if nothing else, on the call stack.

MFC multithreading with delete[] , dbgheap.c

I've got a strange problem and really don't understand what's going on.
I made my application multi-threaded using the MFC multithreadclasses.
Everything works well so far, but now:
Somewhere in the beginning of the code I create the threads:
m_bucketCreator = new BucketCreator(128,128,32);
CEvent* updateEvent = new CEvent(FALSE, FALSE);
CWinThread** threads = new CWinThread*[numThreads];
for(int i=0; i<8; i++){
threads[i]=AfxBeginThread(&MyClass::threadfunction, updateEvent);
m_activeRenderThreads++;
}
this creates 8 threads working on this function:
UINT MyClass::threadfunction( LPVOID params ) //executed in new Thread
{
Bucket* bucket=m_bucketCreator.getNextBucket();
...do something with bucket...
delete bucket;
}
m_bucketCreator is a static member. Now I get some thread error in the deconstructor of Bucket on the attempt to delete a buffer (however, the way I understand it this buffer should be in the memory of this thread, so I don't get why there is an error). On the attempt of delete[] buffer, the error happens in _CrtIsValidHeapPointer() in dbgheap.c.
Visual studio outputs the message that it trapped a halting point and this can be either due to heap corruption or because the user pressed f12 (I didn't ;) )
class BucketCreator {
public:
BucketCreator();
~BucketCreator(void);
void init(int resX, int resY, int bucketSize);
Bucket* getNextBucket(){
Bucket* bucket=NULL;
//enter critical section
CSingleLock singleLock(&m_criticalSection);
singleLock.Lock();
int height = min(m_resolutionY-m_nextY,m_bucketSize);
int width = min(m_resolutionX-m_nextX,m_bucketSize);
bucket = new Bucket(width, height);
//leave critical section
singleLock.Unlock();
return bucket;
}
private:
int m_resolutionX;
int m_resolutionY;
int m_bucketSize;
int m_nextX;
int m_nextY;
//multithreading:
CCriticalSection m_criticalSection;
};
and class Bucket:
class Bucket : public CObject{
DECLARE_DYNAMIC(RenderBucket)
public:
Bucket(int a_resX, int a_resY){
resX = a_resX;
resY = a_resY;
buffer = new float[3 * resX * resY];
int buffersize = 3*resX * resY;
for (int i=0; i<buffersize; i++){
buffer[i] = 0;
}
}
~Bucket(void){
delete[] buffer;
buffer=NULL;
}
int getResX(){return resX;}
int getResY(){return resY;}
float* getBuffer(){return buffer;}
private:
int resX;
int resY;
float* buffer;
Bucket& operator = (const Bucket& other) { /*..*/}
Bucket(const Bucket& other) {/*..*/}
};
Can anyone tell me what could be the problem here?
edit: this is the other static function I'm calling from the threads. Is this safe to do?
static std::vector<Vector3> generate_poisson(double width, double height, double min_dist, int k, std::vector<std::vector<Vector3> > existingPoints)
{
CSingleLock singleLock(&m_criticalSection);
singleLock.Lock();
std::vector<Vector3> samplePoints = std::vector<Vector3>();
...fill the vector...
singleLock.Unlock();
return samplePoints;
}
All the previous replies are sound. For the copy constructor, make sure that it doesn't just copy the buffer pointer, otherwise that will cause the problem. It needs to allocate a new buffer, not the pointer value, which would cause an error in 'delete'. But I don't get the impression that the copy contructor will get called in your code.
I've looked at the code and I am not seeing any error in it as is. Note that the thread synchronization isn't even necessary in this GetNextBucket code, since it's returning a local variable and those are pre-thread.
Errors in ValidateHeapPointer occur because something has corrupted the heap, which happens when a pointer writes past a block of memory. Often it's a for() loop that goes too far, a buffer that wasn't allocated large enough, etc.
The error is reported during a call to 'delete' because that's when the heap is validated for bugs in debug mode. However, the error has occurred before that time, it just happens that the heap is checked only in 'new' and 'delete'. Also, it isn't necessarily related to the 'Bucket' class.
What you need to need to find this bug, short of using tools like BoundsChecker or HeapValidator, is comment out sections of your code until it goes away, and then you'll find the offending code.
There is another method to narrow down the problem. In debug mode, include in your code, and sprinkle calls to _CrtCheckMemory() at various points of interest. That will generate the error when the heap is corrupted. Simply move the calls in your code to narrow down at what point the corruption begins to occur.
I don't know which version of Visual C++ you are using. If you're using a earlier one like VC++ 6.0, make sure that you are using the Multitreaded DLL version of the C Run Time Library in the compiler option.
You're constructing a RenderBucket. Are you sure you're calling the 'Bucket' class's constructor from there? It should look like this:
class RenderBucket : public Bucket {
RenderBucket( int a_resX, int a_resY )
: Bucket( a_resX, a_resY )
{
}
}
Initializers in the Bucket class to set the buffer to NULL is a good idea... Also making the Default constructor and copy constructor private will help to make double sure those aren't being used. Remember.. the compiler will create these automatically if you don't:
Bucket(); <-- default constructor
Bucket( int a_resx = 0, int a_resy = 0 ) <-- Another way to make your default constructor
Bucket(const class Bucket &B) <-- copy constructor
You haven't made a private copy constructor, or any default constructor. If class Bucket is constructed via one of these implicitly-defined methods, buffer will either be uninitialized, or it will be a copied pointer made by a copy constructor.
The copy constructor for class Bucket is Bucket(const Bucket &B) -- if you do not explicitly declare a copy constructor, the compiler will generate a "naive" copy constructor for you.
In particular, if this object is assigned, returned, or otherwise copied, the copy constructor will copy the pointer to a new object. Eventually, both objects' destructors will attempt to delete[] the same pointer and the second attempt will be a double deletion, a type of heap corruption.
I recommend you make class Bucket's copy constructor private, which will cause attempted copy construction to generate a compile error. As an alternative, you could implement a copy constructor which allocates new space for the copied buffer.
Exactly the same applies to the assignment operator, operator=.
The need for a copy constructor is one of the 55 tips in Scott Meyer's excellent book, Effective C++: 55 Specific Ways to Improve Your Programs and Designs:
This book should be required reading for all C++ programmers.
If you add:
class Bucket {
/* Existing code as-is ... */
private:
Bucket() { buffer = NULL; } // No default construction
Bucket(const Bucket &B) { ; } // No copy construction
Bucket& operator= (const Bucket &B) {;} // No assignment
}
and re-compile, you are likely to find your problem.
There is also another possibility: If your code contains other uses of new and delete, then it is possible these other uses of allocated memory are corrupting the linked-list structure which defines the heap memory. It is common to detect this corruption during a call to delete, because delete must utilize these data structures.

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