I need to implement a doubly linked list in c++ for a small animation running on console. The linkedlist stores clouds and then they move through the console and as each cloud hits the end of screen, it needs to be deleted from linked list. As the cloud hits the end, it has a variable called alive which is set to false so it can be deleted.
I can't upload the full game code, but I have recreated the problem in dummy code by creating sample clouds where some of them have alive = true and alive = false. I have also updated the previous and next nodes of the cloud to be deleted but I still get an error:
Exception thrown: read access violation. temp was 0xFFFFFFFFFFFFFFFF.
Code below (include statements removed for simplicity)
Test.cpp
int main() {
Cloud* a = new Cloud('a');
a->alive = false;
Node* a1 = new Node(a);
Cloud* b = new Cloud('b');
b->alive = false;
Node* b1 = new Node(b);
LinkedList list;
list.Insert(a);
list.Insert(b);
Node* temp = list.head;
while (temp != nullptr) {
if (temp->data->alive == false) list.Delete(temp); // throws exception after deleting a single node.
temp = temp->next;
}
return 0;
}
LinkedList.cpp delete function
void LinkedList::Delete(Node* del) {
if (del == head) {
OutputDebugStringA("Cloud in head");
Node* temp = head;
head = head->next;
head->prev = nullptr;
delete temp;
return;
}
else {
Node* temp = head;
while (temp != tail->next) {
if (temp == del) {
if (temp->next != nullptr) {
OutputDebugStringA("Cloud in mid");
temp->prev->next = temp->next;
temp->next->prev = temp->prev;
break;
}
else {
OutputDebugStringA("cloud at tail");
tail = temp->prev;
tail->next = nullptr;
break;
}
}
temp = temp->next;
}
delete temp;
temp = nullptr;
}
}
Node.cpp
#include "Node.h"
#include <iostream>
using namespace std;
Node::Node() {
this->data = nullptr;
}
Node::Node(Cloud* data) {
this->data = data;
}
Someone please point out where am I going wrong. Thanks