This is related to the my previous question; Vector & Stack Overflow
But will hopefully explain the new situation (and my new question). So Yesterday i thought i had a break-through in this stack overflow exception, i thought i had solved it. Though at that time i was very tired and had quite a lot of code commented out.
This morning, re-working on my game, i started by getting everything back running. To my despair only about half an hour ago to come to the say bloody error message i thought i had overcome yesterday :/.
Alas im back at square one, but going onto the answer to my previous question, i'm looking again at trying to find the root cause which i believe is the enemies Animations. Below is my header files for the enemies & animation classes:
Anim - http://pastebin.com/uKQB1RVq
Enemies - http://pastebin.com/pktA1vXi
As you can see in my enemies class there isn't really anything note worth to talk about, that i feel would be causing this exception, apart from the Animations. (The only other thing is my Timer's class, which is just a few ints and bools, again nothing that i can consider to be memory extensive.)
So my question is this;
- How can i be 100% positive about this? Is there a way in my IDE (Visual C++ 2010) to see how much stack memory is being used?
- Leading on from q. 1, what would be a solution to this issue, for example, even though im not 100% sure the animations are the actually cause of the exception, commenting the animations out and say create a vector of animations compiles fine without issue. Would that be the way to go?
*I have testing scenario set up, i know that using the plain old 4 Animation calls if i reduce the array of Vector2's & RectArray's to 15 instead of the 20 (Just to say that these are simple structs, containing ints for the plain old x & y, and then for x, y, width & height) the game compiles up fine(Which is most likely the main reason i'm leaning towards the Animation class being the issue), if i could measure how much stack memory that it is using and then compare that with what creating a vector array of animations uses, then i should hopefully by able to make a good call on whether or not this is more importantly the real issue or if it is infact something else.
Edit: So further looking into my overflow, i'm looking into the dis-assembly information for my game. The stack overflow specific points to a specific address where the overflow happens; 0xC0000005.
Searching for that address i see that i come to this view;

I don't really know what to make of what is held in those addresses, all i get is a very large number when i hover over it. All i can say is that there is a lot of these "???" but i suppose those could mean anything.
???if there is no valid memory page at that location.