I don't consider myself all that knowledgeable in C++ but I'm having a hard time with this concept. So I have a class the holds some template datatype and a double. I want the m_data variable to be generic, but right now I'm only testing with an unsigned int. When I call the function SetData() with say a pointer to an unsigned int I lose the info the pointer is pointing to. This happens when I go out of scope, so I felt I need to do a deep copy of it...
I tried many different constructors and assignment operators but I still lose the info... I feel I'm missing something obvious about templates here.If anyone could point me in the right direction as to why the data is being lost I would be very grateful.
Small bit of code:
template<typename T>
class PointNode {
public:
PointNode(double p){ m_point = p;}
~PointNode();
void SetData(T * data);
T * GetData() const;
private:
double m_point;
T *m_data;
};
template<typename T>
void PointNode::SetData(T * data)
{
m_data = data;
}
template<typename T>
T * PointNode::GetData()
{
return m_Data;
}
OK some more info. This class is being stored in a map that is a member of another class. Heres a bit of it.
template<typename T>
class AuMathPointTreeT
{
public:
//Member Variables
double m_dTolerance;
unsigned int m_cPoint;
map<VectorKey, PointNode<T> > m_tree; /*map posing as a tree */
typename map<VectorKey, PointNode<T> >::iterator iter; /* iterator */
pair< typename map<VectorKey, PointNode<T> >::iterator, bool > return_val;
/* Tree methods */
//constructor
AuMathPointTreeT(double tol);
...
};
In another program I'm using this class, creating node and setting the template data like so
if (node = pnttree.AddPoint(point) )
{
unsigned int * data = new unsigned int();
*data = pntCount;
node->SetData(data);
++pntCount;
}
UPDATE: Ok discovered the culprit of what's wrong, and would like suggestions on how to approach it. When I insert a node into the map class a few functions are called in the process and im losing the original pointer to the newly allocated node class object. Here is what I'm doing.
template<typename T>
PointNode<T> * AuMathPointTreeT<T>::
AddPoint(double point)
{
PointNode<T> * prNode = MakeNode(point);
m_cPoint++;
return prNode;
}
template<typename T>
PointNode<T> * AuMathPointTreeT<T>::
MakeNode(double point)
{
PointNode<T> * prNode = new PointNode<T>;
//set the contents for the node just performs a few calcs on the values
prNode->SetNode(point, m_dTolerance);
//Create the key class using the
VectorKey key(point, m_dTolerance);
//Store the key,node as a pair for easy access
return_val = m_tree.insert( pair<VectorKey, PointNode<T> >(key, *prNode) );
if (return_val.second == false)
prNode = NULL;
unsigned int * test = new unsigned int;
*test = 55;
prNode->SetData(test); //if call this here its no longer the right pointer
return prNode;
}
So after looking at this... I really still want to return a pointer and use it. But maybe the iterator being held by return_val? Im open on suggestions for all aspects too.. Sorry this question has been a mess :\