c++ Occasional Dynamic Pointer Crashing - pointers

I have made a program to take in float inputs from a user to create a dynamic array (Then use those inputs with functions to find basic stuff like max,min,sum,avg but that stuff works fine so I don't think Ill include that here for the purpose of not creating a wall of code).
It works about half the time and while I have some theories about the cause I cant put my finger on a solution.
int main() {
int Counter = 0;
float *UsrIn = nullptr;
float Array[Counter];
My first thought was that the part below was the issue. My class hasn't really gone over what notation (I assume it refers to bytes so maybe scientific notation would work) to use with new that I can recall. I just tried 20 for the sake of testing and it seemed to work(probably a silly assumption in hindsight).
UsrIn = new float[(int)20];
cout << "Enter float numbers:" << endl;
cout << "Enter '9999999' to quit:" << endl;
cin >> *UsrIn; // User Input for pointer Dynamic Array
Array[Counter] = *UsrIn;
while(*UsrIn!=9999999) // User Input for Dynamic Array
{
Counter++;
UsrIn++;
cin >> *UsrIn;
Array[Counter] = *UsrIn;
}
delete UsrIn;
delete[] UsrIn;
My other thought was that maybe a pointer address was already in use by something else or maybe it was invalid somehow. I don't know of a way to test for that because the crash I occasionally get only happens when exiting the while loop after entering "9999999"
As a side note I'm not getting any warnings or error messages just a crashed program from eclipse.

Variable-length arrays are not universally supported in C++ implementations, although your compiler clearly supports them. The problem, from what you've described, is with this code:
int main() {
int Counter = 0;
float *UsrIn = nullptr;
float Array[Counter];
You're defining a variable-length array of size 0. So, although you're allocating 20 entries for UsrIn, you're not allocating any memory for Array. The intention of variable-length arrays is to allocate an array of a given size where the size is not actually known until run time. Based on your other code, that's not really the situation here. The easiest thing to do is just change the Array size to match your UsrIn size, e.g.:
float Array[20];
If you really want more of a dynamic behavior, you could use std::vector<float>
std::vector<float> Array;
...
Array.push_back(*UsrIn);

Related

Why memcpy NOT work on this set<int> array case?

a is set< int> ARRAY, I want to copy it to b. BUT...
int main(){
set<int> a[10];
a[1].insert(99);
a[3].insert(99);
if(a[1]==a[3])cout<<"echo"<<endl;
set<int> b[10];
memcpy(b,a,sizeof(a));
if(b[1]==b[3])cout<<"echo"<<endl;// latch up here, what happen?
return 0;}
Do you know What is computer doing?
I assume the 'set' class you are using is a std::set? What makes you think that simplying memcpying the raw bytes of a std::set (or array of them, in this case) will work properly? This is highly dependent on the internal structure and implementation of the set class, and trying to do such a thing with anything more complicated than a primitive or array of primitives is almost guaranteed to give unexpected results. Doing this sort of raw byte manipulation when classes are involved is rarely going to be correct.
To do this properly you should iterate over the sets and use their '=' operator to assign them, which knows how to copy the contents properly:
for(int i = 0; i < 10; ++i) {
b[i] = a[i];
}
Even better you can use std::copy:
std::copy(std::begin(a), std::end(a), std::begin(b));

C functions returning an array

Sorry for the post. I have researched this but..... still no joy in getting this to work. There are two parts to the question too. Please ignore the code TWI Reg code as its application specific I need help on nuts and bolts C problem.
So... to reduce memory usage for a project I have started to write my own TWI (wire.h lib) for ATMEL328p. Its not been put into a lib yet as '1' I have no idea how to do that yet... will get to that later and '2'its a work in progress which keeps getting added to.
The problem I'm having is with reading multiple bytes.
Problem 1
I have a function that I need to return an Array
byte *i2cBuff1[16];
void setup () {
i2cBuff1 = i2cReadBytes(mpuAdd, 0x6F, 16);
}
/////////////////////READ BYTES////////////////////
byte* i2cReadBytes(byte i2cAdd, byte i2cReg, byte i2cNumBytes) {
static byte result[i2cNumBytes];
for (byte i = 0; i < i2cNumBytes; i ++) {
result[i] += i2cAdd + i2cReg;
}
return result;
}
What I understand :o ) is I have declared a Static byte array in the function which I point to as the return argument of the function.
The function call requests the return of a pointer value for a byte array which is supplied.
Well .... it doesn't work .... I have checked multiple sites and I think this should work. The error message I get is:
MPU6050_I2C_rev1:232: error: incompatible types in assignment of 'byte* {aka unsigned char*}' to 'byte* [16] {aka unsigned char* [16]}'
i2cBuff1 = i2cReadBytes(mpuAdd, 0x6F, 16);
Problem 2
Ok say IF the code sample above worked. I am trying to reduce the amount of memory that I use in my sketch. By using any memory in the function even though the memory (need) is released after the function call, the function must need to reserve an amount of 'space' in some way, for when the function is called. Ideally I would like to avoid the use of static variables within the function that are duplicated within the main program.
Does anyone know the trade off with repeated function call.... i.e looping a function call with a bit shift operator, as apposed to calling a function once to complete a process and return ... an Array? Or was this this the whole point that C does not really support Array return in the first place.
Hope this made sense, just want to get the best from the little I got.
BR
Danny
This line:
byte *i2cBuff1[16];
declares i2cBuff1 as an array of 16 byte* pointers. But i2cReadBytes doesn't return an array of pointers, it returns an array of bytes. The declaration should be:
byte *i2cBuff1;
Another problem is that a static array can't have a dynamic size. A variable-length array has to be an automatic array, so that its size can change each time the function is called. You should use dynamic allocation with malloc() (I used calloc() instead because it automatically zeroes the memory).
byte* i2cReadBytes(byte i2cAdd, byte i2cReg, byte i2cNumBytes) {
byte *result = calloc(i2cNumBytes, sizeof(byte));
for (byte i = 0; i < i2cNumBytes; i ++) {
result[i] += i2cAdd + i2cReg;
}
return result;
}

Explaining pointers to a Javascript developer

I started to learn coding backwards: high level first. This has the obvious liability of missing some basic concepts that I should definitely know, and when I try to learn a low level language, it throws me.
I have tried many times to understand pointers, however the explanations rapidly go over my head, usually because all of the example code uses languages that use pointers, which I don't understand other things about, and then I spin.
I am the most (and very at that) fluent in Javascript.
How would you explain pointers to a sad Javascript developer like me? Could someone provide me a practical, real life example?
Maybe even showing how, if Javascript had pointers, you could do x, and a pointer is different than a raw variable because of y.
Here's an attempt at a self-contained answer from first principles.
Pointers are part of a type system that permit the implementation of reference semantics. Here's how. We suppose that our language has a type system, by which every variable is of a certain type. C is a good example, but many languages work like this. So we can have a bunch of variables:
int a = 10;
int b = 25;
Further, we assume that function arguments are always copied from the caller scope into the function scope. (This is also true for many real languages, though the details can quickly become subtle when the type system gets 'hidden' from the user (e.g. such as in Java)). So let's have a function:
void foo(int x, int y);
When calling foo(a, b), the variables a and b are copied into local variables x and y corresponding to the formal parameters, and those copies are visible within the function scope. Whatever the function does with x and y has no effect on the variables a and b at the call site. The entire function call is opaque to the caller.
Now let's move on to pointers. A language with pointers contains, for every object type T, a related type T *, which is the type "pointer to T". Values of type T * are produced by taking the address of an existing object of type T. So a language that has pointers also needs to have a way to produce pointers, which is "taking the address of something". The purpose of a pointer is to store the address of an object.
But that's only one half of the picture. The other half is what to do with the address of an object. The main reason for caring about the address of an object is to be able to refer to the object whose address is being stored. This object is obtained by a second operation, suitably called dereferencing, which when applied to a pointer produces the object which is being "pointed to". Importantly, we do not a copy of the object, but we get the actual object.
In C, the address-of operator is spelled &, and the dereference operator is spelled *.
int * p = &a; // p stores the address of 'a'
*p = 12; // now a == 12
The first operand of the final assignment, *p, is the object a itself. Both a and *p are the same object.
Now why is this useful? Because we can pass pointers to functions to allow functions to change things outside the function's own scope. Pointers allow for indirection, and thus for referencing. You can tell the function about "something else". Here's the standard example:
void swap(int * p, int * q)
{
int tmp = *p;
*p = *q;
*q = tmp;
}
We can tell the function swap about our variables a and b by giving it the addresses of those variables:
swap(&a, &b);
In this way, we are using pointers to implement reference semantics for the function swap. The function gets to refer to variables elsewhere and can modify them.
The fundamental mechanism of reference semantics can thus be summarized thus:
The caller takes the address of the object to be refered to:
T a;
mangle_me(&a);
The callee takes a pointer parameter and dereferneces the pointer to access the refered value.
void mangle_me(T * p)
{
// use *p
}
Reference semantics are important for may aspects of programming, and many programming languages supply them in some way or another. For example, C++ adds native reference support to the language, largely removing the needs for pointers. Go uses explicit pointers, but offers some notational "convenience" by sometimes automagically dereferencing a pointer. Java and Python "hide" pointer-ness inside their type system, e.g. the type of a variable is in some sense a pointer to the type of the object. In some languages, some types like ints are naked value types, and others (like lists and dictionaries) are "hidden-pointer-included" reference types. Your milage may vary.
C++ rules are fairly simple and consistent. I actually find how Javascript handles object references and prototypes way more unintuitive.
Preface A: Why is Javascript A Bad Place To Start?
The first thing you need to fundamentally understand before you can tackle pointers is variables. You need to know what they are and how the computer keeps track of them.
Coming from a Javascript background you are used to every variable assigned to an object being a reference. That is, two variables can reference the same object. This is essentially pointers without any syntax to allow for more intricate use. You are also used to implicit copies of "basic" types like numbers. That is to say:
var a = MyObject;
var b = a;
Now if you change b you also change a. You would need to explicitly copy MyObject in order to have two variables pointing to different instances of it!
var a = 5;
var b = a;
Now if you change b, a is not actually changed. This is because assigning a to b when a is a simple type will copy it automatically for you. You cannot get the same behavior as objects with simple numbers and vise versa, so when you want two variables to refer to the same number you have to wrap it in an object. There is no explicit way to indicate how you want to handle references vs copies for primitive types.
You can see this inconsistent behavior with no variation on syntax (but an extreme variation on behavior) can make the relationship between variables and what they contain muddy. For this reason I highly suggest banishing this mental model for a moment as we continue on our journey to understand explicit pointers.
Preface B: YOLO: Variable Lifetime On The Stack
So, let's talk from here on out in C++ terms. C++ is one of the most explicit languages in terms of what a variable is vs a pointer. C++ is a good entry point because it is low level enough to talk in terms of memory and lifespan, but high level enough to understand things at a decent level of abstraction.
So, in C++ when you create any variable it exists in a certain scope. There are two ways to create a variable, on the stack, and on the heap.
The stack refers to the call stack of your application. Every brace pair pushes a new context onto the stack (and pops it when it runs out). When you create a local variable, it exists in that particular stack frame, when that stack frame is popped the variable is destroyed.
A simple example of scope:
#include <iostream>
#include <string>
struct ScopeTest{
ScopeTest(std::string a_name):
name(a_name){
std::cout << "Create " << name << std::endl;
}
~ScopeTest(){
std::cout << "Destroy " << name << std::endl;
}
ScopeTest(ScopeTest &a_copied){
std::cout << "Copy " << a_copied.name << std::endl;
name = a_copied.name + "(copy)";
a_copied.name += "(original)";
}
std::string name;
};
ScopeTest getVariable(){ //Stack frame push
ScopeTest c("c"); //Create c
return c; //Copy c + Destroy c(original)
}
int main(){
ScopeTest a("a"); //Create a
{
ScopeTest b("b"); //Create b
ScopeTest d = getVariable();
} //Destroy c(copy) + Destroy b
} //Destroy a
Output:
Create a
Create b
Create c
Copy c
Destroy c(original)
Destroy c(copy)
Destroy b
Destroy a
This should illustrate explicitly how a variable ties its life to the stack, how it is copied around, and when it dies.
Preface C: YOLO Variable Lifetime on the Heap
So, that's interesting conceptually, but variables can also be allocated outside of the stack, this is called "heap" memory because it is largely structure-less. The issue with heap memory is that you don't really have automatic cleanup based on scope. So you need a way to tie it to some kind of "handle" to keep track of it.
I'll illustrate here:
{
new ScopeTest("a"); //Create a
} //Whoa, we haven't destroyed it! Now we are leaking memory!
So, clearly we can't just say "new X" without keeping track of it. The memory gets allocated, but doesn't tie itself to a lifespan so it lives forever (like a memory vampire!)
In Javascript you can just tie it to a variable and the object dies when the last reference to it dies. Later I'll talk about a more advanced topic in C++ which allows for that, but for now let's look at simple pointers.
In C++ when you allocate a variable with new, the best way to track it is to assign it to a pointer.
Preface D: Pointers and The Heap
As I suggested, we can track allocated memory on the heap with a pointer. Our previous leaky program can be fixed like so:
{
ScopeTest *a = new ScopeTest("a"); //Create a
delete a; //Destroy a
}
ScopeTest *a; creates a pointer, and assigning it to a new ScopeTest("a") gives us a handle we can actually use to clean up and refer to the variable which exists in heap memory. I know heap memory sounds kinda confusing, but it's basically a jumble of memory that you can point to and say "hey you, I want a variable with no lifespan, make one and let me point at it".
Any variable created with the new keyword must be followed by exactly 1 (and no more than 1) delete or it will live forever, using up memory. If you try to delete any memory address other than 0 (which is a no-op) more than one time, you could be deleting memory not under your program's control which results in undefined behavior.
ScopeTest *a; declares a pointer. From here on out, any time you say "a" you are referring to a specific memory address. *a will refer to the actual object at that memory address, and you can access properties of it (*a).name. a-> in C++ is a special operator that does the same thing as (*a).
{
ScopeTest *a = new ScopeTest("a"); //Create a
std::cout << a << ": " << (*a).name << ", " << a->name << std::endl;
delete a; //Destroy a
}
Output for the above will look something like:
007FB430: a, a
Where 007FB430 is a hex representation of a memory address.
So in the purest sense, a pointer is literally a memory address and the ability to treat that address as a variable.
The Relationship Between Pointers and Variables
We don't just have to use pointers with heap allocated memory though! We can assign a pointer to any memory, even memory living on the stack. Just be careful your pointer doesn't out-live the memory it points to or you'll have a dangling pointer which could do bad things if you continue to try and use it.
It is always the programmer's job to make sure a pointer is valid, there are literally 0 checks in place in C++ to help you out when dealing with bare memory.
int a = 5; //variable named a has a value of 5.
int *pA = &a; //pointer named pA is now referencing the memory address of a (we reference "a" with & to get the address).
Now pA refers to the same value as &a, that is to say, it is the address of a.
*pA refers to the same value as a.
You can treat *pA = 6; the same as a = 6. Observe (continuing from the above two lines of code):
std::cout << *pA << ", " << a << std::endl; //output 5, 5
a = 6;
std::cout << *pA << ", " << a << std::endl; //output 6, 6
*pA = 7;
std::cout << *pA << ", " << a << std::endl; //output 7, 7
You can see why *pA is called a "pointer". It is literally pointing to the same address in memory as a. So far we have been using *pA to de-reference the pointer and access the value at the address it points to.
Pointers have a few interesting properties. One of those properties is that it can change the object it is pointing at.
int b = 20;
pA = &b;
std::cout << *pA << ", " << a << ", " << b << std::endl; //output 20, 7, 20
*pA = 25;
std::cout << *pA << ", " << a << ", " << b << std::endl; //output 25, 7, 25
pA = &a;
std::cout << *pA << ", " << a << ", " << b << std::endl; //output 7, 7, 25
*pA = 8;
std::cout << *pA << ", " << a << ", " << b << std::endl; //output 8, 8, 25
b = 30;
pA = &b;
std::cout << *pA << ", " << a << ", " << b << std::endl; //output 30, 8, 30
So you can see that a pointer is really just a handle to a point in memory. This can be exceptionally useful in many cases, do not write it off just because this sample is simplistic.
Now, the next thing you need to know about pointers is that you can increment them as long as the memory you are incrementing to belongs to your program. The most common example is C strings. In modern C++ strings are stored in a container called std::string, use that, but I will use an old C style string to demonstrate array access with a pointer.
Pay close attention to ++letter. What this does is increment the memory address the pointer is looking at by the size of the type it is pointing to.
Let's break this down a bit more, re-read the above sentence a few times then continue on.
If I have a type that is sizeof(T) == 4, every ++myPointerValue will shift 4 spaces in memory to point to the next "value" of that type. This is part of why the pointer "type" matters.
char text[] { 'H', 'e', 'l', 'l', 'o', '\0' }; //could be char text[] = "Hello"; but I want to show the \0 explicitly
char* letter = text;
for (char* letter = &text[0]; *letter != '\0';++letter){
std::cout << "[" << *letter << "]";
}
std::cout << std::endl;
The above will loop over the string as long as there is no '\0' (null) character. Keep in mind this can be dangerous and is a common source of insecurity in programs. Assuming your array is terminated by some value, but then getting an array that overflows allowing you to read arbitrary memory. That's a high level description anyway.
For that reason it is much better to be explicit with string length and use safer methods such as std::string in regular use.
Alright, and as a final example to put things into context. Let's say I have several discreet "cells" that I want to link together into one coherent "list". The most natural implementation of this with non-contiguous memory is to use pointers to direct each node to the next one in the sequence.
With pointers you can create all sorts of complex data structures, trees, lists, and more!
struct Node {
int value = 0;
Node* previous = nullptr;
Node* next = nullptr;
};
struct List {
List(){
head = new Node();
tail = head;
}
~List(){
std::cout << "Destructor: " << std::endl;
Node* current = head;
while (current != nullptr){
Node* next = current->next;
std::cout << "Deleting: " << current->value << std::endl;
delete current;
current = next;
}
}
void Append(int value){
Node* previous = tail;
tail = new Node();
tail->value = value;
tail->previous = previous;
previous->next = tail;
}
void Print(){
std::cout << "Printing the List:" << std::endl;
Node* current = head;
for (Node* current = head; current != nullptr;current = current->next){
std::cout << current->value << std::endl;
}
}
Node* tail;
Node* head;
};
And putting it to use:
List sampleList;
sampleList.Append(5);
sampleList.Append(6);
sampleList.Append(7);
sampleList.Append(8);
sampleList.Print();
List may seem complicated at a glance, but I am not introducing any new concepts here. This is exactly the same things I covered above, just implemented with a purpose.
Homework for you to completely understand pointers would be to provide two methods in List:
Node* NodeForIndex(int index)
void InsertNodeAtIndex(int index, int value)
This list implementation is exceptionally poor. std::list is a much better example, but it most cases due to data locality you really want to stick with std::vector. Pointers are exceptionally powerful tools, and fundamental in computer science. You need to understand them to appreciate how the common data types you rely on every day are composed, and in time you will come to appreciate the explicit separation of value from pointer in C++.
Beyond simple pointers: std::shared_ptr
std::shared_ptr gives C++ the ability to deal with reference counted pointers. That is to say, it gives a similar behavior to Javascript object assignment (where an object is destroyed when the last reference to that object is set to null or destroyed).
std::shared_ptr is just like any other stack based variable. It ties its lifetime to the stack, and then holds a pointer to memory allocated on the heap. In this regard, it encapsulates the concept of a pointer in a safer manner than having to remember to delete.
Let's re-visit our earlier example that did leak memory:
{
new ScopeTest("a"); //Create a
} //Whoa, we haven't destroyed it! Now we are leaking memory!
With a shared_ptr we can do the following:
{
std::shared_ptr<ScopeTest> a(new ScopeTest("a")); //Create a
}//Destroy a
And, a little more complex:
{
std::shared_ptr<ScopeTest> showingSharedOwnership;
{
std::shared_ptr<ScopeTest> a(new ScopeTest("a")); //"Create a" (ref count 1)
showingSharedOwnership = a; //increments a's ref count by 1. (now 2)
} //the shared_ptr named a is destroyed, decrements ref count by 1. (now 1)
} //"Destroy a" showingSharedOwnership dies and decrements the ref count by 1. (now 0)
I won't go too much further here, but this should open your mind to pointers.

QMap Memory Error

I am doing one project in which I define a data types like below
typedef QVector<double> QFilterDataMap1D;
typedef QMap<double, QFilterDataMap1D> QFilterDataMap2D;
Then there is one class with the name of mono_data in which i have define this variable
QFilterMap2D valid_filters;
mono_data Scan_data // Class
Now i am reading one variable from a .mat file and trying to save it in to above "valid_filters" QMap.
Qt Code: Switch view
for(int i=0;i<1;i++)
{
for(int j=0;j<1;j++)
{
Scan_Data.valid_filters[i][j]=valid_filters[i][j];
printf("\nValid_filters=%f",Scan_Data.valid_filters[i][j]);
}
}
The transferring is done successfully but then it gives run-time error
Windows has triggered a breakpoint in SpectralDataCollector.exe.
This may be due to a corruption of the heap, and indicates a bug in
SpectralDataCollector.exe or any of the DLLs it has loaded.
The output window may have more diagnostic information
Can anyone help in solving this problem. It will be of great help to me.
Thanks
Different issues here:
1. Using double as key type for a QMap
Using a QMap<double, Foo> is a very bad idea. the reason is that this is a container that let you access a Foo given a double. For instance:
map[0.45] = foo1;
map[15.74] = foo2;
This is problematic, because then, to retrieve the data contained in map[key], you have to test if key is either equal, smaller or greater than other keys in the maps. In your case, the key is a double, and testing if two doubles are equals is not a "safe" operation.
2. Using an int as key while you defined it was double
Here:
Scan_Data.valid_filters[i][j]=valid_filters[i][j];
i is an integer, and you said it should be a double.
3. Your loop only test for (i,j) = (0,0)
Are you aware that
for(int i=0;i<1;i++)
{
for(int j=0;j<1;j++)
{
Scan_Data.valid_filters[i][j]=valid_filters[i][j];
printf("\nValid_filters=%f",Scan_Data.valid_filters[i][j]);
}
}
is equivalent to:
Scan_Data.valid_filters[0][0]=valid_filters[0][0];
printf("\nValid_filters=%f",Scan_Data.valid_filters[0][0]);
?
4. Accessing a vector with operator[] is not safe
When you do:
Scan_Data.valid_filters[i][j]
You in fact do:
QFilterDataMap1D & v = Scan_Data.valid_filters[i]; // call QMap::operator[](double)
double d = v[j]; // call QVector::operator[](int)
The first one is safe, and create the entry if it doesn't exist. The second one is not safe, the jth element in you vector must already exist otherwise it would crash.
Solution
It seems you in fact want a 2D array of double (i.e., a matrix). To do this, use:
typedef QVector<double> QFilterDataMap1D;
typedef QVector<QFilterDataMap1D> QFilterDataMap2D;
Then, when you want to transfer one in another, simply use:
Scan_Data.valid_filters = valid_filters;
Or if you want to do it yourself:
Scan_Data.valid_filters.clear();
for(int i=0;i<n;i++)
{
Scan_Data.valid_filters << QFilterDataMap1D();
for(int j=0;j<m;j++)
{
Scan_Data.valid_filters[i] << valid_filters[i][j];
printf("\nValid_filters=%f",Scan_Data.valid_filters[i][j]);
}
}
If you want a 3D matrix, you would use:
typedef QVector<QFilterDataMap2D> QFilterDataMap3D;

OpenCL void pointer arithmetic - strange behavior

I have wrote an OpenCL kernel that is using the opencl-opengl interoperability to read vertices and indices, but probably this is not even important because I am just doing simple pointer addition in order to get a specific vertex by index.
uint pos = (index + base)*stride;
Here i am calculating the absolute position in bytes, in my example pos is 28,643,328 with a stride of 28, index = 0 and base = 1,022,976. Well, that seems correct.
Unfortunately, I cant use vload3 directly because the offset parameter isn't calculated as an absolute address in bytes. So I just add pos to the pointer void* vertices_gl
void* new_addr = vertices_gl+pos;
new_addr is in my example = 0x2f90000 and this is where the strange part begins,
vertices_gl = 0x303f000
The result (new_addr) should be 0x4B90000 (0x303f000 + 28,643,328)
I dont understand why the address vertices_gl is getting decreased by 716,800 (0xAF000)
I'm targeting the GPU: AMD Radeon HD5830
Ps: for those wondering, I am using a printf to get these values :) ( couldn't get CodeXL working)
There is no pointer arithmetic for void* pointers. Use char* pointers to perform byte-wise pointer computations.
Or a lot better than that: Use the real type the pointer is pointing to, and don't multiply offsets. Simply write vertex[index+base] assuming vertex points to your type containing 28 bytes of data.
Performance consideration: Align your vertex attributes to a power of two for coalesced memory access. This means, add 4 bytes of padding after each vertex entry. To automatically do this, use float8 as the vertex type if your attributes are all floating point values. I assume you work with position and normal data or something similar, so it might be a good idea to write a custom struct which encapsulates both vectors in a convenient and self-explaining way:
// Defining a type for the vertex data. This is 32 bytes large.
// You can share this code in a header for inclusion in both OpenCL and C / C++!
typedef struct {
float4 pos;
float4 normal;
} VertexData;
// Example kernel
__kernel void computeNormalKernel(__global VertexData *vertex, uint base) {
uint index = get_global_id(0);
VertexData thisVertex = vertex[index+base]; // It can't be simpler!
thisVertex.normal = computeNormal(...); // Like you'd do it in C / C++!
vertex[index+base] = thisVertex; // Of couse also when writing
}
Note: This code doesn't work with your stride of 28 if you just change one of the float4s to a float3, since float3 also consumes 4 floats of memory. But you can write it like this, which will not add padding (but note that this will penalize memory access bandwidth):
typedef struct {
float pos[4];
float normal[3]; // Assuming you want 3 floats here
} VertexData;

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