I know how to build Dynamically allocated arrays, but not how to grow them.
for example I have the following interface..
void insertVertex( vertex p1, vertex out[], int *size);
This method takes a vertex and stores it into the out array. After storing the vertex I increase the count of length for future calls.
p1 - is the vertex I'm going to add.
out[] - is the array I need to store it in (which is always full)
length - the current length
Vertex is defined as..
typedef struct Vertex{
int x;
int y;
} Vertex;
This is what I'm using in Java..
Vertex tempOut = new Vertex[size +1];
//Code to deep copy each object over
tempOut[size] = p1;
out = tempOut;
This is what I believed I could use in c..
out = realloc(out, (*size + 1) * sizeof(Vertex));
out[(*size)] = p1;
However, I keep on receiving an error message that the object was not allocated dynamically.
I found a solution that will resolve this.. Instead of using Vertex* I was going to switch to Vertex** 开发者_如何学Pythonand store pointers vs. vertex. However, after switching everything over I found out that I over looked the fact that the unit test will be providing me a Vertex out[] that everything has to be stored in.
I have also tried the following with no luck.
Vertex* temp = (Vertex *)malloc((*size + 1) * sizeof(Vertex));
for(int i = 0; i < (*size); i++)
{
temp[i] = out[i];
}
out = temp;
However, no matter what I do when I test after both of these the array returned has not changed.
Update - Requested information
out - is defined as an array of Vertex (Vertex out[])
It is originally built with the number of vertex in my polygon. For example.
out = (Vertex *)malloc(vertexInPolygon * sizeof(Vertex))
Where vertexInPolygon is an integer of the number of vertex in the polygon.
length was a typo that should have been size.
Size is an integer pointer
int *size = 0;
Each time a vertex is in the clipping plane we add it to the array of vertex and increase the size by one.
Update
To better explain myself I came up with a short program to show what I'm trying to do.
#include <stdio.h>
#include <stdlib.h>
typedef struct Vertex {
int x, y;
} Vertex;
void addPointerToArray(Vertex v1, Vertex out[], int *size);
void addPointerToArray(Vertex v1, Vertex out[], int *size)
{
int newSize = *size;
newSize++;
out = realloc(out, newSize * sizeof(Vertex));
out[(*size)] = v1;
// Update Size
*size = newSize;
}
int main (int argc, const char * argv[])
{
// This would normally be provided by the polygon
int *size = malloc(sizeof(int)); *size = 3;
// Build and add initial vertex
Vertex *out = (Vertex *)malloc((*size) * sizeof(Vertex));
Vertex v1; v1.x = 1; v1.y =1;
Vertex v2; v2.x = 2; v2.y =2;
Vertex v3; v3.x = 3; v3.y =3;
out[0] = v1;
out[1] = v2;
out[2] = v3;
// Add vertex
// This should add the vertex to the last position of out
// Should also increase the size by 1;
Vertex vertexToAdd; vertexToAdd.x = 9; vertexToAdd.y = 9;
addPointerToArray(vertexToAdd, out, size);
for(int i =0; i < (*size); i++)
{
printf("Vertx: (%i, %i) Location: %i\n", out[i].x, out[i].y, i);
}
}
One long-term problem is that you are not returning the updated array pointer from the addPointerToArray()
function:
void addPointerToArray(Vertex v1, Vertex out[], int *size)
{
int newSize = *size;
newSize++;
out = realloc(out, newSize * sizeof(Vertex));
out[(*size)] = v1;
// Update Size
*size = newSize;
}
When you reallocate space, it can move to a new location, so the return value from realloc()
need not be the same as the input pointer. This might work while there is no other memory allocation going on while you add to the array because realloc()
will extend an existing allocation while there is room to do so, but it will fail horribly once you start allocating other data while reading the vertices. There are a couple of ways to fix this:
Vertex *addPointerToArray(Vertex v1, Vertex out[], int *size)
{
int newSize = *size;
newSize++;
out = realloc(out, newSize * sizeof(Vertex));
out[(*size)] = v1;
// Update Size
*size = newSize;
return out;
}
and invocation:
out = addPointerToArray(vertexToAdd, out, size);
Alternatively, you can pass in a pointer to the array:
void addPointerToArray(Vertex v1, Vertex **out, int *size)
{
int newSize = *size;
newSize++;
*out = realloc(*out, newSize * sizeof(Vertex));
(*out)[(*size)] = v1;
// Update Size
*size = newSize;
}
and invocation:
out = addPointerToArray(vertexToAdd, &out, size);
Neither of these rewrites addresses the subtle memory leak. The trouble is, if you overwrite the value you pass into realloc()
with the return value but realloc()
fails, you lose the pointer to the (still) allocated array - leaking memory. When you use realloc()
, use an idiom like:
Vertex *new_space = realloc(out, newSize * sizeof(Vertex));
if (new_space != 0)
out = new_space;
else
...deal with error...but out has not been destroyed!...
Note that using realloc()
to add one new item at a time leads to (can lead to) quadratic behaviour. You would be better off allocating a big chunk of memory - for example, doubling the space allocated:
int newSize = *size * 2;
If you are worried about over-allocation, at the end of the reading loop, you can use realloc()
to shrink the allocated space to the exact size of the array. However, there is then a bit more book-keeping to do; you need to values: the number of vertices allocated to the array, and the number of vertices actually in use.
Finally, for now at least, note that you should really be ruthlessly consistent and use addPointerToArray()
to add the first three entries to the array. I'd probably use something similar to this (untested) code:
struct VertexList
{
size_t num_alloc;
size_t num_inuse;
Vertex *list;
};
void initVertexList(VertexList *array)
{
// C99: *array = (VertexList){ 0, 0, 0 };
// Verbose C99: *array = (VertexList){ .num_inuse = 0, .num_alloc = 0, .list = 0 };
array->num_inuse = 0;
array->num_alloc = 0;
array->list = 0;
}
void addPointerToArray(Vertex v1, VertexList *array)
{
if (array->num_inuse >= array->num_alloc)
{
assert(array->num_inuse == array->num_alloc);
size_t new_size = (array->num_alloc + 2) * 2;
Vertex *new_list = realloc(array->list, new_size * sizeof(Vertex));
if (new_list == 0)
...deal with out of memory condition...
array->num_alloc = new_size;
array->list = new_list;
}
array->list[array->num_inuse++] = v1;
}
This uses the counter-intuitive property of realloc()
that it will do a malloc()
if the pointer passed in is null. You can instead do a check on array->list == 0
and use malloc()
then and realloc()
otherwise.
You might notice that this structure simplifies the calling code too; you no longer have to deal with the separate int *size;
in the main program (and its memory allocation); the size is effectively bundled into the VertexList
structure as num_inuse
. The main program might now start:
int main(void)
{
VertexList array;
initVertexList(&array);
addPointerToArray((Vertex){ 1, 1 }, &array); // C99 compound literal
addPointerToArray((Vertex){ 2, 2 }, &array);
addPointerToArray((Vertex){ 3, 3 }, &array);
addPointerToArray((Vertex){ 9, 9 }, &array);
for (int i = 0; i < array->num_inuse; i++)
printf("Vertex %d: (%d, %d)\n", i, array->list[i].x, array->list[i].y, i);
return 0;
}
(It is coincidental that this sequence will only invoke the memory allocation once because the new size (old_size + 2) * 2
allocates 4 elements to the array the first time. It is easy to exercise the reallocation by adding a new point, or by refining the formula to (old_size + 1) * 2
, or ...
If you plan to recover from memory allocation failure (rather than just exiting if it happens), then you should modify addPointerToArray()
to return a status (successful, not successful).
Also, the function name should probably be addPointToArray()
or addVertexToArray()
or even addVertexToList()
.
I have a few suggestions for your consideration:
1. Don't use the same input & output parameter while using realloc
as it can return NULL
in case memory allocation fails & the memory pointed previously is leaked. realloc
may return new block of memory (Thanks to @Jonathan Leffler for pointing out, I had missed this out). You could change your code to something on these lines:
Vertex * new_out = realloc(out, newSize * sizeof(Vertex));
if( NULL != new_out )
{
out = new_out;
out[(*size)] = v1;
}
else
{
//Error handling & freeing memory
}
2. Add NULL
checks for malloc
calls & handle errors when memory fails.
3. Calls to free
are missing.
4. Change the return type of addPointerToArray()
from void
to bool
to indicate if the addition is successful. In case of realloc
failure you can return failure say, false else you can return success say, true.
Other observations related to excessive copies etc, are already pointed out by @MatthewD.
And few good observations by @Jonathan Leffler (:
Hope this helps!
Your sample program works fine for me. I'm using gcc 4.1.1 on Linux.
However, if your actual program is anything like your sample program, it is rather inefficient!
For example, your program copies memory a lot: structure copies - initialising out
, passing vertices to addPointerToArray()
, memory copies via realloc()
.
Pass structures via a pointer rather than by copy.
If you need to increase the size of your list type a lot, you might be better off using a linked list, a tree, or some other structure (depending on what sort of access you require later).
If you simply have to have a vector type, a standard method of implementing dynamically-sized vectors is to allocate a block of memory (say, room for 16 vertices) and double its size everytime you run out of space. This will limit the number of required reallocs.
Try these changes , it should work.
void addPointerToArray(Vertex v1, Vertex (*out)[], int *size)
{
int newSize = *size;
newSize++;
*out = realloc(out, newSize * sizeof(Vertex));
*out[(*size)] = v1;
// Update Size
*size = newSize;
}
and call the function like
addPointerToArray(vertexToAdd, &out, size);
There is a simple way to fix these type of issue (you might already know this). When you pass a argument to a function, think what exactly goes on to the stack and then combine the fact that what ever changes you make to variables present on stack would vanish when come out the function. This thinking should solve most of the issues related to passing arguments.
Coming to the optimization part, picking the right data structure is critical to the success of any project. Like somebody pointed out above, link list is a better data structure for you than the array.
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