C++ BunkerBuilder.exe中0x0070C75C处的首次机会异常:0xC0000005:访问冲突写入位置0xCC04

C++ BunkerBuilder.exe中0x0070C75C处的首次机会异常:0xC0000005:访问冲突写入位置0xCC04,c++,exception,cinder,C++,Exception,Cinder,当我试图将变量存储在d.allenderModel中,即我的LoadAllender函数中时,我遇到了这个错误。我已经用'//Error'标记了这行。这段代码以前没有抛出任何类似的错误,我也没有修改这段代码,这使我假设我已经对类定义的头/代码进行了一些修改,我也在下面介绍了这些头/代码。提前感谢您提供的任何建议/帮助 引发错误的函数: .cpp文件中定义类的部分: .h文件中定义类的部分: 您是否在头文件和cpp文件中定义了类驻留者和类模型 你们已经定义了它们的不同之处,至少居住者是这样的:我看

当我试图将变量存储在d.allenderModel中,即我的LoadAllender函数中时,我遇到了这个错误。我已经用'//Error'标记了这行。这段代码以前没有抛出任何类似的错误,我也没有修改这段代码,这使我假设我已经对类定义的头/代码进行了一些修改,我也在下面介绍了这些头/代码。提前感谢您提供的任何建议/帮助

引发错误的函数:

.cpp文件中定义类的部分:

.h文件中定义类的部分:

您是否在头文件和cpp文件中定义了类驻留者和类模型

你们已经定义了它们的不同之处,至少居住者是这样的:我看到一个浮动运动速度;在头文件版本中,但不在cpp版本中

如果你允许我稍微保守一点,我认为这有点危险

建议:清除cpp文件中的居住者和模型定义,并将头文件包含在其中


p、 s:对不起,我的英语不好。

这是一个学习英语的绝佳机会。我强烈建议您尽快学习如何正确使用调试器。0xCC04接近0xCCCC,这是一种神奇的调试代码,意味着未初始化的堆栈内存。您可能使用的指针位于堆栈中指针未初始化的对象内。感谢您的注意,我想我已经检查过了。我总是在.cpp文件中定义类,然后将其镜像到.h文件中,我想这是出于习惯。有什么理由这样做/不这样做吗?除了不必打字两次以外?@Zachary D.-不客气。是的,我觉得这是个坏习惯。不仅因为你必须键入两次,而且因为你必须确保键入完全相同的内容两次。continue@Zachary你的问题这是一个很好的例子,即使是IMHO:在两个地方定义类,在一个地方多定义一个元素,你的代码就会去同步。代码中有一部分具有定义,另一部分具有不兼容的定义。因此,举例来说,代码的一部分——知道movementSpeed的部分——尝试读取一个成员超过movementSpeed agility,举例来说,可以读取代码的另一部分不知道movementSpeed的部分在另一个位置写入的数据。
dweller loadDweller()
{
    dweller d;
    do
    {
        string temp = strIn;
        lineIn();
        temp = strIn;
        int lNum(currLine);
        if(checkOperator(strIn, "fName:"))          //first name
        {
            d.firstName = getRemainder(strIn, "fName:");
        }
        else if(checkOperator(strIn, "lName:"))         //Last name
        {
            d.lastName = getRemainder(strIn, "lName:");
        }
        else if(checkOperator(strIn, "pos["))           //Position
        {
            d.pos = loadCoord2();
        }
        else if(checkOperator(strIn, "jobType:"))       //Job type/job
        {
            d.jobType = getRemainder(strIn, "jobType");
        }
        else if(checkOperator(strIn, "jobPos:"))        //job position
        {
            d.machine = numInp(strIn, "jobPos:");
        }
        else if(checkOperator(strIn, "maxHealth:"))     //Maximum health
        {
            d.maxHealth = numInp(strIn, "maxHealth:");
        }
        else if(checkOperator(strIn, "currHealth:"))    //Current health
        {
            d.currHealth = numInp(strIn, "currHealth:");
        }
        else if(checkOperator(strIn, "strength:"))      //Strength
        {
            d.strength = numInp(strIn, "strength:");
        }
        else if(checkOperator(strIn, "stamina:"))       //Stamina
        {
            d.stamina = numInp(strIn, "stamina:");
        }
        else if(checkOperator(strIn, "agility:"))       //Agility
        {
            d.agility = numInp(strIn, "agility:");
        }
        else if(checkOperator(strIn, "intelligence:"))  //Intelligence
        {
            d.intelligence = numInp(strIn, "intelligence:");
        }
        else if(checkOperator(strIn, "modelRef:"))
        {
            model mod = masterList::getModelTemplate(numInp(strIn, "modelRef:"));      //Ensuring that the value can be returned [when debugging]
            d.dwellerModel = model();       //Error //Ensuring that the variable can be set [when debugging] by setting it equal to a constructor of itself
            d.dwellerModel = masterList::getModelTemplate(numInp(strIn, "modelRef:"));
        }
        else if(strIn == "model[")          //Model
        {
            d.dwellerModel = loadModel();
        }
        else if(checkOperator("Gender:"))   //Gender
        {
            d.setGender(getRemainder("Gender:"));
        }
        else if(strIn != "]")
        {
            _DEBUG_ERROR("Unknown operator!");
        }
        else if((strIn != "]") && file.eof())
        {
            _DEBUG_ERROR("Unexpected EOF");
            failed = true;
            //return d;
        }
    } while(!checkOperator("]") && !file.eof());
    strIn = "";
    return d;
}
class dweller
{
public:
dweller();
//private:          //Make the following variables private once all direct access has been changed over to function access
string firstName;
string lastName;

bool isMale;            //true = NPC is male, false = NPC is female
var::coord2 pos;        //The NPC's position

//bool hasJob;          //If the NPC has a job
string jobType;         //What the NPC's job is
int machine;            //The vector ID of the machine the NPC is assigned to (in the map vector list)

bool isSelected;        //Whether or not this NPC is selected by the player

int maxHealth;          //The maximum health of the NPC
int currHealth;         //The current health of the NPC

int strength;
int stamina;
int agility;
int intelligence;

vector<item> inventory;
float maxInvVolume;         //The maximum volume that the inventory can hold (the sum of the volumes in the inventory must be less than this)

model dwellerModel;

float armLURot;                 //The current angle that the NPC's upper left arm is at
float armLLRot;                 //The current angle that the NPC's lower left arm is at
float armRURot;                 //The current angle that the NPC's upper right arm is at
float armRLRot;                 //The current angle that the NPC's lower right arm is at
var::coord2 toolPosOnHand;      //The coordinates that the tool should be centered at on the 'dominantHand' model_segment

model_segment* dominantHand;    //A pointer to the hand that single-handed items will be assigned to
model_segment* nonDominantHand; //A pointer to the hand that the secondary position of two-handed items will be assigned to
model_segment* itemLoc;         //A pointer to the model of the item that has been assigned to the dominant hand
bool holdingItem;
item heldItem;

public:

void draw();        
void update();
bool setInvVolMax(float _maxVol);
float getInvVolMax();
bool addToInventory(item _item);
bool removeFromInventory(int inventoryID);  //Removes the item at 'inventoryID' in the 'inventory' vector
bool equipItem(item _item);
bool equipItem(int inventoryID);    //Equips the item at 'inventoryID' in the 'inventory' vector
bool unequipItem();
void setGender(bool isMale);
void setGender(string gender);  //Male or Female
void executeTask(string _task);
void executeTask(string _task, var::coord2 _pos);
void executeTask(string _task, var::coord2 _pos, block _target);
void executeTask(string _task, var::coord2 _pos, item _target);
void executeTask(string _task, var::coord2 _pos, dweller _target);
void executeTaskEffect(string _effect);
};

class model
{
public:
    model();

    model_segment root;
    vector<anim_container> animations;

    bool runAnimations = true;
    void draw(var::coord2 position, float rotation);
    void update();

    void newAnimation();
    void newAnimation(anim_container anim);

    void updateAnimation();
    void updateAnimation(vector<anim_container> *animations);
    void initializeAnimation();
    void initializeAnimation(vector<anim_container> *animations);

    void debugTree();               //Prints a tree diagram of the model
};

model::model()
{
    //app::console();
}

model getModelTemplate(int ID) //Returns the template model from the master list at "ID".  Defaults to an empty model class if the supplied ID is not defined.
    {
        if(ID < models.size())
        {
            return models[ID];
        }
        else
        {
            _DEBUG_ERROR("The requested template does not exist");
            return model();
        }
    }
class dweller
{
public:
    dweller();
    //private:          //Make the following variables private once all direct access has been changed over to function access

    string firstName;
    string lastName;

    bool isMale;            //true = NPC is male, false = NPC is female

    float movementSpeed;

    var::coord2 pos;        //The NPC's position

    //bool hasJob;          //If the NPC has a job
    string jobType;         //What the NPC's job is
    int machine;            //The vector ID of the machine the NPC is assigned to (in the map vector list)

    bool isSelected;        //Whether or not this NPC is selected by the player

    int maxHealth;          //The maximum health of the NPC
    int currHealth;         //The current health of the NPC

    int strength;
    int stamina;
    int agility;
    int intelligence;

    vector<item> inventory;
    float maxInvVolume;         //The maximum volume that the inventory can hold (the sum of the volumes in the inventory must be less than this)

    model dwellerModel;

    float armLURot;                 //The current angle that the NPC's upper left arm is at
    float armLLRot;                 //The current angle that the NPC's lower left arm is at
    float armRURot;                 //The current angle that the NPC's upper right arm is at
    float armRLRot;                 //The current angle that the NPC's lower right arm is at

    var::coord2 toolPosOnHand;      //The coordinates that the tool should be centered at on the 'dominantHand' model_segment

    model_segment* dominantHand;    //A pointer to the hand that single-handed items will be assigned to
    model_segment* nonDominantHand; //A pointer to the hand that the secondary position of two-handed items will be assigned to
    model_segment* itemLoc;         //A pointer to the model of the item that has been assigned to the dominant hand

    bool holdingItem;
    item heldItem;

public:

    void draw();
    void update();
    bool setInvVolMax(float _maxVol);
    float getInvVolMax();
    bool addToInventory(item _item);
    bool removeFromInventory(int inventoryID);  //Removes the item at 'inventoryID' in the 'inventory' vector
    bool equipItem(item _item);
    bool equipItem(int inventoryID);    //Equips the item at 'inventoryID' in the 'inventory' vector
    bool unequipItem();
    void setGender(bool isMale);
    void setGender(string gender);  //Male or Female
    void executeTask(string _task, var::coord2 _pos);
    void executeTask(string _task, var::coord2 _pos, block _target);
    void executeTask(string _task, var::coord2 _pos, item _target);
    //void executeTask(string _task, var::coord2 _pos, 
    void executeTaskEffect(string _effect);
};

class model
{
public:
    model();

    model_segment root;
    vector<anim_container> animations;

    bool runAnimations = true;
    void draw(var::coord2 position, float rotation);
    void update();

    void newAnimation();
    void newAnimation(anim_container anim);

    void updateAnimation();
    void updateAnimation(vector<anim_container> *animations);
    void initializeAnimation();
    void initializeAnimation(vector<anim_container> *animations);

    void debugTree();
};