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[英]How to fix “Exception thrown: read access violation. **Surface** was nullptr. occurred” in SDL2 C++
[英](SDL Render Problem) C++ Exception Thrown: read access violation. THIS was nullptr
每當我運行我的程序時,我會在兩個單獨的代碼行上拋出異常,我應該將其中一個注釋掉,問題跳轉到另一個但是兩個都引用相同的變量。
GameScreenManager.cpp:
#pragma once
#include <SDL.h>
#include "Commons.h"
#include "GameScreenManager.h"
#include "GameScreenLevel1.h"
#include "GameScreen.h"
GameScreenManager::GameScreenManager(SDL_Renderer* renderer, SCREENS startScreen)
{
SDL_Renderer* mRenderer;
mRenderer = NULL;
ChangeScreen(startScreen);
}
GameScreenManager::~GameScreenManager()
{
mRenderer = NULL;
delete mCurrentScreen;
mCurrentScreen = NULL;
}
void GameScreenManager::Render()
{
mCurrentScreen->Render();
}
void GameScreenManager::update(float deltaTime, SDL_Event e)
{
mCurrentScreen->Update(deltaTime, e);
}
void GameScreenManager::ChangeScreen(SCREENS newScreen)
{
//Clear up the old screen
if (mCurrentScreen != NULL)
{
delete mCurrentScreen;
}
GameScreenLevel1* tempScreen;
switch (newScreen)
{
case SCREEN_INTRO:
break;
case SCREEN_MENU:
break;
case SCREEN_LEVEL1:
tempScreen = new GameScreenLevel1(mRenderer);
mCurrentScreen = (GameScreen*)tempScreen;
tempScreen = NULL;
break;
case SCREEN_LEVEL2:
break;
case SCREEN_GAMEOVER:
break;
case SCREEN_HIGHSCORES:
break;
default:
break;
}
}
GameScreenManager.h:
#pragma once
#ifndef _GAMESCREENMANAGER_H
#define _GAMESCREENMANAGER_H
#include <SDL.h>
#include "Commons.h"
class GameScreen;
class GameScreenManager
{
private:
SDL_Renderer* mRenderer;
GameScreen* mCurrentScreen;
public:
GameScreenManager(SDL_Renderer* renderer, SCREENS startScreen);
~GameScreenManager();
void Render();
void update(float deltaTime, SDL_Event e);
void ChangeScreen(SCREENS newScreen);
};
#endif //_GAMESCREENMANAGER_H
目前問題出現在第24行;
mCurrentScreen->Render();
但是,如果我注釋掉該行,那么它將出現在第29行:
mCurrentScreen->Update(deltaTime, e);
“拋出未處理的異常:讀取訪問沖突。 這是nullptr。發生”
顯然,當您調用Render()或update()時,mCurrentScreen字段為NULL。 通過檢查mCurrentScreen是否為NULL來保護呼叫:
void GameScreenManager::Render()
{
if (mCurrentScreen != NULL)
mCurrentScreen->Render();
}
void GameScreenManager::update(float deltaTime, SDL_Event e)
{
if (mCurrentScreen != NULL)
mCurrentScreen->Update(deltaTime, e);
}
或者確保在調用Render()或Update()之前設置了mCurrentScreen。
實際上,我實際上錯過了設置mCurrentScreen的一行代碼,並且switch語句未正確傳遞,因此它沒有觸發。 另外,在我的任何cpp文件中都沒有正確設置mRenderer變量,因此每當我嘗試使用它時都會返回“Invalid Renderer”。 以下是工作代碼,感謝所有人幫助我朝着正確的方向前進;
#pragma once
#include <SDL.h>
#include "Commons.h"
#include "GameScreenManager.h"
#include "GameScreenLevel1.h"
#include "GameScreen.h"
GameScreenManager::GameScreenManager(SDL_Renderer* renderer, SCREENS startScreen)
{
mRenderer = renderer;
GameScreen* mCurrentScreen = NULL;
ChangeScreen(startScreen);
}
GameScreenManager::~GameScreenManager()
{
mRenderer = NULL;
delete mCurrentScreen;
mCurrentScreen = NULL;
}
void GameScreenManager::Render()
{
mCurrentScreen->Render();
}
void GameScreenManager::Update(float deltaTime, SDL_Event e)
{
mCurrentScreen->Update(deltaTime, e);
}
void GameScreenManager::ChangeScreen(SCREENS newScreen)
{
//Clear up the old screen
if (mCurrentScreen != NULL)
{
delete mCurrentScreen;
}
GameScreenLevel1* tempScreen;
switch (newScreen)
{
case SCREEN_INTRO:
break;
case SCREEN_MENU:
break;
case SCREEN_LEVEL1:
tempScreen = new GameScreenLevel1(mRenderer);
mCurrentScreen = (GameScreen*)tempScreen;
tempScreen = NULL;
break;
case SCREEN_LEVEL2:
break;
case SCREEN_GAMEOVER:
break;
case SCREEN_HIGHSCORES:
break;
default:
break;
}
}
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