Reputation: 65
Valgrind always nags that there is a memory error when a previously malloc'ed struct is free'd. The struct looks as follows:
typedef struct bullet
{
int x, y;
struct bullet * next;
} BULLET;
... and I allocate the memory by using
BULLET * b;
b = malloc(sizeof(BULLET)); // sizeof(BULLET) is 16
and later on, the struct is free'd by simply calling free(b);
. Valgrind however doesn't seem to be satisfied by this, and so it tells me
==2619== Invalid read of size 8
==2619== at 0x40249F: ctrl_bullets (player.c:89)
==2619== by 0x405083: loop_game (game.c:305)
==2619== by 0x406CCA: main (main.c:47)
==2619== Address 0x5b8d818 is 8 bytes inside a block of size 16 free'd
==2619== at 0x4C29A9E: free (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==2619== by 0x402E04: rm_bullet (player.c:329)
==2619== by 0x402485: ctrl_bullets (player.c:95)
==2619== by 0x405083: loop_game (game.c:305)
==2619== by 0x406CCA: main (main.c:47)
Of course I can't just allocate only 8 bytes, because that would be the size needed to store the pointer, and not the size of the struct - so why does Valgrind keep telling me that there is an error?
Edit: Some more code which could be relevant ...
void
ctrl_bullets(WINDOW * w_field, BULLETLIST * lb)
{
if (lb->num > 0)
{
BULLET * b;
for (b = lb->head; b != NULL; b = b->next) // player.c:89
{
if (b->x > CON_FIELDMAXX)
{
write_log(LOG_DEBUG, "Bullet %p is outside the playing field; x: %d; "
"y: %d\n", (void *) b, b->x, b->y);
rm_bullet(w_field, lb, b);
}
else
{
mv_bullet(w_field, b);
}
}
}
}
Upvotes: 1
Views: 7306
Reputation: 2897
The problem is that you free b, but then try to access b->next
The error that valgrind tells you is that you are accessing an 8 byte block (the NEXT pointer) inside a 16 byte block that has been free'd.
If you free b, you can't access to b->next. Just store it in a tmp variable :P
(also, remember to set b to null after freeing it so you don't have a Dangling Pointer)
Upvotes: 5
Reputation: 78903
8 bytes inside BULLET
is most likely the field next
. You probably have kept &next
somewhere and reuse that in ctrl_bullets (player.c:89)
. But since you don't show us that code, we can't say much more.
Edit: or perhaps we can guess that your next
pointer forms a linked list and that you haven't set the next
pointer of another element to 0
when doing the free
.
Upvotes: 0