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c++memory-leaksdestructordelete-operator

unable to find where memory leaked


Hi I am currently working on my first object orientated c++ project, and when I use valgrind to check memory leakage it outputs:

32 (24 direct, 8 indirect) bytes in 1 blocks are definitely lost in loss record 2 of 2
==1761165==    at 0x4839E86: operator new(unsigned long) (vg_replace_malloc.c:344)
==1761165==    by 0x403E5C: Game::Game() (game.cpp:3)
==1761165==    by 0x404711: Game::loadGame(std::istream&) (game.cpp:109)
==1761165==    by 0x4024B2: main (main.cpp:29)

So now I go to game.cpp:3 to check what happened(in game.cpp:109, I called Game* temp_game=new Game), and in line 3 I called the constructor

Game::Game() : game_entity(new EntityVec) {
}

So I guess at some point, I didn't free EntityVec. But after double checking my code, especially loadGame function and my destructor:

Game *Game::loadGame(std::istream &in){
  Game* temp_game=new Game;
  temp_game->game_maze=Maze::read(in);
  if (temp_game->game_maze == nullptr) {
      delete temp_game;
      return nullptr;
  }
  char c;int x;int y;
  EntityControllerFactory* ecfac=EntityControllerFactory::getInstance();
  while (in>>c){
    Entity* temp_entity=new Entity;
    temp_entity->setGlyph(std::string(1,c));
    temp_game->addEntity(temp_entity);
    if (in >> c) {
        EntityController* temp_controller = ecfac->createFromChar(c);
        temp_entity->setController(temp_controller);
    }
    else {
        delete temp_game;
        return nullptr;
    }
    if (in >> c) {
        temp_entity->setProperties(std::string(1,c));
    }
    else {
        delete temp_game;
        return nullptr;
    }
    if((in>>x)&&(in>>y)){
        temp_entity->setPosition(Position(x,y));
      }
 else {
        delete temp_game;
        return nullptr;
    }
  }
  return temp_game;
}

Game::~Game(){

  delete game_ui;
  delete game_gameRules;
  delete game_maze;
  //delete[] game_entity;
  for(Entity* p: *game_entity){delete p;}
  //game_entity->clear();

}

I cannot find a spot where I forgot to free the game if loadgame fails.(If loadgame success and returned temp_game, then main should handled it by deleting it at the end). Can anyone give me some suggestions? Thank you so much.


Solution

  • Every new should have a corresponding delete. In your Game constructor, you use new to create game_entity - but the destructor doesn't delete it (only its 'members').

    You need a delete game_entity; after the for loop in the destructor.