jeudi 21 février 2019

Maze Constructor Issues [Thread 1: EXC_BAD_ACCESS (code=1, address=0x8)]

When I run my program, everything compiles until the Maze class is instantiated. I get a warning saying Code will never be executed in my main.cpp. The compiler (Xcode) redirects me to The LLVM Compiler Infrastructure, where on line 1590 it says Thread 1: EXC_BAD_ACCESS (code=1, address=0x8). The block of code where this is indicated is:

template <class _Tp, class _Allocator>
inline _LIBCPP_INLINE_VISIBILITY
void
vector<_Tp, _Allocator>::push_back(const_reference __x)
{
    if (this->__end_ != this->__end_cap()) //Thread 1: EXC_BAD_ACCESS (code=1, address=0x8)
    {
        __RAII_IncreaseAnnotator __annotator(*this);
        __alloc_traits::construct(this->__alloc(),
                                  _VSTD::__to_raw_pointer(this->__end_), __x);
        __annotator.__done();
        ++this->__end_;
    }
    else
        __push_back_slow_path(__x);
}

main.cpp:

#include "Maze.h"
#include <iostream>
#include <string>

int main(int argc, char* argv[])
{
    std::cout << "-------------\tMaze\t-------------\n\n";

    Maze maze(10);
    std::string direction;

    while(!true)
    {
        //Code will never be executed warning HERE
        std::cout << "Input a character to move your avatar in the maze and press RETURN\n";
        std::cout << "(w = UP, s = DOWN, a = LEFT, d = RIGHT)\n";
        std::cin >> direction;
        maze.takeTurn(direction);
        maze.printMe();
    }

    return 0;
}

My header file:

#ifndef MAZE_H
#define MAZE_H

#include <vector>
#include <string>

extern const std::string Up;
extern const std::string Down;
extern const std::string Left;
extern const std::string Right;

class Maze
{
private:
    char avatarToken; //character that represents the avatar
    char emptyToken; //character that represents empty space in the maze
    char wallToken; //character that represents a wall
    char exitToken; //character that represents an exit - where you quit the game
    char stairsUpToken; //character that represents stairs that take you to an UPPER level
    char stairsDownToken; //character that represents a Hole that takes you a LOWER level
    char bossToken; //character that represents a boss that kills you (you lose/exit the game)

    int dim; //width of this square maze
    std::vector< std::vector<char> > grid; //a vector of vectors of characters

    int avatarRow; //row position of our avatar from zero to dim-1 (NOT from 1 to dim)
    int avatarCol; //column position of our avatar from zero to dim-1 (NOT from 1 to dim)

    std::vector< std::string > levels; //BONUS: our N-strings that each represent a level except for level[ 0 ]
    //see MazeData.h

public:
    //constructor
    Maze(int newDim = 4,
         char _avatarToken = 'A',
         char _emptyToken = ' ',
         char _wallToken = '*',
         char _exitToken = 'E',
         char _stairsUpToken = '^',
         char _stairsDownToken = 'V',
         char _bossToken = 'B');

    void printMe();
    bool takeTurn(std::string direction); //move the avatar in the requested direction if possible
};

#endif

My implementation file:

#include "Maze.h"
#include "Keyboard.h" //contains global variables: Up, Down, Left, Right
#include <iostream>
#include <vector>
#include <string>
#include <cstdlib>
#include <ctime>

//1st constructor
Maze::Maze(int newDim,
           char _avatarToken,
           char _emptyToken,
           char _wallToken,
           char _exitToken,
           char _stairsUpToken,
           char _stairsDownToken,
           char _bossToken) : dim(newDim),
                              avatarToken(_avatarToken),
                              emptyToken(_emptyToken),
                              wallToken(_wallToken),
                              exitToken(_exitToken),
                              stairsUpToken(_stairsUpToken),
                              stairsDownToken(_stairsDownToken),
                              bossToken(_bossToken)
{
    //place avatar location in center of maze
    this->avatarRow = newDim / 2;
    this->avatarCol = newDim / 2;

    //initialize top wall of grid
    for(int i = 0; i < this->dim; i++)
        this->grid[0].push_back(this->wallToken);

    //initialize middle of grid
    for(int j = 1; j < this->dim - 1; j++)
        for(std::vector<char>::iterator it = this->grid[j].begin(); it < this->grid[j].end(); it++)
            it == this->grid[j].begin() ||
            it == this->grid[j].end() ? this->grid[j].push_back(this->wallToken) :
            this->grid[j].push_back(this->emptyToken);

    //initialize bottom wall of grid
    for(int l = 0; l < this->dim; l++)
        this->grid[dim - 1].push_back(this->wallToken);

    //place exit token in random spot in the maze
    srand( (unsigned int) time(0)); //random seed for exit token placement in maze
    int rand_wall = rand() % 4 + 1; //determine which wall exit token is on
    int rand_placement = rand() % this->dim + 1; //placement of exit on wall
    switch(rand_wall)
    {
        case 1:
            this->grid[0][rand_placement] = this->exitToken;
            break;
        case 2:
            this->grid[rand_placement][0] = this->exitToken;
            break;
        case 3:
            this->grid[this->dim - 1][rand_placement] = this->exitToken;
            break;
        case 4:
            this->grid[rand_placement][this->dim - 1] = this->exitToken;
            break;
    }

    //place stairs up token in random spot in the maze
    srand( (unsigned int) time(0)); //random seed for stairs up token placement in maze
    rand_wall = rand() % 4 + 1; //determine which wall stairs up token is on
    rand_placement = rand() % this->dim + 1; //placement of stairs up on wall
    switch(rand_wall)
    {
        case 1:
            //check to see if element is occupied by exit token
            if(this->grid[0][rand_placement] != this->exitToken)
                this->grid[0][rand_placement] = this->stairsUpToken;
            break;
        case 2:
            //check to see if element is occupied by exit token
            if(this->grid[rand_placement][0] != this->exitToken)
                this->grid[rand_placement][0] = this->stairsUpToken;
            break;
        case 3:
            //check to see if element is occupied by exit token
            if(this->grid[this->dim - 1][rand_placement] != this->exitToken)
                this->grid[this->dim - 1][rand_placement] = this->stairsUpToken;
            break;
        case 4:
            //check to see if element is occupied by exit token
            if(this->grid[rand_placement][this->dim - 1] != this->exitToken)
                this->grid[rand_placement][this->dim - 1] = this->stairsUpToken;
            break;
    }

    //place stairs down token in random spot in the maze
    srand( (unsigned int) time(0)); //random seed for stairs down token placement in maze
    rand_wall = rand() % 4 + 1; //determine which wall stairs down token is on
    rand_placement = rand() % this->dim; //placement of stairs down on wall
    switch(rand_wall)
    {
        case 1:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[0][rand_placement] != this->exitToken ||
               this->grid[0][rand_placement] != this->stairsUpToken)
            {
                this->grid[0][rand_placement] = this->stairsDownToken;
            }
            break;

        case 2:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[rand_placement][0] != exitToken ||
               this->grid[rand_placement][0] != this->stairsUpToken)
            {
                this->grid[rand_placement][0] = this->stairsDownToken;
            }
            break;

        case 3:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[this->dim - 1][rand_placement] != this->exitToken ||
               this->grid[this->dim - 1][rand_placement] != this->stairsUpToken)
            {
                this->grid[this->dim - 1][rand_placement] = this->stairsDownToken;
            }
            break;

        case 4:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[rand_placement][this->dim - 1] != this->exitToken ||
               this->grid[rand_placement][this->dim - 1] != this->stairsUpToken)
            {
                this->grid[rand_placement][this->dim - 1] = this->stairsDownToken;
            }
            break;
    }

    //place boss token in random spot inside the maze
    srand( (unsigned int) time(0)); //random seed for boss token placement in maze
    rand_placement = rand() % this->dim; //placement of boss token
    switch(rand_wall)
    {
        case 1:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[0][rand_placement] != this->exitToken ||
               this->grid[0][rand_placement] != this->stairsUpToken)
            {
                this->grid[0][rand_placement] = this->stairsDownToken;
            }
            break;

        case 2:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[rand_placement][0] != exitToken ||
               this->grid[rand_placement][0] != this->stairsUpToken)
            {
                this->grid[rand_placement][0] = this->stairsDownToken;
            }
            break;

        case 3:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[this->dim - 1][rand_placement] != this->exitToken ||
               this->grid[this->dim - 1][rand_placement] != this->stairsUpToken)
            {
                this->grid[this->dim - 1][rand_placement] = this->stairsDownToken;
            }
            break;

        case 4:
            //check to see if element is occupied by exit token or stairs up token
            if(this->grid[rand_placement][this->dim - 1] != this->exitToken ||
               this->grid[rand_placement][this->dim - 1] != this->stairsUpToken)
            {
                this->grid[rand_placement][this->dim - 1] = this->stairsDownToken;
            }
            break;
    }
}

//print maze row by row
void Maze::printMe()
{
    //rows
    for(int m = 0; m < this->dim; m++)
    {
        //columns
        for(int n = 0; n < this->dim; n++)
        {
            //print avatar token
            if(m == this->avatarRow && n == this->avatarCol)
                std::cout << this->avatarToken;
            else
                std::cout << this->grid[m][n];
        }
        std::cout << std::endl;
    }
}

//update location of the avatar
bool Maze::takeTurn(std::string _direction)
{
    if(_direction == Up && this->grid[this->avatarRow - 1][this->avatarCol] != this->wallToken)
    {
        --this->avatarRow;
        if(this->grid[this->avatarRow - 1][this->avatarCol] == this->exitToken ||
           this->grid[this->avatarRow - 1][this->avatarCol] == this->bossToken ||
           this->grid[this->avatarRow - 1][this->avatarCol] == this->stairsUpToken ||
           this->grid[this->avatarRow - 1][this->avatarCol] == this->stairsDownToken)
        {
            std::cout << "You exited the maze.\n";
            return true;
        }
        else return false;
    }
    else if(_direction == Down && this->grid[this->avatarRow + 1][this->avatarCol] != this->wallToken)
    {
        ++this->avatarRow;
        if(this->grid[this->avatarRow + 1][this->avatarCol] == this->exitToken ||
           this->grid[this->avatarRow + 1][this->avatarCol] == this->bossToken ||
           this->grid[this->avatarRow + 1][this->avatarCol] == this->stairsUpToken ||
           this->grid[this->avatarRow + 1][this->avatarCol] == this->stairsDownToken)
        {
            std::cout << "You exited the maze.\n";
            return true;
        }
        else return false;
    }
    else if(_direction == Left && this->grid[this->avatarRow][this->avatarCol - 1] != this->wallToken)
    {
        --this->avatarCol;
        if(this->grid[this->avatarRow][this->avatarCol - 1] != this->exitToken ||
           this->grid[this->avatarRow][this->avatarCol - 1] != this->bossToken ||
           this->grid[this->avatarRow][this->avatarCol - 1] != this->stairsUpToken ||
           this->grid[this->avatarRow][this->avatarCol - 1] != this->stairsDownToken)
        {
            std::cout << "You exited the maze.\n";
            return true;
        }
        else return false;
    }
    else if(_direction == Right && this->grid[this->avatarRow][this->avatarCol + 1] != this->wallToken)
    {
        ++this->avatarCol;
        if(this->grid[this->avatarRow][this->avatarCol + 1] != this->exitToken ||
           this->grid[this->avatarRow][this->avatarCol + 1] != this->bossToken ||
           this->grid[this->avatarRow][this->avatarCol + 1] != this->stairsUpToken ||
           this->grid[this->avatarRow][this->avatarCol + 1] != this->stairsDownToken)
        {
            std::cout << "You exited the maze.\n";
            return true;
        }
        return false;
    }
    else return false;
}

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