I have a class called ImageMatrix, which implements the C++ map in a recursive fashion; the end result is that I have a 3 dimensional array.
typedef uint32_t VUInt32;
typedef int32_t VInt32;
class ImageMatrix
{
public:
ImageMatrixRow operator[](VInt32 rowIndex)
private:
ImageMatrixRowMap rows;
};
typedef std::map <VUInt32, VInt32> ImageMatrixChannelMap;
class ImageMatrixColumn
{
public:
VInt32 &operator[](VUInt32 channelIndex);
private:
ImageMatrixChannelMap channels;
};
typedef std::map<VUInt32, ImageMatrixColumn> ImageMatrixColumnMap;
class ImageMatrixRow
{
public:
ImageMatrixColumn operator[](VUInt32 columnIndex);
private:
ImageMatrixColumnMap columns;
};
typedef std::map<VUInt32, ImageMatrixRow> ImageMatrixRowMap;
Each operator simply returns a map-wrapper class within, like so:
ImageMatrixRow ImageMatrix::operator[](VInt32 rowIndex)
{
return rows[rowIndex];
}
ImageMatrixColumn ImageMatrixRow::operator[](VUInt32 columnIndex)
{
return columns[columnIndex];
}
VInt32 &ImageMatrixColumn::operator[](VUInt32 channelIndex)
{
return channels[channelIndex];
}
Basically, when I set the value as say 100, and test the value to cout, it shows as 0, and not the number to which I had set it.
for (VUInt32 a = 0; a < GetRowCount(); a++)
{
for (VUInt32 b = 0; b < GetColumnCount(); b++)
{
for (VUInt32 c = 0; c < GetChannelCount(); c++)
{
VInt32 value = 100;
matrix[a][b][c] = value;
VInt32 test = matrix[a][b][c];
// pixel = 100, test = 0 - why?
cout << pixel << "/" << test << endl;
}
}
}
Note: I've altered the original code for this example so that it takes up less space, so some syntax errors may occur (please don't point them out).