Crash "R6025 Pure Virtual Function Call"

Hello, I passed an object by pointer but when I try to do some functions with it I get a crash. I am using the SFML graphics library and I had to pass a RenderWindow object this way.

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#include <SFML/Graphics.hpp>
#include <iostream>
#include <ios> 
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include "main.h" 

using namespace std; 

//Hardcoded in. 
bool running = true, runningSecondary = true;
const int XSize = 800, YSize = 600; 
double countX = 0;
double countY = 0; 

using sf::Thread;


//Draws the ball and returns the circle object back. 
sf::CircleShape drawCircle(sf::RenderWindow* window2, sf::CircleShape circle = sf::CircleShape(100.f))
{
		cout << "Render Window: " << window2->getPosition().x << endl; 
		circle.setFillColor(sf::Color::Green); 
		window2->clear();
		window2->draw(circle);
		window2->display();  
		return circle;
} 

//Changes the position of the ball. 
void changePos(bool reverse, char choice)
{ 
	if(reverse)
	{
		switch (choice)
		{

		case 'b':
			countX -= .05;
			countY -= .05;
			break; 
		case 'x':
			countX -= .05;
			break;
		case 'y':
			countY -= .05;
			break; 
		}

	}

	else
	{
		switch (choice)
		{

		case 'b':
			countX += .05;
			countY += .05;
			break; 
		case 'x':
			countX += .05;
			break;
		case 'y':
			countY += .05;
			break; 
		}
	} 



} 

//Animates the moving of the ball. 
void animate(animateThread& at)
{
	sf::CircleShape circle = at.circle; 
	sf::RenderWindow* window2 = at.renderWindow; //A value of type int cannot be used to initialize an entity of type sf::renderwindow 
	int circleDiameter = circle.getRadius() * 2;
	
	while(runningSecondary)
	{
		 
		
		if(countX >= 799 - circleDiameter)
		{
			cout << circle.getPosition().x << " XXXXXX" << endl; 
			changePos(true, 'x'); 
		} 

		else if(countY >= 599 - circleDiameter)
		{
			cout << circle.getPosition().y << " YYYYYYYYY" << endl; 
			changePos(true, 'y'); 
		} 

		else if((countX >= 799 - circleDiameter) && (countY >= 599 - circleDiameter))
		{
			changePos(true, 'b');
		} 

		else{changePos(false, 'b'); } 

		circle.setPosition(countX,countY); 
		drawCircle(window2, circle); 
	}
} 


int main()
{
   
	
    sf::Window window(sf::VideoMode(XSize, YSize), "OpenGL", sf::Style::Default, sf::ContextSettings(32)); //OpenGl Window
	sf::RenderWindow* window2 = &sf::RenderWindow(sf::VideoMode(XSize,YSize), "Graphics"); //SFML Graphics Window
	
	
	window.setVerticalSyncEnabled(true);
	glDisable(GL_DEPTH_TEST);
    
    
   sf::CircleShape circle = drawCircle(window2); //Draw the circle in the origin. 
   
	//Main event loops. 
	while (running)
    {
        // handle events
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
            {
                // end the program
                running = false;
            }
            else if (event.type == sf::Event::Resized)
            {
                // adjust the viewport when the window is resized
                glViewport(0, 0, event.size.width, event.size.height);
            }
        }

		sf::Event Event_Window2;
		while(window2->pollEvent(Event_Window2))
		{
			if(Event_Window2.type == sf::Event::Closed)
			{
				running = false; 
			} 

			else if(Event_Window2.type == sf::Event::KeyPressed)
			{
				if(Event_Window2.key.code == sf::Keyboard::P)
				{
					runningSecondary = false;
				} 
			
			}

			 else if (Event_Window2.type == sf::Event::Resized)
            {
                // adjust the viewport when the window is resized
                glViewport(0, 0, Event_Window2.size.width, Event_Window2.size.height);
            }

		} 

		
		
		 
		
		//Creates a struct containing the initial circle object and the window.  
		animateThread at; 
		at.circle = circle; 
		at.renderWindow = window2; //No suitable conversion function from sf::RenderWindow to int exists
		 
		//Threads the animation so it doesn't interfere with the Event catching. 
		//animate is the name of the method, at is the struct object. 
		Thread animationThread(&animate, at);
		animationThread.launch(); 
		
		//OpenGL Implementation Attempt. 

        // clear the buffers
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // draw...

		glBegin(GL_TRIANGLES);
		glVertex3f(100.0f, 100.0f, 0.0f);
		glVertex3f(150.0f, 100.0f, 0.0f);
		glVertex3f(125.0f, 50.0f, 0.0f);
		glEnd();
		
		
        // end the current frame (internally swaps the front and back buffers)
        window.display();
    }

    // release resources...

    return 0;
}


The method drawCircle seems to be throwing it, specifically calling clear() on it.
sf::RenderWindow* window2 = &sf::RenderWindow(sf::VideoMode(XSize,YSize), "Graphics");
You create a temporary RenderWindow object. After this line the temporary object will no longer exist so window2 will be pointing to a non-existing object.

Create the object like this instead
sf::RenderWindow window2(sf::VideoMode(XSize,YSize), "Graphics");
and pass it as drawCircle(&window2);, or you could pass it as before and change drawCircle to take the RenderWindow argument by reference.
Thank you.

However, I do have a question about why the UI seems to freeze. I put the animation in a thread so that way it wouldn't get in the way of the UI Events, but it seems to have done so anyway.
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