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I'm working on an assignment for school in C++ which contains a skeleton we have to begin with which also involves the SFML library which I've correctly imported. The skeleton is made up of 2 .cpp files, a .h header file and all the files in /Assets. Listed below are the three files.

Main.cpp

#include "Game.h"

int main()
{

    Game theGame;

    theGame.loop();

    return 0;

}

Game.cpp

#include <iostream>
#include <fstream>

#include "Game.h"

Game::Game()
{

    std::ifstream fileHndl;

    fileHndl.open("Assets/mapdata.txt");

    fileHndl >> mapCols;
    fileHndl >> mapRows;

    playerX = mapCols / 2;
    playerY = mapRows / 2;

    mapData = new int *[mapRows];
    for (int i = 0; i < mapRows; i++) {
        mapData[i] = new int[mapCols];
    }

    for (int i = 0; i < mapRows; i++) {
        for (int j = 0; j < mapCols; j++) {
            fileHndl >> mapData[i][j];
        }
    }

    window.create(sf::VideoMode(1280, 1024), "COMP2501 Demo");
    window.setFramerateLimit(5);

    playerTexture.loadFromFile("Assets/actor.png");
    playerTexture.setSmooth(true);
    playerSprite.setTexture(this->playerTexture);

    floorTexture.loadFromFile("Assets/floor.png");
    floorTexture.setSmooth(true);
    crateTexture.loadFromFile("Assets/crate.png");
    crateTexture.setSmooth(true);

    mapSprites = new sf::Sprite *[mapRows];
    for (int i = 0; i < mapRows; i++) {
        mapSprites[i] = new sf::Sprite[mapCols];
    }

    for (int i = 0; i < mapRows; i++)
    {
        for (int j = 0; j < mapCols; j++)
        {
            mapSprites[i][j].setPosition(j * 64, i * 64);
            if (mapData[i][j] == 1)
            {
                mapSprites[i][j].setTexture(this->floorTexture);
            }
            else
            {
                mapSprites[i][j].setTexture(this->crateTexture);
            }
        }
    }

}

Game::~Game()
{ }

void Game::loop()
{

    while (window.isOpen())
    {
        inputs();
        update();
        render();
    }

}

void Game::inputs()
{

    sf::Event event;

    while (window.pollEvent(event))
    {
        switch (event.type)
        {
            case sf::Event::Closed:
                window.close();
                break;
        }
    }

    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
    {
        if (this->mapData[this->playerX - 1][this->playerY] == 1)
        {
            this->playerX--;
        }

    }
    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
    {
        if (this->mapData[this->playerX + 1][this->playerY] == 1)
        {
            this->playerX++;
        }
    }

    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
    {
        if (this->mapData[this->playerX][this->playerY - 1] == 1)
        {
            this->playerY--;
        }

    }
    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
    {
        if (this->mapData[this->playerX][this->playerY + 1] == 1)
        {
            this->playerY++;
        }
    }

}

void Game::update()
{ }

void Game::render()
{

    playerSprite.setPosition(playerY * 64, playerX * 64);
    window.clear();
    for (int i = 0; i < mapRows; i++) {
        for (int j = 0; j < mapCols; j++) {
            window.draw(mapSprites[i][j]);
        }
    }
    window.draw(playerSprite);
    window.display();

}

Game.h

#pragma once

#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>

class Game
{

    public:

        Game();
        ~Game();

        void loop();
        void inputs();
        void update();
        void render();

        sf::RenderWindow window;

        int playerX, playerY;
        sf::Texture playerTexture;
        sf::Sprite playerSprite;

        int mapRows, mapCols;
        int **mapData;

        sf::Sprite **mapSprites;

        sf::Texture floorTexture;
        sf::Texture crateTexture;

};

The program compiles correctly however at run-time it gives me the following.

'Main.exe' (Win32): Loaded 'C:\Users\Alex\Documents\Visual Studio 2015\Projects\Main\Debug\Main.exe'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Users\Alex\Documents\Visual Studio 2015\Projects\Main\Debug\sfml-graphics-2.dll'. Module was built without symbols.
'Main.exe' (Win32): Loaded 'C:\Users\Alex\Documents\Visual Studio 2015\Projects\Main\Debug\sfml-window-2.dll'. Module was built without symbols.
'Main.exe' (Win32): Loaded 'C:\Users\Alex\Documents\Visual Studio 2015\Projects\Main\Debug\sfml-system-2.dll'. Module was built without symbols.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\lpk.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\usp10.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sspicli.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptbase.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp140.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\vcruntime140.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-runtime-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbase.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-core-timezone-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-core-file-l2-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-core-localization-l1-2-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-core-synch-l1-2-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-core-processthreads-l1-1-1.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-core-file-l1-2-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-string-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-heap-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-stdio-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-convert-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-locale-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-math-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-multibyte-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-time-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-filesystem-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-environment-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\api-ms-win-crt-utility-l1-1-0.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\opengl32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\glu32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ddraw.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dciman32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\setupapi.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\devobj.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp140d.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\vcruntime140d.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbased.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msctf.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\nvoglv32.dll'. Cannot find or open the PDB file.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shell32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shlwapi.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wtsapi32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\version.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dbghelp.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'. Symbols loaded.
'Main.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\gdi32.dll'
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntmarta.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\Wldap32.dll'. Symbols loaded.
The thread 0x4c0 has exited with code 0 (0x0).
The thread 0x1be8 has exited with code 0 (0x0).
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\powrprof.dll'. Symbols loaded.
'Main.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\powrprof.dll'
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winsta.dll'. Symbols loaded.
The thread 0x1924 has exited with code 0 (0x0).
The thread 0x1b50 has exited with code 0 (0x0).
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dinput.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\hid.dll'. Symbols loaded.
'Main.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Symbols loaded.
'Main.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ole32.dll'
Exception thrown at 0x6FDFDBF0 (vcruntime140.dll) in Main.exe: 0xC0000005: Access violation reading location 0x00477000.

The program '[6440] Main.exe' has exited with code 0 (0x0).
vcruntime140.dll!memcpy(unsigned char * dst, unsigned char * src, unsigned long count) Line 634 Unknown
vcruntime140.dll!__vcrt_FlsGetValue(unsigned long) Line 401 C++

I've looked up multiple solutions such as reinstalling the x64 and x86 re-distributable for visual studio 2015 and enabling microsoft symbols but I still get this error. It seems to be caused by vcruntime140.dll.

chestedtiger
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    Have you tried debugging your program to see where the problem occurs? You don't initialize `mapCols` and `mapRows`, and then without checking that opening and reading the file succeeded, you do a lot based on these numbers. I'd maybe look at this. You also manage your memory manually, have you considered using `std::vector` instead? – melak47 Feb 06 '16 at 21:22
  • @melak47 I've now initialized mapCols and mapRows. After debugging, it's crashing in the first for loop in Game.cpp at "mapData[i] = new int[mapCols];" – chestedtiger Feb 06 '16 at 21:32
  • Did you inspect the values of `mapCols` and `mapRows`, did they make sense? You still don't check if reading from the file succeeded. All I can do is repeat [this advice here](https://stackoverflow.com/questions/32884057/access-violation-exception-while-calling-malloc-new#comment53598609_32884057) – melak47 Feb 06 '16 at 21:44
  • After testing it appears the file is not being read in properly. I imported mapdata.txt into the project and renamed the Resource Files folder to Assets but it's still not being read in properly. – chestedtiger Feb 06 '16 at 22:03
  • Check the "working directory" setting, your program may not run where you expect it to, and thus not find your files. – melak47 Feb 07 '16 at 00:16
  • thanks! That worked however now it seems that playerTexture.loadFromFile("Assets/actor.png"); is causing the same problem however actor.png is in that directory along with the mapdata.txt which is being read in correctly. I'm not sure what the problem is now. – chestedtiger Feb 07 '16 at 19:56

1 Answers1

2

I've got the same problem. I included as additional dependencies the dynamic libraries:

sfml-graphics-d.lib
sfml-window-d.lib
sfml-system-d.lib

and it works.

But keep in mind my configurations were set to Active (Debug).

Ramón Wilhelm
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