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Author Topic: Can't delete objects without memory dumping  (Read 2220 times)

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valenciano

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Can't delete objects without memory dumping
« on: May 12, 2018, 12:51:37 am »
Hello everyone !

I'm currently learning SFML and C++.

I've created a little game, but the fact is I would like to delete the Player object and Obstacle object when the program is closed. I tried not to use pointers but the compiler says "obstacle.fall(10) : fall is not of type Obstacle()". And if I use pointers for dynamic allocation, it works great but when it comes to delete the objects, I have a memory error.

The delete instructions are written in Game::endGame().

Source code (just the main.cpp and Game.cpp files in order to keep things simple and clear):

main.cpp

#include <iostream>
#include <SFML/Graphics.hpp>
#include "Game.hpp"
#include "Player.hpp"
#include "Obstacle.hpp"

int main()
{
        sf::RenderWindow window(sf::VideoMode(800,600), "Test", sf::Style::Fullscreen);
                window.setVerticalSyncEnabled(true);
               
        Game *game = new Game();
       
        if(game->displayMenu(&window) != 0)
        {
                std::cerr << "Exiting the game..." << std::endl;
        }
       
        return 0;
}
 

Game.cpp

#include <iostream>
#include <SFML/Graphics.hpp>
#include "Game.hpp"
#include "Player.hpp"
#include "Obstacle.hpp"

Game::Game()
{
}

int Game::startGame(sf::RenderWindow *window)
{
        window->clear(sf::Color::Black);
       
        Player *player = new Player(360,520,40);
        Obstacle *obstacle = new Obstacle();
                                               
                        while(window->isOpen() == true)
                        {
                                sf::Event ev;
                               
                                while(window->pollEvent(ev) == true)
                                {
                                        if(ev.type == sf::Event::Closed)
                                        {
                                                window->close();
                                        }
                                        if(ev.type == sf::Event::KeyPressed)
                                        {
                                                switch(ev.key.code)
                                                {
                                                        case(sf::Keyboard::Escape):
                                                                window->close();
                                                                break;
                                                        case(sf::Keyboard::Left):
                                                                player->move(-20);
                                                                break;
                                                        case(sf::Keyboard::Right):
                                                                player->move(20);
                                                                break;
                                                       
                                                        default:
                                                                break;
                                                }
                                        }
                                }
                               
                                obstacle->fall(10);
                               
                                obstacle->isInWindow();
                                player->isInWindow();
                               
                                        if(isCollision(player,obstacle) == true)
                                        {
                                                if(lifes > 0)
                                                {
                                                        lifes -= 1;
                                                }
                                                else
                                                {
                                                        endGame(window, player, obstacle);
                                                }
                                        }
                                       
                               
                                obstacle->reset();
                               
                                window->clear(sf::Color::Black);
                                player->draw(window);
                                obstacle->draw(window);
                               
                                window->display();
                               
                                }
                        }
}

void Game::endGame(sf::RenderWindow *window, Player *player, Obstacle *obstacle)
{
        window->clear(sf::Color::Black);
       
        while(window->isOpen() == true)
        {
                sf::Event ev;
               
                while(window->pollEvent(ev) == true)
                {
                        if(ev.type == sf::Event::Closed)
                        {
                                window->close();
                                delete &player;
                                delete &obstacle;
                        }
                        if(ev.type == sf::Event::KeyPressed)
                        {
                                switch(ev.key.code)
                                {
                                        case(sf::Keyboard::Escape):
                                                window->close();
                                                delete &player;
                                                delete &obstacle;
                                                break;
                                        case(sf::Keyboard::Return):
                                                startGame(window);
                                                break;
                                       
                                        default:
                                                break;
                                }
                        }
                }
        }
       
        window->close();
}
 

Regards

pw90

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Re: Can't delete objects without memory dumping
« Reply #1 on: May 12, 2018, 01:17:03 am »
I'm not entirely sure what you mean, but: you don't need to delete anything when your program execution ends, it'll be deleted automatically.

valenciano

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Re: Can't delete objects without memory dumping
« Reply #2 on: May 12, 2018, 01:21:56 am »
Thanks for your answer pw90 !

Really ? Ok then it's great ! Because I thought that in C++ everytime you create an object with a pointer you have to delete it manually.

So what you mean is that when my program exits the SFML automatically handles the deletions ?

eXpl0it3r

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Re: Can't delete objects without memory dumping
« Reply #3 on: May 12, 2018, 01:50:28 am »
Technically true-ish, but in practice, this is terrible advice.

You should really first get a good understanding of C++ before you dive into SFML. If you don't understand the concept of life-time, pointers, references (new and delete), it indicates to me that you haven't spent much time reading up on these topics.

With C++11 (man 7 years already?!) you get unique_ptr which makes manual new and delete calls obsolete.
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valenciano

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Re: Can't delete objects without memory dumping
« Reply #4 on: May 12, 2018, 12:14:21 pm »
Yes indeed ! I'm just very interesed in computer programing, never studied it at school but find it so cool. So that's great news, because I was learning some old tutorials (written when I was a teenager ahah) that's why it's a bit outdated.

Anyway, the point is that since the C++11 standard, we can use :

Foo *foo = new Foo("Foo",4,4);

And don't need to call  :

Foo *foo = new Foo("Foo",4,4);
delete foo();

?

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Flaze07

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Re: Can't delete objects without memory dumping
« Reply #5 on: May 12, 2018, 01:25:56 pm »
Hmm.. I wonder why obstacle.fall( 10 ) would give out an error "obstacle.fall( 10 ) is not of type Obstacle"...never got one of those...why not post Obstacle class too :D


also to answer your question
Foo *foo = new Foo( "Foo", 4, 4);
 

you still need to call ( I am pretty sure  )
delete foo;
 
if you use unique_ptr ( which is the correct way since C++11. Unless you really need raw pointer )
std::unique_ptr< Foo > foo = std::make_unique( new Foo{ "Foo", 4, 4 } );
 
there is no need to call delete

I learnt C++ here : http://www.cplusplus.com/doc/tutorial/ although the site has bad reputation, it works for me

best way to learn C++ is through books :D
« Last Edit: May 12, 2018, 01:32:19 pm by Flaze07 »

valenciano

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Re: Can't delete objects without memory dumping
« Reply #6 on: May 12, 2018, 04:26:54 pm »
Thank you guys ! It works now !

The syntax I used is :

std::unique_ptr<Player> player = std::make_unique<Player>(360,520,40);
std::unique_ptr<Obstacle> obstacle = std::make_unique<Obstacle>();

And I changed the functions prototypes :

Before :

bool Game::isCollision(Player *player, Obstacle *obstacle)

After :

bool Game::isCollision(std::unique_ptr<Player> &player, std::unique_ptr<Obstacle> &obstacle)

I did try with destructors in the .hpp files to print a message when the objects are destroyed and indeed it works perfectly !