I have a memory leak and I have no idea why it happens. Please note, I removed most of the code that has nothing to do with the issue and most of it was given in the assignment, so I only wrote the Tetrahedron
and the add_triangles(...)
function:
class Geometry {
protected:
unsigned int vao, vbo;
public:
/* Generates 1 vertex buffer */
};
class Tetrahedron : public Geometry {
std::vector<VertexData> vtxData;
vec3 points[4];
public:
Tetrahedron() : points { /* default points */ } { create(); }
Tetrahedron(const vec3 p0, const vec3 p1, const vec3 p2, const vec3 p3) : points { p0, p1, p2, p3 } { create(); }
void create() {
/* Creates the 4 sides ans stores at vtxData */
/* Passing the data to OpenGL */
}
void gen(std::vector<Tetrahedron*>& data, int stop_at = 0, float tend = 1, int depth = 0) {
data.push_back(this);
if (depth > stop_at) {
return;
}
for (int i = 0; i < 4; i++) {
/* calculate new points */
(new Tetrahedron{ /* new points */ })->gen(data, stop_at, tend, depth + 1);
}
}
};
struct Object {
Geometry* geometry;
public:
/* Drawns and rotates the given geometry */
};
class Scene {
std::vector<Object*> objects;
std::vector<Tetrahedron*> thets;
public:
void Build() {
/* Setting up shaders, lights, materials, objects */
add_triangles();
}
void add_triangles(float tend = 1) {
for (unsigned int i = 0; i < objects.size(); i++) {
delete objects[i];
} std::vector<Object*>{}.swap(objects);
for (unsigned int i = 0; i < thets.size(); i++) {
delete thets[i];
} std::vector<Tetrahedron*>{}.swap(thets);
(new Tetrahedron{})->gen(thets, 1, tend);
for (unsigned int i = 0; i < thets.size(); i++) {
objects.push_back(new Object{ thets[i] });
}
}
void Animate(float tstart, float tend) {
/* ... */
add_triangles(fabs(cosf(tend) * sinf(tend)) + 1);
/* ... */
}
~Scene() {
for (unsigned int i = 0; i < objects.size(); i++) {
delete objects[i];
}
for (unsigned int i = 0; i < thets.size(); i++) {
delete thets[i];
}
}
};
For some reason the memory leak occurs when I don't store the Tetrahedrons in a separated vector and just deletes them in the Object's destructor:
~Object() { delete geometry; }
Why does it leak if it should be the same as deleting them in the for loop written in the add_triangles(...)
function? - I used VS2019 to compile it.
To correct myself:
Tetrahedron inherits from Geometry and you are deleting from a pointer to a Geometry object. The destructor of Tetrahedron is not called because you did not define the destructor of Geometry as virtual.
Add a virtual destructor to Geometry to allow the destructor of Tetrahedron to be called in this case.
class Geometry {
protected:
// ...
public:
virtual ~Geometry() {} // <= Virtual destructor
};
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