I am new to c++(have a java background) and thus pointers are sort of new to me. I am dealing with an array of pointers where each index points to an object on the heap as so:
Deck::Deck()
{
seed = rand()%100; //this will be used in shuffle method
srand(seed);
for(int i=0;i<deckSize;i+=3) //deckSize=12 in this case, p defined as CardTypes* p[deckSize]
{
p[i]= new Infantry();
p[i+1] = new Artillery();
p[i+2] = new Cavalry();
}
} All 3 of these classes are subclasses of the class CardTypes(which was only created so I could store diff types in an array).
class CardTypes
{
public:
virtual string getCard() = 0;
virtual ~CardTypes() {};
};
class Infantry: public CardTypes
{
const string name = "Infantry";
public:
string getCard(); //this simply returns "name" so that I can differentiate each object in the array by a data value
};
class Artillery:public CardTypes
{
const string name= "Artillery";
public:
string getCard();
};
class Cavalry:public CardTypes
{
const string name = "Cavalry";
public:
string getCard();
};
Although not a great way to do it, I have created another array of pointers(CardTypes* s[deckSize) which copies pointers from p into s randomly(thus mimicking a shuffle in a deck of cards):
void Deck::shuffle() //this is the method that puts objects in s to be grabbed in draw()
{
int j = 0;
int k = 1;
int l = 2; //initial setup(index 0 will have Infantry, index 1 will have Artillery and index 3 will have Cavalry and this pattern continues throughout p)
int n = rand()%3 + 1; //gives random # between 1 and 3 1=infantry,2 = artillery,3 = cavalry
int i=0; //counter for loop
while(i<deckSize)
{
n = rand()%3+1;
if(n==1)
{
if(j>9) //means no more infantry cards as due to pattern of p
infantry cards stop after index 9
{
continue; //used to reset loop foranother iteration(will get random number,I know this is bad for time complexity)
}
else
{
s[i] = p[j]; //copy "Infantry" pointer to s
j+=3;
i++;
}
}
else if(n==2)
{
if(k>10)//means no Artillery cards due to pattern in p
{
continue;
}
else
{
s[i] = p[k];//copy "Artillery" pointer to s
k+=3;
i++;
}
}
else
{
if(l>11) //means no more cavalary cards due to pattern in p
{
continue;
}
else
{
s[i] = p[l]; //copy "Cavalry" pointer to s
l+=3;
i++;
}
}
}
}
Now my issue is i am trying to create a draw method that grabs a pointer from s and returns it. My program completely crashes when I attempt this and I am not sure why:
CardTypes* Deck::draw() //draws a card from the deck and returns it
{
CardTypes* card = s[deckSize];
delete s[deckSize];//clear heap
s[deckSize] = NULL;//remove what pointer was pointing too (as card has been drawn)
deckSize--;
return card;
}
I then attempt to call this method:`
int main()
{
Deck d1;
d1.shuffle(); //this works
d1.getCurrentDeck();//this works, just prints out each objects getCard() method in s
CardTypes* card = d1.draw();//does not cause a crash
cout<<"Card:"<<card->getCard() <<"\n";//crashes here
}
This issue is probably due to my inexperience with pointers but any help would be appreciated. Also note I delete the arrays after I am done with the program using delete [] p and delete [] s, I have not included this in the code as it is not of issue right now.