I am writing a small game engine as a summer project, and I'm struggling with STL Maps .
I have declared a class All this works, as long as I try to get a Vc / include / xtree expression: map / set iterator is not dereferencable. This code is available to get the pointer. I need to capture an indicator, not a real object, because there are different sub-classes of I am quite new to STL, should I not store points in the map? Surely I should be allowed to do this, or is there a better idea to store things instead? And finally, am I just doing it wrong ?! Hope this question is not a duplicate, I searched it early in the day. Even if it is better in the GamingWatch, I will post it there. if key is not found then Are you sure they are in the key map? If you would like to do something like a return tap, if the key is not found, then you can compare the returned iterator to Where (NB defines the FF typed for the containers used by the always my classes as a description, since it About the general design, what you instead of a raw pointer RenderList to capture the object RenderList will be sent to a
renderer class to work.
RenderList in a
map
Entity * from the map and I get it:
entity * RenderList :: getByName (std: string str) {return objects.find (str) - & gt; second; }
entity which will be required.
map :: search (key) Returns the "past-end" iterator, i.e. the value returned by
map :: end () , and that iterater does not point to any element so it can not be dereferenced.
end for example
Entity * RenderList :: getByName (std :: string str) {map_type :: iterator = objects.find (str); If (this == objects.and ()) returns zero; It back-> second; }
RenderList defines typedef:
typedef map & lt; Std :: string, entity * & gt; map type;
Map_type :: iterator to
map
map
map_type :: iterator Can / may leave the area as me and it still works perfectly.)
boost :: shared_ptr & lt; Unit & gt; or
std :: tr1 :: shared_ptr & lt; Unit & gt; can store? It will be more secure and easier to manage object lifetime.
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