So the problem is that when i try to push non-dynamic obj to playerList or when I try to delete n I get segfault (core dump). I assume that the problem is caused when Helper class is being destroyed so the vector also is being destroyed so it tries to destroy object in itself which does not exist anymore. However when i use playerList.clear() the problem still exist. I think i could just destroy objects in playerList() with ~Helper(). But I would like to know why i cannot use non-dynamic objects and just clear them out of playerList at the end of Run().
class Helper{
public:
void Run();
private:
std::vector<Player>playerList;
...
};
that's how Run() looks like:
using namespace std;
void Helper::Run(){
Player *n = new Player();
playerList.push_back(*n); //Yup. There is a memleak
}
also
Player.h:
class Player{
public:
...
~Player();
private:
...
IClass* typeOfClass = new Warrior();
};
and ~Player:
Player::~Player(){
delete typeOfClass;
}
and Warrior (has no effect on the problem)
class Warrior {
public:
int GetMeleeAttack();
int GetRangedAttack();
int GetMagicAttack();
int AgilityAction();
int StrengthAction();
int IntelligenceAction();
void WhoAmI();
private:
};
Warrior's methods just returns some integers.
std::vector<Player>playerList;
should be
std::vector<Player*>playerList;
if you want to allocate them dynamically. The other method would be to emplace each element and not use new.
When using new you are allocating on the heap but you are creating a new element in the vector by passing the value from the one allocated on heap. And you have a dangling pointer ( memory leak )
Remember to deallocate all the elements at the destruction of the vector if you are using a vector of pointers.
Another method would be:
std::vector<std::unique_ptr<Player> >playerList;
That will take care of the allocation issue.
A std::vector
s main job is to dynamically allocate objects for you, so you don't need to use new
and delete
.
void Helper::Run(){
playerList.push_back(Player());
}
This will default-construct a new player object and add it to the vector.
Solution
Yes, the problem can be solved by storing pointers to Player
, but this needlessly adds to the problems caused by having to store a pointer to IClass
inside Player
.
Instead you can make the whole problem go away by making
IClass* typeOfClass;
into
std::unique_ptr<IClass> typeOfClass;
or
std::shared_ptr<IClass> typeOfClass;
and using
playerList.emplace_back();
in Helper::Run
.
TL;DR
std::vector
does a lot of copying and destroying of copies. In order to do this, objects contained by a vector
must comply with one of the Rules of Three, Five, or Zero.
Because Player
owns a pointer and uses the default copy functions the rule of 3/5/0 requirement is not observed. As a result, a copy's typeOfClass
points to the same place as the source's typeOfClass
. When either the source or the copy is destroyed, it deletes the typeOfClass
that both source and copy are using, leaving the other pointing at invalid memory. The program is now broken and may or may not crash.
But if Player
observes the Rules and has a move constructor and a move assignment operator like below
class Player{
public:
...
~Player();
Player(Player && src)
{
typeOfClass = src.typeOfClass;
src.typeOfClass = nullptr;
}
Player& operator=(Player && src)
{
typeOfClass = src.typeOfClass;
src.typeOfClass = nullptr;
}
private:
...
IClass* typeOfClass = new Warrior();
};
Then vector
can move Players
around without having two Player
s sharing the same data and Helper::Run
can look like
void Helper::Run(){
playerList.emplace_back();
}
There will be no memory leaks and fewer pointers in play.
However... What you really want is to do as little special handling as possible. Every special case means more testing. If you can protect typeOfClass
right at its source, then Player
can be dumb as a post and adhere to the Rule of Zero.
In this case that means using a proxy object like a smart pointer to take ownership of typeOfClass
and manage its lifespan for you. If all Warriors can have the same Warrior
instance, that means std:shared_ptr
. If Warriors need separate Warrior
instances to handle bookkeeping for the containing Player
instance you want a unique_ptr
.