C++ Project Crashing When Integrating Graphics via SDL - Need Help with Memory Management
I'm upgrading from an older version and I'm writing unit tests and I'm stuck on something that should probably be simple. Currently developing a portfolio project that involves rendering graphics using SDL in C++... I've set up a basic window and renderer, but I'm facing a crash that seems to originate from memory management issues when drawing textures. My code initializes SDL and loads an image as follows: ```cpp #include <SDL.h> #include <SDL_image.h> #include <iostream> SDL_Texture* loadTexture(const std::string& file, SDL_Renderer* ren) { SDL_Texture* texture = IMG_LoadTexture(ren, file.c_str()); if (!texture) { std::cerr << "Unable to load texture: " << IMG_GetError() << std::endl; } return texture; } ``` After loading the texture, I am calling a function to render it: ```cpp void renderTexture(SDL_Texture* tex, SDL_Renderer* ren, int x, int y) { SDL_Rect dest; dest.x = x; dest.y = y; SDL_QueryTexture(tex, NULL, NULL, &dest.w, &dest.h); SDL_RenderCopy(ren, tex, NULL, &dest); } ``` One issue arises when I use this texture in my main loop. The application crashes unexpectedly, often resulting in an access violation error. I've tried using `SDL_DestroyTexture` right after rendering, but it seems to lead to undefined behavior when I attempt to render again. The texture loading and rendering happen in a game loop structured as follows: ```cpp while (true) { SDL_RenderClear(renderer); renderTexture(myTexture, renderer, 0, 0); SDL_RenderPresent(renderer); } ``` I've considered that the texture might not be valid at the time of rendering or that I'm not managing the lifecycle correctly. It seems like textures created with `IMG_LoadTexture` require careful handling, but I'm unsure how to release resources without causing crashes. Any insights on optimal memory management practices for SDL textures or specific patterns I might be overlooking would be greatly appreciated. This is part of a larger service I'm building. What's the best practice here? My development environment is macOS. I'm working with C++ in a Docker container on Windows 11. Hoping someone can shed some light on this. This is part of a larger CLI tool I'm building.