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Mail Archives: djgpp/2000/11/15/00:32:25

From: "23yrold3yrold" <cbarry AT pangea DOT ca>
Newsgroups: comp.os.msdos.djgpp
References: <3a120ffd_1 AT corp DOT newsfeeds DOT com> <8ut64d$lr9$1 AT ctb-nnrp2 DOT saix DOT net>
Subject: Re: DJGPP no like vectors?
Date: Tue, 14 Nov 2000 23:27:36 -0600
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To: djgpp AT delorie DOT com
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Reply-To: djgpp AT delorie DOT com

"Stefan Viljoen" <Stefan_Viljoen AT excite DOT com> wrote in message
news:8ut64d$lr9$1 AT ctb-nnrp2 DOT saix DOT net...
>
> 23yrold3yrold <cbarry AT pangea DOT ca> wrote in message
> news:3a120ffd_1 AT corp DOT newsfeeds DOT com...
> > Hello. I'm having a problem with vectors in DJGPP (and Allegro). I'm
> making
> > a vertical shooter, and just for fun, I've been pumping up how many
> > enemies/bullets are on screen at once. All objects are stored in vectors
> of
> > pointers to them. If the vectors get too large, the program crashes. I
> don't
>
> Hmm - what do you mean? You mean the pointers get too large? A pointer can
> be of only one size - isn't it? The data it points to can vary in size,
> though. ?

No - the number of pointers in the vector. I can have 80 enemies onscreen
and eventually crash, 20 bullets crashes in about 10 seconds, 5 of each runs
forever......

> > know if it helps, but I've included results of symify; the reason I'm
> asking
> > this here is the presence of the dj_movedata error; this is a DJGPP
thing,
> > correct (same with new2.cc)? Also, if someone could tell me if there's
> > anything further I can do with this mess of numbers (after symify) that
> > might help too...
> >
> > Thank you for any help.
>
> I have encountered something similar in trying to reference null and
illegal
> pointers (deallocated their data but forgot to null them as an indication)
> before. You sure this isn't maybe what is happening?

No, no memory leaks or anything. I delete the pointed-to data one like
before deleting the pointer itself from the vector. It's only when there's
lots of objects is there a problem. And I still don't like that dj_movedata
error; that seems to be telling me something......


Chris




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