std::map unhandled exception problem

From:
Christopher <cpisz@austin.rr.com>
Newsgroups:
comp.lang.c++
Date:
Sat, 7 Feb 2009 14:18:58 -0800 (PST)
Message-ID:
<22f4c069-5a2b-4517-bb1d-a8cef2e7f424@j8g2000yql.googlegroups.com>
What would cause an call to std::map::empty() to throw an unhandled
exception?

I created an std::map with a vector of classes as a key and provided
my own comparator, following the advice in a previous post. Now when
it came time to run, I am getting an unhandled exception the very
first time I try to do anything with it.

My unhandled exception occurs on the line "if( !m_inputLayouts.empty
() )" in method "ID3D10InputLayout * InputLayoutManager::GetInputLayout
(const std::vector<InputElementDescription> inputElementDescs,
                                                       const Pass &
pass)"

The map is empty at that point, so I am not understanding why I would
get an exception.
Perhaps there is a problem with my comparator? I read over the rules
in the sgi writeup on maps and believe I implemented them.

Relevant code:

------------------------------------------------------------------------------------------------------------------------------------
#ifndef INPUTLAYOUTMANAGER_H
#define INPUTLAYOUTMANAGER_H

// EngineX Includes
#include "Graphics\3D\InputElementDescription.h"
#include "Graphics\Effects\Pass.h"

// DirectX Includes
#include <d3d10.h>
#include <d3dx10.h>

// Standard Includes
#include <vector>
#include <map>

//----------------------------------------------------------------------------
class InputLayoutManager
{
public:

   /**
   * Constructor
   **/
   InputLayoutManager(ID3D10Device & device);

   /**
   * Deconstructor
   */
   ~InputLayoutManager();

   /**
   * Gets or creates a D3D input layout matching the input element
description
   *
   * If an input layout matching the input element description has not
been requested before,
   * it will be created. Creation of an input layout is costly,
therefore it is recommended to
   * make an attempt to create all input layouts at init time.
   **/
   ID3D10InputLayout * GetInputLayout(const
std::vector<InputElementDescription> inputElementDescs,
                                      const Pass & pass);

private:

   ID3D10Device & m_device;

   /**
   * A map of D3D Input Layout, mapped by the Input Element
Descriptions that were used to create them
   **/
   struct CompareKeys
   {
      bool operator() (const std::vector<InputElementDescription> &
lhs,
                       const std::vector<InputElementDescription> &
rhs) const;

   };

   typedef std::map< std::vector<InputElementDescription>,
ID3D10InputLayout *, CompareKeys> InputLayoutMap;
   InputLayoutMap m_inputLayouts;
};

#endif
-----------------------------------------------------------------------------------------------

#include "InputLayoutManager.h"

//----------------------------------------------------------------------------
InputLayoutManager::InputLayoutManager(ID3D10Device & device)
   :
   m_device(device)
{
}

//----------------------------------------------------------------------------
InputLayoutManager::~InputLayoutManager()
{
   for(InputLayoutMap::iterator it = m_inputLayouts.begin(); it !=
m_inputLayouts.end(); ++it)
   {
      it->second->Release();
   }
}

//----------------------------------------------------------------------------
ID3D10InputLayout * InputLayoutManager::GetInputLayout(const
std::vector<InputElementDescription> inputElementDescs,
                                                       const Pass &
pass)
{
   // Check if the input layout already exists
   if( !m_inputLayouts.empty() )
   {
      InputLayoutMap::iterator it = m_inputLayouts.find
(inputElementDescs);

      if( it != m_inputLayouts.end() )
      {
         return it->second;
      }
   }

   // Create a new input layout
   D3D10_PASS_DESC passDesc = pass.GetPassDesc();
   ID3D10InputLayout * inputLayout = NULL;

   m_device.CreateInputLayout(&inputElementDescs[0],
                              inputElementDescs.size(),
                              passDesc.pIAInputSignature,
                              passDesc.IAInputSignatureSize,
                              &inputLayout);

   // Store the input layout
   m_inputLayouts[inputElementDescs] = inputLayout;

   return inputLayout;
}

//----------------------------------------------------------------------------
bool InputLayoutManager::CompareKeys::operator() (const
std::vector<InputElementDescription> & lhs,
                                                  const
std::vector<InputElementDescription> & rhs) const
{
   // This is not really a "less than" operation.
   // We are simply defining a way to order keys that meet the
criteria of a std::map

   if( lhs.size() < rhs.size() )
   {
      return true;
   }
   else if( lhs.size() < rhs.size() )
   {
      return false;
   }

   for(unsigned i = 0; i < lhs.size(); ++i)
   {
      if( lhs[i].GetSemanticName() < rhs[i].GetSemanticName() )
      {
         return true;
      }
      else if( lhs[i].GetSemanticName() > rhs[i].GetSemanticName() )
      {
         return false;
      }

      if( lhs[i].SemanticIndex < rhs[i].SemanticIndex )
      {
         return true;
      }
      else if( lhs[i].SemanticIndex > rhs[i].SemanticIndex )
      {
         return false;
      }

      if( lhs[i].Format < rhs[i].Format )
      {
         return true;
      }
      else if( lhs[i].Format > rhs[i].Format )
      {
         return false;
      }

      if( lhs[i].InputSlot < rhs[i].InputSlot )
      {
         return true;
      }
      else if( lhs[i].InputSlot > rhs[i].InputSlot )
      {
         return false;
      }

      if( lhs[i].AlignedByteOffset < rhs[i].AlignedByteOffset )
      {
         return true;
      }
      else if( lhs[i].AlignedByteOffset > rhs[i].AlignedByteOffset )
      {
         return false;
      }

      if( lhs[i].InputSlotClass < rhs[i].InputSlotClass )
      {
         return true;
      }
      else if( lhs[i].InputSlotClass > rhs[i].InputSlotClass )
      {
         return false;
      }

      if( lhs[i].InstanceDataStepRate < rhs[i].InstanceDataStepRate )
      {
         return true;
      }
      else if( lhs[i].InstanceDataStepRate > rhs
[i].InstanceDataStepRate )
      {
         return false;
      }
   }

   return false;
}

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