So, I've got this class that contains a vector of another class. Whenever I try to push a new object into this vector, it's creating that object at the same memory location each time.
The (hopefully) relevant code:
class FSM{
private:
std::vector<Node> nodeList;
int cap;
int obs;
int topNode;
public:
FSM(int nodeCap, int numObs){
cap = nodeCap;
obs = numObs;
topNode = -1;
}
bool addNode(){
if (isFull()) return false;
nodeList.push_back(Node(obs));
topNode++;
return true;
}
Now, if I create a stand-alone Node object in my main function and cout the &node, I get different memory locations. But the ones created in the FSM class are always the same. Also, if I change anything in one of the Nodes stored by the FSM class, it changes it for all of them. I have no idea what's going on.
EDIT: As requested, here is the Node class. Just gonna post the whole thing, not sure what is relevant.
class Node{
private:
std::vector<int> connects;
int action;
public:
Node(int numObs){
for(int i = 0; i < numObs; i++){
connects.push_back(-1);
}
srand(time(NULL));
}
void setConnections(std::vector<int> newVec){
for (int i = 0; i < connects.size(); i++){
connects[i] = newVec[i];
}
}
int getConnection(int index){
return connects[index];
}
std::vector<int> getConnectionList(){
return connects;
}
void setAction(int act){
action = act;
}
int getAction(){
return action;
}
void setRandomConnections(int numNodes){
for (int i = 0; i < connects.size(); i++){
connects[i] = rand() % numNodes;
}
}
};
EDIT the Second: Here's what my main is doing.
int main(){
FSM myFSM(5, 3);
while (!myFSM.isFull()){
myFSM.addNode();
std::cout << &myFSM.getTopNode(); // getTopNode() returns the most recent
// node.
}
}
Nodein order to display its address? I suspect that this code is where the problem lies.