Malloc 'ing array of struct in struct - c

I've been doing research for a while, and I'm not finding anything that helps me.
I have the following struct declarations:
typedef struct position_struct{
int x;
int y;
} pos;
typedef struct item_struct{
char member1;
pos member2;
} item;
typedef struct room_stuct{
item * member3;
pos * member4;
pos member5;
} roomLayout;
And the code to try to malloc it is (I removed the error checking for brevity):
roomLayout *genFloor () {
// Allocate mem for Arrays of:
roomLayout * room = malloc(sizeof(roomLayout) * 6 ); // 6 rooms
room->member3 = malloc(sizeof(item) * 10); // 10 member3's
room->member4 = malloc(sizeof(pos) * 10); // 10 member4's
/* TESTING */
room[0].member3[0].member1 = 'd';
printf("Room[0] is good\n");
room[1].member3[0].member1 = 'd';
printf("Room[1] is good\n"); // Never prints/makes it to this line
return room;
}
When I try this, assigning to room[1] causes a crash, but not room[0]. My guess is that I havent actually allocated enough space for the whole array and only one spot. But I don't understand why as I believe that I'm following what I see everywhere else.
If someone could please explain to me the procedure for allocating memory for this kind of setup, that would be very helpful! Thank you.

You are only allocating member3 and member4 for the first room; not for all of them. In the line room->member3, room is at the beginning of the memory segment, or at room[0], which allocates space for 10 member3s. room[1], however, has not allocated any space for any member3s (similarly for doors). Work around this by allocating in a loop:
for(i = 0; i < 6; ++i)
{
room[i].member3 = malloc(sizeof(room[i].member3) * 10);
room[i].member4 = malloc(sizeof(room[i].member4) * 10);
}
When free-ing the memory, remember to use a similar loop, i.e.
for(i = 0; i < 6; ++i)
{
free(room[i].member3);
free(room[i].member4);
}
free(room);

room->groundItems = malloc(sizeof(item) * 10);
The code above allocate a 10 items for only for room[0].
room[1 to 5] are not allocated and access them is UB.
You must allocate all your pointers before to access them, like showed below
roomLayout * room = malloc(sizeof(roomLayout) * 6 )
for (int i=0; i<6; i++)
{
room[i].groundItems = malloc(sizeof(item) * 10); // 10 ground items
room[i].doors = malloc(sizeof(pos) * 10); // 10 doors
}

You allocated groundItems and doors only for the first room, But you have to allocate it for all 6 rooms. Each room needs its own list of groundItems and doors. Adapt your code like this:
roomLayout * room = malloc(sizeof(roomLayout) * 6 ); // 6 rooms
for ( int i = 0; i < 6; i ++ )
{
room[i].groundItems = malloc(sizeof(item) * 10); // 10 ground items
room[i].doors = malloc(sizeof(pos) * 10); // 10 doors
}
Note room->groundItems is similar to room[0].groundItems. So in your case room[0].groundItems[0].objectID worked, but room[1].groundItems[0].objectID failed, because room[1].groundItems was never initialized.

You are missing allocation to room[1], room[2] and so on.
by
room->groundItems = malloc... you implcitly say
room[0].groundItems = malloc ....
Maybe the allocation of six places of roomLayout confused you. It allocated the pointers to groundItems and doors arrays, but not the space they required themselves.

Related

448 bytes in 28 blocks are definitely lost in loss record 1 of 1 - problems with FREED memory

I have created an array of structs. Each element of the array is meant to allocate up to 4 digits; there can be less digits. Initially, the are set to 0. I have some memory leaks in program and I would like to ask about the first one:
#include <stdlib.h>
#define ELEMENTS 8
#define NUM_INT 4 //Number of digits
typedef struct sth {
int* numbers;
int how_many; //How many cells with 4 digits
} sth;
void create(sth** tab) {
*tab = realloc(*tab, ELEMENTS * sizeof(**tab));
for (int i = 0; i < ELEMENTS; i++) {
sth cell;
cell.numbers = calloc(NUM_INT, sizeof (*cell.numbers));
cell.how_many = 1;
(*tab)[i] = cell; // Put in original array.
}
(*tab)[ELEMENTS-2].numbers[0] = -1; // Don't bother about the values
(*tab)[ELEMENTS-1].numbers[0] = 1;
}
void clear(sth** arr) {
free(*arr);
*arr = NULL;
}
int main(void) {
sth* arr = NULL; // Don't need to initialise to null here.
create(&arr);
//There have been functions, but I commented them out
clear(&arr);
return 0;
}
When I run the program, I get by Valgrind:
==58759== 448 bytes in 28 blocks are definitely lost in loss record 1 of 1
==58759== at 0x4837B65: calloc (vg_replace_malloc.c:752)
==58759== by 0x1091D6: create (address_of_a_file)
==58759== by 0x10A3F4: main (address_of_a_file)
==58759==
Earlier I have used realloc instead of calloc and vilgrind indicated line:
sth cell;
sth cell.numbers = NULL;
cell.numbers = realloc(cell.numbers, NUM_INTS*sizeof(*cell.numbers)); //this line
As I have written, in the whole program occur memory leaks, but I want to track the first source of them.
For me it seems as if I have created new allocated memory and have not freed the previous content. However I don't know, what is the cause of the problem here, because I free the memory at the end of the program.
I would appreciate your suggestions and explanations.
The solution suggested by #AntiiHappala was:
void clear(sth** arr) {
for (int i = 0; i < ELEMENTS; i++) {
free((*arr)[i].numbers);
}
free(*arr);
}

C: Stack element overwritten by a function call

I'm doing a school assignment, I've I've run into 2 problems. I have to simulate stacks, with arrays.
My current code is as follows:
#include <stdlib.h>
#include <stdio.h>
typedef struct {
int capacity;
int * array;
int size;
} stack_tt;
int pop(stack_tt * stack_p);
void push(stack_tt * stack_p, int value);
int top(stack_tt * stack_p);
stack_tt * newStack(void);
int empty(stack_tt * stack_p);
int main() {
stack_tt * myStack = newStack();
push(myStack, 123);
push(myStack, 99);
push(myStack, 4444);
while (!empty(myStack)) {
int value;
value = pop(myStack);
printf("popped: %d\n", value);
}
return 0; }
stack_tt * newStack(){
stack_tt * newS = malloc(sizeof(stack_tt) * 20);
(*newS).capacity = 1;
(*newS).size = 0;
return newS;
}
void push(stack_tt * stack_p, int value){
if ((*stack_p).size >= (*stack_p).capacity) {
(*stack_p).capacity*=2;
//realloc(stack_p, stack_p->capacity * sizeof(stack_tt));
}
(*stack_p).array = &value;
(*stack_p).size++;
}
int pop(stack_tt * stack_p){
(*stack_p).size--;
int fap = *(*stack_p).array;
return fap;
}
int empty(stack_tt * stack_p){
if ((*stack_p).size >= 1)
return 0;
return 1;
}
Fist of, when I call the line
while(!empty(myStack))
It changes the value in my array to 1.
secondly I'm not able to change individual values in my array, whenever I try things like:
(*stack_p).array[0] = value;
It doesn't know where in the memory to look.
I hope someone is able to help me out :)
There are a couple of problems with the code as I see it.
Lets take the push function where you do
(*stack_p).array = &value;
That will make the array structure member point to the local variable value, and once the function returns the variable cease to exist leaving you with a stray pointer and using that pointer will lead to undefined behavior.
The second problem with that code is that your stack will only be pointing (illegally) to the last element added.
You must allocate memory explicitly for array and use capacity to keep track of how much memory is allocated. The use size as an index into the allocated array for the pushing and popping. Something like
stack_tt * newStack(){
stack_tt * newS = malloc(sizeof(stack_tt)); // Only allocate *one* structure
newS->capacity = 0; // Start with zero capacity
newS->size = 0;
newS->array = NULL;
return newS;
}
void push(stack_tt * stack_p, int value){
if (stack_p->size + 1 > stack_p->capacity){
// Increase capacity by ten elements
int new_capacity = stack_p->capacity + 10;
int * temp_array = realloc(stack_p->array, new_capacity * sizeof(int));
if (temp_srray == NULL)
return;
stack_p->capacity = new_capacity;
stack_p->array = temp_array;
}
stack_p->array[stack_p->size++] = value;
}
int pop(stack_tt * stack_p){
if (stack_p->size > 0)
return stack_p->array[--stack_p->size];
return 0;
}
int empty(stack_tt * stack_p){
return stack_p->size == 0;
}
There is no need to allocate space for 20 structs of type stack_tt, you only need to allocate space for one:
stack_tt * newS = malloc(sizeof(stack_tt));
however you need to allocate space for elements of the struct member array:
newS->array = malloc( sizeof(int)*20);
newS->size = 0;
newS->capacity = 20;
now you can use the array member.
When you push a value to the 'stack', you shouldn't overwrite the array member with the address of the local variable, that doesn't make sense and will cause undefined behavior in addition of loosing the previously allocated memory. Instead simply assign the value to the member array, in the function push:
stack_p->array[stack_p->size] = value;
stack_p->size++;
Similarly when you pop an element, take the current element from the member array:
stack_p->size--;
int fap = stack_p->array[stack_p->size];
The rest of the functions and code should be fixed in the same manner.
You're code is good, but probably you didn't understand the usage of realloc:
//realloc(stack_p, stack_p->capacity * sizeof(stack_tt));
This function returns a pointer to the newly allocated memory, or NULL if the request fails.
The realloc (as the function suggests) takes the memory pointed by the pointer you pass, and copies that memory block in a new and resized block. So the right code should be.
stack_p->array = realloc(stack_p->array, stack_p->capacity * sizeof(stack_tt));
This other line is wrong:
(*stack_p).array = &value;
Change it with:
stack_p->array[stack_p->size] = value;
Another little suggestion, every (*stack_p). can be replaced by stack_p->, which is more elegant.
In the newStack() you're mallocing 20 structs which is kinda useless. You just need one.
Then you should malloc the array for the first time:
newS->array = malloc(sizeof(int));
newS->capacity = 1;

Strange behaviour on Realloc: invalid next size [duplicate]

This question already has an answer here:
free char*: invalid next size (fast) [duplicate]
(1 answer)
Closed 8 years ago.
I know there are tons of other realloc questions and answers and I have read almost all of them, but I still couldn't manage to fix my problem.
I decided to stop trying when I accidentaly discovered a very strange behaviour of my code.
I introduced a line to try something, but although I don't use the value of newElems in main, the line changes the behaviour.
When the line is commented, the code fails at first realloc. Including the line, the first realloc works. (it still crashes on the second one).
Any ideas on what might be happening?
int main(int argc, char** argv) {
Pqueue q = pqueue_new(3);
Node a = {.name = "a"}, b = {.name = "b"},
c = {.name = "c"}, d = {.name = "d"};
push(& q, & a, 3);
// the next one is the strange line: as you can see, it doesn't modify q
// but commenting it out produces different behaviour
Pqueue_elem* newElems = realloc(q.elems, 4 * q.capacity * sizeof *newElems);
push(& q, & b, 5);
push(& q, & c, 4);
char s[5];
Node* n;
for (int i = 1; i <= 65; ++i) {
sprintf(s, "%d", i);
n = malloc(sizeof *n);
n->name = strdup(s);
push(& q, n, i);
}
Node* current = NULL;
while ((current = pop(& q))) {
printf("%s ", current->name);
}
return 0;
}
and the push function:
void push(Pqueue* q, Node* item, int priority) {
if (q->size >= q->capacity) {
if (DEBUG)
fprintf(stderr, "Reallocating bigger queue from capacity %d\n",
q->capacity);
q->capacity *= 2;
Pqueue_elem* newElems = realloc(q->elems,
q->capacity * sizeof *newElems);
check(newElems, "a bigger elems array");
q->elems = newElems;
}
// append at the end, then find its correct place and move it there
int idx = ++q->size, p;
while ((p = PARENT(idx)) && priority > q->elems[p].priority) {
q->elems[idx] = q->elems[p];
idx = p;
}
// after exiting the while, idx is at the right place for the element
q->elems[idx].data = item;
q->elems[idx].priority = priority;
}
The pqueue_new function:
Pqueue pqueue_new(unsigned int size) {
if (size < 4)
size = 4;
Pqueue* q = malloc(sizeof *q);
check(q, "a new queue.");
q->capacity = size;
q->elems = malloc(q->capacity * sizeof *(q->elems));
check(q->elems, "queue's elements");
return *q;
}
realloc will change the amount of memory that is allocated, if needed. It is also free to move the data to another place in memory if that's more efficient (avoiding memory fragmentation).
The function, then, returns a new pointer to the new location in memory where your data is hiding. You're calling realloc, and allocating (probably) four times as much memory as before, so it's very likely that that allocated memory is situated elsewhere in memory.
In your comment, you said realloc works like free + malloc. Well, in some cases it can behave similarly, however: realloc and free are different functions, that do different tasks. Both are functions that manage the dynamic memory, so yes, obviously there are similarities, and in the case of realloc, sometimes they can seem to be doing the same thing, however: As I explained here, realloc and free are fundamentally different functions
However, by not assigning the return value of realloc to q.elems, you're left with a pointer to a memory address that is no longer valid. The rest of your program can, and probably does, exhibit signs of undefined behaviour, then.
Unless you show some more code, I suspect this will take care of the problem:
//change:
Pqueue_elem* newElems = realloc(q.elems, 4 * q.capacity * sizeof *newElems);
//to
q.elems = realloc(q.elems, 4 * q.capacity * sizeof *newElems);
Or better yet, check for NULL pointers:
Pqueue_elem* newElems = realloc(q.elems, 4 * q.capacity * sizeof *newElems);
if (newElems == NULL)
exit( EXIT_FAILURE );// + fprintf(stderr, "Fatal error...");
q.elems = newElems;//<-- assign new pointer!
Looking at your pqueue_new function, I would suggest a different approach. Have it return the pointer to Pqueue. You're working with a piece of dynamic memory, treat it accordingly, and have your code reflect that all the way through:
Pqueue * pqueue_new(size_t size)
{//size_t makes more sense
if (size < 4)
size = 4;
Pqueue* q = malloc(sizeof *q);
check(q, "a new queue.");
q->capacity = size;
q->elems = malloc(q->capacity * sizeof *(q->elems));
check(q->elems, "queue's elements");
return q;
}
Alternatively, pass the function a pointer to a stack variable:
void pqueue_new(Pqueue *q, size_t size)
{
if (q == NULL)
{
fprintf(stderr, "pqueue_new does not do NULL pointers, I'm not Chuck Norris");
return;//or exit
}
if (size < 4)
size = 4;
check(q, "a new queue.");
q->capacity = size;
q->elems = malloc(q->capacity * sizeof *(q->elems));
check(q->elems, "queue's elements");
}
//call like so:
int main ( void )
{
Pqueue q;
pqueue_new(&q, 3);
}
Those would be the more common approaches.
Thank you all for the suggestions! I wouldn't have solved it without them,
The strange behaviour was caused by an off by one error. I was reallocating the queue only when q->size >= q->capacity, but since q was indexed from 0, it meant that before realloc I was writing in a forbidden location (q->elems[q->size]), which messed everything up.

Dynamic Array in C - realloc

I know how to build Dynamically allocated arrays, but not how to grow them.
for example I have the following interface..
void insertVertex( vertex p1, vertex out[], int *size);
This method takes a vertex and stores it into the out array. After storing the vertex I increase the count of length for future calls.
p1 - is the vertex I'm going to add.
out[] - is the array I need to store it in (which is always full)
length - the current length
Vertex is defined as..
typedef struct Vertex{
int x;
int y;
} Vertex;
This is what I'm using in Java..
Vertex tempOut = new Vertex[size +1];
//Code to deep copy each object over
tempOut[size] = p1;
out = tempOut;
This is what I believed I could use in c..
out = realloc(out, (*size + 1) * sizeof(Vertex));
out[(*size)] = p1;
However, I keep on receiving an error message that the object was not allocated dynamically.
I found a solution that will resolve this.. Instead of using Vertex* I was going to switch to Vertex** and store pointers vs. vertex. However, after switching everything over I found out that I over looked the fact that the unit test will be providing me a Vertex out[] that everything has to be stored in.
I have also tried the following with no luck.
Vertex* temp = (Vertex *)malloc((*size + 1) * sizeof(Vertex));
for(int i = 0; i < (*size); i++)
{
temp[i] = out[i];
}
out = temp;
However, no matter what I do when I test after both of these the array returned has not changed.
Update - Requested information
out - is defined as an array of Vertex (Vertex out[])
It is originally built with the number of vertex in my polygon. For example.
out = (Vertex *)malloc(vertexInPolygon * sizeof(Vertex))
Where vertexInPolygon is an integer of the number of vertex in the polygon.
length was a typo that should have been size.
Size is an integer pointer
int *size = 0;
Each time a vertex is in the clipping plane we add it to the array of vertex and increase the size by one.
Update
To better explain myself I came up with a short program to show what I'm trying to do.
#include <stdio.h>
#include <stdlib.h>
typedef struct Vertex {
int x, y;
} Vertex;
void addPointerToArray(Vertex v1, Vertex out[], int *size);
void addPointerToArray(Vertex v1, Vertex out[], int *size)
{
int newSize = *size;
newSize++;
out = realloc(out, newSize * sizeof(Vertex));
out[(*size)] = v1;
// Update Size
*size = newSize;
}
int main (int argc, const char * argv[])
{
// This would normally be provided by the polygon
int *size = malloc(sizeof(int)); *size = 3;
// Build and add initial vertex
Vertex *out = (Vertex *)malloc((*size) * sizeof(Vertex));
Vertex v1; v1.x = 1; v1.y =1;
Vertex v2; v2.x = 2; v2.y =2;
Vertex v3; v3.x = 3; v3.y =3;
out[0] = v1;
out[1] = v2;
out[2] = v3;
// Add vertex
// This should add the vertex to the last position of out
// Should also increase the size by 1;
Vertex vertexToAdd; vertexToAdd.x = 9; vertexToAdd.y = 9;
addPointerToArray(vertexToAdd, out, size);
for(int i =0; i < (*size); i++)
{
printf("Vertx: (%i, %i) Location: %i\n", out[i].x, out[i].y, i);
}
}
One long-term problem is that you are not returning the updated array pointer from the addPointerToArray() function:
void addPointerToArray(Vertex v1, Vertex out[], int *size)
{
int newSize = *size;
newSize++;
out = realloc(out, newSize * sizeof(Vertex));
out[(*size)] = v1;
// Update Size
*size = newSize;
}
When you reallocate space, it can move to a new location, so the return value from realloc() need not be the same as the input pointer. This might work while there is no other memory allocation going on while you add to the array because realloc() will extend an existing allocation while there is room to do so, but it will fail horribly once you start allocating other data while reading the vertices. There are a couple of ways to fix this:
Vertex *addPointerToArray(Vertex v1, Vertex out[], int *size)
{
int newSize = *size;
newSize++;
out = realloc(out, newSize * sizeof(Vertex));
out[(*size)] = v1;
// Update Size
*size = newSize;
return out;
}
and invocation:
out = addPointerToArray(vertexToAdd, out, size);
Alternatively, you can pass in a pointer to the array:
void addPointerToArray(Vertex v1, Vertex **out, int *size)
{
int newSize = *size;
newSize++;
*out = realloc(*out, newSize * sizeof(Vertex));
(*out)[(*size)] = v1;
// Update Size
*size = newSize;
}
and invocation:
out = addPointerToArray(vertexToAdd, &out, size);
Neither of these rewrites addresses the subtle memory leak. The trouble is, if you overwrite the value you pass into realloc() with the return value but realloc() fails, you lose the pointer to the (still) allocated array - leaking memory. When you use realloc(), use an idiom like:
Vertex *new_space = realloc(out, newSize * sizeof(Vertex));
if (new_space != 0)
out = new_space;
else
...deal with error...but out has not been destroyed!...
Note that using realloc() to add one new item at a time leads to (can lead to) quadratic behaviour. You would be better off allocating a big chunk of memory - for example, doubling the space allocated:
int newSize = *size * 2;
If you are worried about over-allocation, at the end of the reading loop, you can use realloc() to shrink the allocated space to the exact size of the array. However, there is then a bit more book-keeping to do; you need to values: the number of vertices allocated to the array, and the number of vertices actually in use.
Finally, for now at least, note that you should really be ruthlessly consistent and use addPointerToArray() to add the first three entries to the array. I'd probably use something similar to this (untested) code:
struct VertexList
{
size_t num_alloc;
size_t num_inuse;
Vertex *list;
};
void initVertexList(VertexList *array)
{
// C99: *array = (VertexList){ 0, 0, 0 };
// Verbose C99: *array = (VertexList){ .num_inuse = 0, .num_alloc = 0, .list = 0 };
array->num_inuse = 0;
array->num_alloc = 0;
array->list = 0;
}
void addPointerToArray(Vertex v1, VertexList *array)
{
if (array->num_inuse >= array->num_alloc)
{
assert(array->num_inuse == array->num_alloc);
size_t new_size = (array->num_alloc + 2) * 2;
Vertex *new_list = realloc(array->list, new_size * sizeof(Vertex));
if (new_list == 0)
...deal with out of memory condition...
array->num_alloc = new_size;
array->list = new_list;
}
array->list[array->num_inuse++] = v1;
}
This uses the counter-intuitive property of realloc() that it will do a malloc() if the pointer passed in is null. You can instead do a check on array->list == 0 and use malloc() then and realloc() otherwise.
You might notice that this structure simplifies the calling code too; you no longer have to deal with the separate int *size; in the main program (and its memory allocation); the size is effectively bundled into the VertexList structure as num_inuse. The main program might now start:
int main(void)
{
VertexList array;
initVertexList(&array);
addPointerToArray((Vertex){ 1, 1 }, &array); // C99 compound literal
addPointerToArray((Vertex){ 2, 2 }, &array);
addPointerToArray((Vertex){ 3, 3 }, &array);
addPointerToArray((Vertex){ 9, 9 }, &array);
for (int i = 0; i < array->num_inuse; i++)
printf("Vertex %d: (%d, %d)\n", i, array->list[i].x, array->list[i].y, i);
return 0;
}
(It is coincidental that this sequence will only invoke the memory allocation once because the new size (old_size + 2) * 2 allocates 4 elements to the array the first time. It is easy to exercise the reallocation by adding a new point, or by refining the formula to (old_size + 1) * 2, or ...
If you plan to recover from memory allocation failure (rather than just exiting if it happens), then you should modify addPointerToArray() to return a status (successful, not successful).
Also, the function name should probably be addPointToArray() or addVertexToArray() or even addVertexToList().
I have a few suggestions for your consideration:
1. Don't use the same input & output parameter while using realloc as it can return NULL in case memory allocation fails & the memory pointed previously is leaked. realloc may return new block of memory (Thanks to #Jonathan Leffler for pointing out, I had missed this out). You could change your code to something on these lines:
Vertex * new_out = realloc(out, newSize * sizeof(Vertex));
if( NULL != new_out )
{
out = new_out;
out[(*size)] = v1;
}
else
{
//Error handling & freeing memory
}
2. Add NULL checks for malloc calls & handle errors when memory fails.
3. Calls to free are missing.
4. Change the return type of addPointerToArray() from void to bool to indicate if the addition is successful. In case of realloc failure you can return failure say, false else you can return success say, true.
Other observations related to excessive copies etc, are already pointed out by #MatthewD.
And few good observations by #Jonathan Leffler (:
Hope this helps!
Your sample program works fine for me. I'm using gcc 4.1.1 on Linux.
However, if your actual program is anything like your sample program, it is rather inefficient!
For example, your program copies memory a lot: structure copies - initialising out, passing vertices to addPointerToArray(), memory copies via realloc().
Pass structures via a pointer rather than by copy.
If you need to increase the size of your list type a lot, you might be better off using a linked list, a tree, or some other structure (depending on what sort of access you require later).
If you simply have to have a vector type, a standard method of implementing dynamically-sized vectors is to allocate a block of memory (say, room for 16 vertices) and double its size everytime you run out of space. This will limit the number of required reallocs.
Try these changes , it should work.
void addPointerToArray(Vertex v1, Vertex (*out)[], int *size)
{
int newSize = *size;
newSize++;
*out = realloc(out, newSize * sizeof(Vertex));
*out[(*size)] = v1;
// Update Size
*size = newSize;
}
and call the function like
addPointerToArray(vertexToAdd, &out, size);
There is a simple way to fix these type of issue (you might already know this). When you pass a argument to a function, think what exactly goes on to the stack and then combine the fact that what ever changes you make to variables present on stack would vanish when come out the function. This thinking should solve most of the issues related to passing arguments.
Coming to the optimization part, picking the right data structure is critical to the success of any project. Like somebody pointed out above, link list is a better data structure for you than the array.

How to allocate an array of pointers to a struct

I am using the CvPoint2D32f struct of opencv, which is defined as
typedef struct CvPoint2D32f
{
float x; /* x-coordinate, usually zero-based */
float y; /* y-coordinate, usually zero-based */
}
CvPoint2D32f;
I am trying to allocate an array of pointers of these objects as follows, and it is not working. How is this to be accomplished?
CvPoint2D32f *cvpoints[8];
for (i = 0; i < 16; i++)
{
if (i % 2 == 0)
{
(*cvpoints)[i/2].x = float(points[i]); // points is an array of ints.
}
else
{
(*cvpoints)[i/2].y = float(points[i]);
}
}
You have an array of pointers to CvPoint2D32f, not an array of the structs themselves. You have no memory allocated for the actual structures. You have three options:
Change your declaration to CvPoint2D32f cvpoints[8]; so you have all of the structures in an array on the stack.
After you allocate the array for the pointers, add a malloc statement to allocate memory. Example:
CvPoint2D32f *cvpoints[8];
for (i = 0; i < 8; i++)
{
cvpoints[i] = (CvPoint2D32f *)malloc(sizeof(CvPoint2D32f));
}
Use malloc to allocate size for all the structures. Example:
CvPoint2D32f *cvpoints = (CvPoint2D32f *)malloc( 8 * sizeof(CvPoint2D32f));
CvPoint2D32f *cvpoints = (CvPoint2D32f*) malloc(sizeof(struct CvPoint2D32f) * 8);
memset(cvpoints, \0, sizeof(struct CvPoint2D32f) * 8);
for (i = 0; i < 16; i++)
{
if (i % 2 == 0)
{
cvpoints[i/2].x = float(points[i]); // points is an array of ints.
}
else
{
cvpoints[i/2].y = float(points[i]);
}
}
And when you're done with them, you free the memory:
free(cvpoints);
Where do these pointers point to? I guess what you want to do is allocate dynamic memory for the structs, but I don't see any memory allocation in your code. Currently all pointers point to undefined memory, so of course this will fail.
You are just creating the pointers, but you need them to point to something in memory!
Example:
struct CvPoint2D32f *cvpoint = (struct CvPoint2D32f *)malloc(sizeof(struct CvPoint2D32f));
if (cvpoint == NULL) {
//malloc error
}

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