Re: noob question - destructors - freeing memory... POSSIBLE SOLUTION FOUND?

From:
someone <newsboost@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Tue, 03 Jan 2012 00:43:46 +0100
Message-ID:
<4f024132$0$294$14726298@news.sunsite.dk>
On 01/02/2012 08:47 PM, LR wrote:

someone wrote:

On 01/02/2012 03:11 AM, LR wrote:

someone wrote:

On 01/01/2012 10:03 AM, Juha Nieminen wrote:

someone<newsboost@gmail.com> wrote:


I think std::vector is a little easier to deal with.


Maybe... I'm just a little bit stupid and afraid. So...


Try it.


Done it!

(now I only need to somehow detect that std::vector destructors are also
being called when exit() happens, just so I can sleep better at night) -
I just wrote about this concern in another reply...

--- main.cpp ---
drawableObj allObjs; // must be global!

int main(int argc, char** argv)
{
    drawableObj *testGearPtr =
    new gearClass( .... ); // rotSpeed etc, etc... bla.bla

    drawableObj *testGearPtr2 =
    new gearClass( .... ); // rotSpeed etc, etc... bla.bla

If you have a global allObjs, how do these pointers make their way into
that object?


Good question. They get pushed there ( into allObjs.pObjs to be precise
) from the constructors of derived class types, i.e:

class drawableObj
{
   private:
   public:
     static vector<drawableObj*> pObjs;
   ..
}

With global scope, I declare this in top of main.cpp:

drawableObj allObjs; // must be global!

allObjs is of the base class type, i.e: drawableObj. I want to put all
graphical objects, with a reference into the base class. Here's my first
(currently also the only) derived graphical object type:

class gearClass : public drawableObj
{
   // private
   // public

   gearClass::gearClass( ... ) // constructor
   {
     pObjs.push_back((gearClass*) this); // <---- HERE IS THE ANSWER
     ...
     ... etc
   }
}

Isn't that an appropriate way of doing it?

Or is there better alternatives?

    // ******* OpenGL starting... *******
    glutInit(&argc, argv);
    .... bla bla...

    glutMainLoop(); // exits directly to OS from here...

    return(0); // never comes here - just to satisfy compiler...


Odd, because it shouldn't be required at all.


Sure? Because main is supposed to return an integer, right?...

Not exactly sure, if I don't return anything, about if it'll complain
about missing int (I think so, but haven't tried it lately)...

class drawableObj
{
   // private: // protected: // I don't have anything here

   public:
    // global+static pointer to all GRAPHICAL objs:
    static vector<drawableObj*> pObjs;


Why is this static? Why not just make it a member class?


Exactly! I'm glad that you ask... Actually, since I put (with global
scope) - in top of main():

drawableObj allObjs;

Then I also thought that it didn't had to be static... I think I tried
to remove the static keyword (still public though)... But, the compiler
complains about it... Here's what I try:

1) removed the static word everywhere
2) then I get an error here :

--- file: helper.h ---
class drawableObj
{
   public:
   ...
   vector<drawableObj*> pObjs; // <--- LINE 47
   ...
};

--- file: helper.cpp ---
GLdouble findbox()
{
....
     for (int z=0; z<(int) drawableObj::pObjs.size(); z++)
    {
      posX = ((gearClass*) drawableObj::pObjs[0])->posX; // 224
      posY = ((gearClass*) drawableObj::pObjs[0])->posY; // 225
      posZ = ((gearClass*) drawableObj::pObjs[0])->posZ; // 226
           ...
          }
     ....
}

The 3 middle lines yield:

helper.cpp:224:37: error: from this location
helper.h:47:24: error: invalid use of non-static data member
?drawableObj::pObjs

helper.cpp:225:37: error: from this location
helper.h:47:24: error: invalid use of non-static data member
?drawableObj::pObjs

helper.cpp:226:37: error: from this location
helper.h:47:24: error: invalid use of non-static data member
?drawableObj::pObjs

What's it complaining about?

  (FYI: findbox finds the smallest+biggest x,y and z-values, thus this
is used to set the screen limits)

    drawableObj(); // constructor

    // destructor
    virtual ~drawableObj();

    // member functions
    virtual void draw(); //<---used in openGL display loop
    void showNumObjs();
    void test();
};

class gearClass : public drawableObj

Ok, now I'm confused. Is drawableObj some sort of polymorphic base
class, or is it a container for a whole bunch of objects.


Yes, isn't it both? I think it's a polymorphic base class (although I'm
not too experienced with this) !

And remember the global definition in top of main.cpp:

drawableObj allObjs;

{
private:

public:
    bool memAllocated; // IMPORTANT TO KNOW IF DELETE HAS BEEN CALLED

Use std::vector and this problem doesn't arise.


Ok.

#include "gearClass.h" // for knowing "gearClass"-type

// NOT SURE ABOUT THIS, BUT COMPILER COMPLAINS IF NOT "EXTERN"...
extern vector<drawableObj*> drawableObj::pObjs;


Coupling your class with an external object made elsewhere probably
limits the utility of the class.


Hmmm. Not sure I understand exactly what I'm doing... Please elaborate -
I also don't understand fully how it "limits the utility of the class"
(because I'm not completely sure of what I'm doing)...

drawableObj::~drawableObj() // destructor

        if ( ((gearClass*) drawableObj::pObjs[z])->memAllocated )
           delete ((gearClass*) drawableObj::pObjs[z]);
Or use a shared pointer and avoid this.


But the idea is that I wanted polymorphism for all different kinds of
graphical objects. By shared pointer, do you mean a global pointer? I
don't like that idea... Here's why:

If I'm correct, then a shared pointer could only be used to point to all
(gearClass*) drawableObj (gearClass is a derived class, from
drawableObj). But I want the program to be able to handle more than one
class. Currently I only have gearClass deriving from drawableObj.
Suppose later I add extra classes like: cylinder, sphere, box, all 3
deriving from base class "drawableObj". Then I would like one single
"interface" to all those member functions that e.g. updates the display
- btw I found an error in my code. Now I update my display in a very
clean way, I think:

void display()
{
   ....
   for (int z=0; z<(int) drawableObj::pObjs.size(); z++)
    {
      glPushMatrix();
      (drawableObj::pObjs[z])->updateDisplay(); // could be any kind
      glPopMatrix();
    }
   ....
}

--- gearClass.cpp ---
gearClass::gearClass() // constructor
{
    drawableObj::pObjs.push_back((gearClass*) this); // ISN'T THIS NICE ??
    ... bla bla...


No. I don't think so. Using a global like this seems like a bad idea.
  I think it's better to decouple things.


Can you elaborate on why you think it's not nice?

Isn't my updating of the screen (in display(), see right above) nice ?

======== that was possible solution, please give some input ========

Final remarks:


I snipped a lot and just hit a few points. I think what you're doing is
asking for trouble.

FWIW, here's my suggestion. Most of it is just trace so you can see
what's going on. I consider this to be a snippet. For example, it would
be a better idea to put the classes and implementations in header and
source files.


Ok - thank you. But first I want to compile it - then I can move it into
separate files... What compiler are you using? I get quite some errors with:

g++ (Ubuntu/Linaro 4.6.1-9ubuntu3) 4.6.1

You might want to try creating a new project, copying the code, and
seeing what happens.


Thank you... There are some new things to learn, I can see that... It
doesn't compile, so I'll just write what my compiler says:

-----------------------
#include<iostream>
#include<string>
#include<vector>
#include<memory>

class DrawObjectBase {
public:
     DrawObjectBase() {
         std::cout<< "DrawObjectBase("<< this<< ")"<< std::endl;
     }
     virtual ~DrawObjectBase() {
         std::cout<< "~DrawObjectBase("<< this<< ")"<< std::endl;
     }
     virtual void draw(const std::string&someParameter) const {
         std::cout
             << "DrawObjectBase::draw("
             << this
             << ","
             << someParameter
             << ")"
             << std::endl;
     }
};

class Star : public DrawObjectBase {
public:
     Star()
         :
     DrawObjectBase()
     {
         std::cout<< "Star("<< this<< ")"<< std::endl;
     }
     ~Star() {
         std::cout<< "~Star("<< this<< ")"<< std::endl;
     }
     void draw(const std::string&s) const {
         std::cout<< "Star::draw("<< this<< ","<< s<< ")"<< std::endl;
     }
};

class Planet : public DrawObjectBase {
public:
     Planet()
         :
     DrawObjectBase()
     {
         std::cout<< "Planet("<< this<< ")"<< std::endl;
     }
     ~Planet() {
         std::cout<< "~Planet("<< this<< ")"<< std::endl;
     }
     void draw(const std::string&s) const {
         std::cout
             << "Planet::draw("<< this<< ","<< s<< ")"<< std::endl;
     }
};

class DrawObjects {
     // this isn't the best way to do this,
     // just an example.
     // a point of departure, not a destination.
public:
     // maybe these typedefs should be classes on their own
     typedef
         std::tr1::shared_ptr<DrawObjectBase> DrawObjectBaseContainer;


test.cpp:66:9: error: ?tr1? in namespace ?std? does not name a type

     typedef std::vector<DrawObjectBaseContainer> DrawObjectsContainer;


test.cpp:67:25: error: ?DrawObjectBaseContainer? was not declared in
this scope
test.cpp:67:48: error: template argument 1 is invalid
test.cpp:67:48: error: template argument 2 is invalid

     DrawObjectsContainer objects; // public isn't great here...
public:
     DrawObjects() : objects() {} // or howver many you need.
     void add(const DrawObjectBaseContainer&d) {


test.cpp:71:20: error: ?DrawObjectBaseContainer? does not name a type
test.cpp:71:45: error: ISO C++ forbids declaration of ?d? with no type
[-fpermissive]

         objects.push_back(DrawObjectBaseContainer(d));


test.cpp: In member function ?void DrawObjects::add(const int&)?:
test.cpp:72:17: error: request for member ?push_back? in
?((DrawObjects*)this)->DrawObjects::objects?, which is of non-class type
?DrawObjects::DrawObjectsContainer {aka int}?
test.cpp:72:52: error: ?DrawObjectBaseContainer? was not declared in
this scope
test.cpp: In member function ?void DrawObjects::draw(const string&) const?:

     }
     void draw(const std::string&someParameter) const {
         for(DrawObjectsContainer::const_iterator
             i=objects.begin();


test.cpp:75:35: error: invalid use of qualified-name ?::const_iterator?
test.cpp:75:50: error: expected ?;? before ?i?
test.cpp:75:50: error: ?i? was not declared in this scope
test.cpp:75:60: error: request for member ?begin? in ?((const
DrawObjects*)this)->DrawObjects::objects?, which is of non-class type
?const DrawObjectsContainer {aka const int}?

                 i!=objects.end();


test.cpp:76:28: error: request for member ?end? in ?((const
DrawObjects*)this)->DrawObjects::objects?, which is of non-class type
?const DrawObjectsContainer {aka const int}?
test.cpp:76:33: error: expected ?)? before ?;? token

                     i++) {


test.cpp:77:21: error: ?i? was not declared in this scope
test.cpp:77:24: error: expected ?;? before ?)? token

             i->get()->draw(someParameter);
         }
     }
};

DrawObjects ourGlobalObjects;

void f() {

     ourGlobalObjects
         .add(DrawObjects::DrawObjectBaseContainer(new Star()));


test.cpp:88:14: error: ?DrawObjectBaseContainer? is not a member of
?DrawObjects?

     ourGlobalObjects
         .add(DrawObjects::DrawObjectBaseContainer(new Planet()));


test.cpp:90:14: error: ?DrawObjectBaseContainer? is not a member of
?DrawObjects?

     ourGlobalObjects
         .add(DrawObjects::DrawObjectBaseContainer(new Planet()));


test.cpp:92:14: error: ?DrawObjectBaseContainer? is not a member of
?DrawObjects?

     ourGlobalObjects.draw("Draw Once");
     ourGlobalObjects.draw("Draw Again");
}

int main() {
     f();
     exit(0); // because....
}


hmmmm.... Do I need to enable some compiler switch? You using MS visual
studio? I guess you're not using G++ with all these errors I get, are you?

-------------------------------------------

And the output is,

DrawObjectBase(00345768)
Star(00345768)
DrawObjectBase(003468B8)
Planet(003468B8)
DrawObjectBase(00346880)
Planet(00346880)
Star::draw(00345768,Draw Once)
Planet::draw(003468B8,Draw Once)
Planet::draw(00346880,Draw Once)
Star::draw(00345768,Draw Again)
Planet::draw(003468B8,Draw Again)
Planet::draw(00346880,Draw Again)
~Star(00345768)
~DrawObjectBase(00345768)
~Planet(003468B8)
~DrawObjectBase(003468B8)
~Planet(00346880)
~DrawObjectBase(00346880)
----------------------------------


Sounds very nice too... Unfortunately, the example doesn't compile
here... I'll try to take a closer look tomorrow evening, I guess...

Thank you...

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