Mam raczej duży program C++, w tym klasę "Character". W "Character.h" najpierw deklarowane są struct CharacterSettings, a następnie znak klasy (łącznie z ich konstruktorami).Awaria podczas dodawania zmiennej publicznej
Postać ma między innymi ustawienia CharacterSettings * i Point poz. CharacterSettings ma Point preferredVelocity.
To działa dobrze.
Jednak kiedy dodać dowolną zmienną publiczną do charakteru, awarii programu, kiedy nazywają to:
drawLine(character.pos, character.pos+character.settings->preferredVelocity, character.radius/3.0, 128, 80, 0);
awarii programu na tej linii:
Point operator + (const Point &p2) const
{ return Point(x + p2.x, y + p2.y); }
Zakładam, że próbuje robić character.pos + character.settings-> preferredVelocity. Komunikat o błędzie pojawia się
Unhandled exception at 0x004bc4fc in ECMCrowdSimulation.exe: 0xC0000005: Access violation reading location 0x7f80000f.
Kiedy patrzę na to, p2.x i p2.y są niezdefiniowane. Bez dodatkowej zmiennej nie są. Nie mam absolutnie pojęcia, co się dzieje, jak rozpocząć debugowanie lub jakich informacji potrzebujesz, aby mi pomóc! Każda pomoc będzie bardzo ceniona!
Edycja: Tutaj jest przynajmniej plik Character.h!
#pragma once
/*
* ECM navigation mesh/crowd simulation software
* (c) Roland Geraerts and Wouter van Toll, Utrecht University.
* ---
* Character: A single moving character in the simulation.
*/
#include "../ECM/GraphComponents/CMNode.h"
#include "VectorOperation.h"
#include "IndicativeRoute.h"
#include "float.h"
#define _USE_MATH_DEFINES
#include <math.h>
#include <vector>
using std::vector;
#include <queue>
using std::queue;
#define CHARACTER_RELAXATIONTIME 0.5f
typedef vector<CMNode>::iterator node_ptr;
class Corridor;
class CMMResult;
struct CMEdge;
class CMMInterface;
class MicroInterface;
class CMMSceneTransfer;
struct CharacterSettings
{
private:
bool index_bb_initialized, index_bb_cp_initialized, index_ir_circle_initialized, index_ir_circle_mu_initialized;
bool index_2nd_ir_circle_initialized, index_2nd_ir_circle_mu_initialized;
public:
// --- Unique identifier within the simulation
int id;
// --- Velocity and speed
Point preferredVelocity;// Newly computed velocity *before* local collision avoidance
Point newVelocity; // Newly computed velocity (+ collision avoidance), to be applied in the "next" simulation step
float total_max_speed; // Maximum possible speed throughout the entire simulation
float max_speed; // Maximum speed at this point in time
float min_desired_speed;// Minimum speed that the character tries to reach when it is not standing still
Point lastAttractionPoint;
// --- IRM parameters
CMMInterface* cmmImplementation; // the type of indicative route to follow within the corridor, e.g. "shortest path" or "weighted side".
// Only used in WEIGHTED_SIDE:
float sidePreference; // bias to following a certain "side" of the corridor. Must be between -1 (left) and 1 (right).
float sidePreferenceNoise; // extra noise factor that will be added to sidePreference at each route element.
// Used in WEIGHTED_SIDE and SHORTEST_PATH
float preferred_clearance; // Distance (m) by which the agent prefers to stay away from obstacles.
// --- Micro simulation model (e.g. for collision avoidance between characters)
MicroInterface* microImplementation;// the local model to use
short micro_maxNrNeighbours; // the number of neighbours to check in the local model
float micro_personalSpaceRadius; // radius of the personal space (m), on top of the character's physical radius.
// Entering this disk (radius + personalSpace) is seen as a 'collision'.
// --- Corridor/Path pointers
node_ptr index_bb; // point on backbone path (used for computing attraction force)
node_ptr index_bb_cp; // point on the backbone path(used for computing the closest point)
curve_ptr index_ir_circle; // index to last point on the indicative route that intersects with a circle
float index_ir_circle_mu; // factor wrt to point on the indicative route that intersects with a circle
friend Character; // only the Character class can look into private members (WvT: ugly C++ practice, but it does work)
CharacterSettings(int _id,
// speed
float _total_max_speed, float _min_desired_speed,
// type of indicative route
CMMInterface* _cmmImplementation, float _sidePreference, float _sidePreferenceNoise, float _clearance,
// type of micro simulation model
MicroInterface* _microImplementation) :
id(_id), total_max_speed(_total_max_speed), min_desired_speed(_min_desired_speed),
cmmImplementation(_cmmImplementation), sidePreference(_sidePreference), sidePreferenceNoise(_sidePreferenceNoise), preferred_clearance(_clearance),
microImplementation(_microImplementation)
{
// velocities
newVelocity = Point(0, 0);
max_speed = total_max_speed;
preferredVelocity = Point(0, 0);
// corridor/IRM pointers
index_bb_initialized = false;
index_bb_cp_initialized = false;
index_ir_circle_initialized = false;
index_ir_circle_mu_initialized = false;
// default micro settings
micro_maxNrNeighbours = 5; // default for Karamouzas 2010: 5
micro_personalSpaceRadius = 0.0f; // default for Karamouzas 2010: 0.5
}
};
class Character
{
public:
Point pos;
float radius;
Point prevPos;
int i; //The thing that is pretending to be the culprit, without this, it works fine.
// goal data
Point goalPos;
float goalRadius;
// status flags
bool reachedGoal;
bool freeze; // whether or not the character is temporarily frozen
bool freezeNotified;
bool reachedDestSet;
Point velocity; // last used velocity
// corridor/path pointers
Point retraction, cp;
//Contains more detailed settings of agent
CharacterSettings * settings;
public:
// --- constructor
Character(int _id, Point &_pos, float _radius,
// speeds
float _total_max_speed, float _min_desired_speed,
// type of indicative route
CMMInterface* _cmmImplementation, float _sidePreference, float _sidePreferenceNoise, float _clearance,
// type of micro simulation model
MicroInterface* _microImplementation) :
pos(_pos), radius(_radius)
{
settings = new CharacterSettings(_id, _total_max_speed, _min_desired_speed,
_cmmImplementation, _sidePreference, _sidePreferenceNoise, _clearance, _microImplementation);
velocity = Point(0, 0);
prevPos=_pos;
reachedGoal = true;
freeze = false;
freezeNotified = false;
reachedDestSet = false;
//isProxy = false;
}
// --- destructor
void removeSettings();
// computing the new actual velocity through an acceleration vector: Euler integration
inline void integrateEuler(const Point &acc, float dtSim)
{
settings->newVelocity = velocity + dtSim * acc;
trim(settings->newVelocity, settings->max_speed);
}
inline void updatePos(float dtSim)
{
prevPos=pos;
// update velocity
velocity = settings->newVelocity;
// update position
pos += dtSim * velocity;
// if the character is close to its goal, it should stop moving
if(!reachedGoal // goal was not already reached
&& settings->lastAttractionPoint == goalPos
&& distSqr(pos, goalPos) < 0.25)//goalRadius)
{
reachedGoal = true;
// (do not reset the velocity, so that we can keep the last walking direction)
}
}
void resetIndices();
node_ptr &getIndex_bb(Corridor &corridor);
node_ptr &getIndex_bb_cp(Corridor &corridor);
curve_ptr &getIndex_ir_circle(IndicativeRoute &ir);
float &getIndex_ir_circle_mu();
Point &getRetraction() { return retraction; }
Point &getClosestPoint() { return cp; }
// computing the cost of some edge (in A*), by using personal preferences
float getEdgeCost(const CMEdge& edge, float activeFraction);
// computing the character's area, based on its radius
float getArea() const;
};
Rzeczą, która sprawia, że wszystko ulega awarii, jest dodanie "int i".
można dać nam minimalną kompletny przykład? To znaczy, czy możesz zredukować kod do kilku plików, które są wystarczająco małe, aby je opublikować, skompilować i które odwzorowują problem? Jest duża szansa, że sam to odkryjesz, a jeśli nie, będziemy mieli prawdziwy kod, na który możemy zwrócić uwagę. – Beta
Czy możesz opisać definicję "Postaci" zamiast jej opisywać? – hmjd
Obawiam się, że jakiś fragment kodu powoduje niezdefiniowane zachowanie, co może spowodować awarię twojego kodu w przypadkowych lub "nielogicznych" miejscach, które mogą być całkowicie niezwiązane z źródłem problemu. Zapewnienie nam minimalnego kodu, który powielałby, bardzo by pomogło. – ereOn