@xverizex

Здесь наверное ошибка с памятью?

Я где нужно использую такой способ и проблем не возникало. вот пример.
char *s = calloc ( 20, sizeof ( char * ) );
for ( int i = 0; i < 20; i++ ) {
  s[i] = calloc ( 0, sizeof ( char ) );
}
где то в коде надо увеличить размер буфера.
int length = strlen ( buf );
s[i] = realloc ( s[i], sizeof ( char ) * length + 1 );
strncpy ( s[i], buf, length );
s[i][length] = 0;

Я делаю игру. и в игре сделал подобие сцены. можно в эту сцену добавить виджет на определенный слой и когда эта сцена будет рисовать виджеты, то будет начинать с самого младшего слоя. проблема здесь возникает что в какой то момент не делается realloc.
вот вывод в консоли.
всё не стал приводить.

вот хедер.

а вот код сцены.
#include "scene.h"
#include "button.h"
#include <stdlib.h>

void scene_init ( struct scene *sc ) {
	sc->n = 0;
	sc->obj = calloc ( 20, sizeof ( bd * ) );
	sc->bs = calloc ( 20, sizeof ( bd ) );
	sc->sclick = calloc ( 0, sizeof ( struct signal ) );
	sc->sover = calloc ( 0, sizeof ( struct signal ) );
	sc->count_click = 0;
	sc->count_over = 0;
	for ( int i = 0; i < 20; i++ ) {
		sc->obj[i] = calloc ( 0, sizeof ( struct bdraw ) );
	}
	for ( int i = 0; i < 20; i++ ) {
		sc->l[i] = -1;
		sc->layers[i] = 0;
		sc->bs[i].count = 0;
	}
}

static int comp ( const void *p1, const void *p2 ) {
	int pp1 = *( int * ) p1;
	int pp2 = *( int * ) p2;

	if ( pp1 > pp2 ) return 1;
	if ( pp1 < pp2 ) return -1;
	if ( pp1 == pp2 ) return 0;
}

static void find_layer ( struct scene *sc, const int layer ) {
	int i = 0;
	for ( i = 0; i < 20; i++ ) {
		if ( sc->l[i] == -1 ) break;
		if ( sc->l[i] == layer ) return;
	}
	sc->l[i] = layer;
	sc->count_layer++;
	qsort ( &sc->l[0], sc->count_layer, sizeof ( int ), comp );
#if 0
	for ( int i = 0; i < sc->count_layer; i++ ) {
		printf ( "%d\n", sc->l[i] );
	}
	printf ( "----------\n" );
#endif
}

void scene_add ( struct scene *sc, void *obj, int type, int layer ) {
	int index = sc->layers[layer]++;
	find_layer ( sc, layer );
	printf ( "sc->layers[layer]: %d; layer: %d realloc start\n", sc->layers[layer], layer );
	sc->obj[layer] = realloc ( sc->obj[layer], sizeof ( struct bdraw ) * sc->layers[layer] );
	printf ( "realloc end\n" );
	sc->bs[layer].type = type;
	switch ( type ) {
		case SCENE_BUTTON_RENDER:
			sc->obj[layer][index].button = ( struct button * ) obj;
			sc->obj[layer][index].type = type;
			sc->bs[layer].count++;
			printf ( "button index: %d layer: %d count: %d\n", index, layer, sc->bs[layer].count );
			break;
		case SCENE_BOX_RENDER:
			sc->obj[layer][index].box = ( struct box * ) obj;
			sc->obj[layer][index].type = type;
			sc->bs[layer].count++;
			printf ( "box index: %d layer: %d count: %d\n", index, layer, sc->bs[layer].count );
			break;
		case SCENE_SPRITE_RENDER:
			sc->obj[layer][index].sprite = ( struct sprite * ) obj;
			sc->obj[layer][index].type = type;
			sc->bs[layer].count++;
			printf ( "sprite index: %d layer: %d count: %d\n", index, layer, sc->bs[layer].count );
			break;
		case SCENE_ACTOR_RENDER:
			sc->obj[layer][index].actor = ( struct actor * ) obj;
			sc->obj[layer][index].type = type;
			sc->bs[layer].count++;
			printf ( "actor index: %d layer: %d count: %d\n", index, layer, sc->bs[layer].count );
			break;
		case SCENE_PROGRESS_RENDER:
			sc->obj[layer][index].progress = ( struct progress * ) obj;
			sc->obj[layer][index].type = type;
			sc->bs[layer].count++;
			printf ( "progress index: %d layer: %d count: %d\n", index, layer, sc->bs[layer].count );
			break;
		case SCENE_FONT_RENDER:
			sc->obj[layer][index].font = ( struct font * ) obj;
			sc->obj[layer][index].type = type;
			sc->bs[layer].count++;
			printf ( "font index: %d layer: %d count: %d\n", index, layer, sc->bs[layer].count );
			break;
	}
}

void scene_render ( struct scene *sc ) {
	for ( int layer = 0; layer < 20; layer++ ) {
		if ( sc->l[layer] == -1 ) return;
		int ll = sc->l[layer];
		for ( int m = 0; m < sc->bs[ll].count; m++ ) {
			switch ( sc->obj[ll][m].type ) {
				case SCENE_BUTTON_RENDER:
					{
						struct button *btn = sc->obj[ll][m].button;
						if ( btn->on ) button_render ( btn );
					}
					break;
				case SCENE_BOX_RENDER:
					{
						struct box *box = sc->obj[ll][m].box;
						if ( box->on ) box_render ( box );
					}
					break;
				case SCENE_SPRITE_RENDER:
					{
						struct sprite *sp = sc->obj[ll][m].sprite;
						if ( sp->on ) sprite_render ( sp );
					}
					break;
				case SCENE_ACTOR_RENDER:
					{
						struct actor *act = sc->obj[ll][m].actor;
						if ( act->is_single ) { 
							if ( act->on ) actor_render_single ( act );
						}
						else {
							if ( act->on ) actor_render ( act );
						}
					}
					break;
				case SCENE_PROGRESS_RENDER:
					{
						struct progress *prg = sc->obj[ll][m].progress;
						if ( prg->on ) progress_render ( prg );
					}
					break;
				case SCENE_FONT_RENDER:
					{
						struct font *fnt = sc->obj[ll][m].font;
						printf ( "fnt: %p\n", fnt );
						if ( fnt->on ) font_render ( fnt );
					}
			}
		}
	}
}

void scene_signal_connect ( struct scene *sc, void *widget, const int type_of_signal, const int type_of_widget, void (*func) (void *widget, void *data), void *data ) {
	switch ( type_of_signal ) {
		case SCENE_SIGNAL_CLICK:
			{
				int index = sc->count_click++;
				sc->sclick = realloc ( sc->sclick, sizeof ( struct signal ) * sc->count_click );
				sc->sclick[index].widget = widget;
				sc->sclick[index].func = func;
				sc->sclick[index].data = data;
				sc->sclick[index].type = type_of_widget;
			}
			break;
		case SCENE_SIGNAL_OVER:
			{
				int index = sc->count_over++;
				sc->sover = realloc ( sc->sover, sizeof ( struct signal ) * sc->count_over );
				sc->sover[index].widget = widget;
				sc->sover[index].func = func;
				sc->sover[index].data = data;
				sc->sover[index].type = type_of_widget;
			}
			break;
	}
}

void scene_event_click ( struct scene *sc, const int x, const int y ) {
	for ( int i = 0; i < sc->count_click; i++ ) {
		struct signal *s = &sc->sclick[i];
		switch ( s->type ) {
			case SCENE_BUTTON_RENDER:
				{
					struct button *b = ( struct button * ) s->widget;
					if ( x >= b->box->x && x <= b->box->x + b->box->box_width ) {
						if ( y >= b->box->y && y <= b->box->y + b->box->box_height ) {
							if ( b->on ) s->func ( s->widget, s->data );
							return;
						}
					}
				}
				break;
		}
	}
}

void scene_event_over ( struct scene *sc, const int x, const int y ) {
	for ( int i = 0; i < sc->count_over; i++ ) {
		struct signal *s = &sc->sover[i];
		switch ( s->type ) {
			case SCENE_BUTTON_RENDER:
				{
					struct button *b = ( struct button * ) s->widget;
					if ( x >= b->box->x && x <= b->box->x + b->box->box_width ) {
						if ( y >= b->box->y && y <= b->box->y + b->box->box_height ) {
							b->over = 1;
							if ( b->on ) {
								if ( s->func ) s->func ( s->widget, s->data );
							}
							return;
						} else {
							b->over = 0;
						}
					} else {
						b->over = 0;
					}
				}
				break;
		}
	}
}

void *scene_get_obj ( struct scene *sc, const char *name, const int layer ) {
	int ll = layer;
	for ( int m = 0; m < sc->bs[ll].count; m++ ) {
		switch ( sc->obj[ll][m].type ) {
			case SCENE_BUTTON_RENDER:
				{
					struct button *btn = sc->obj[ll][m].button;
					if ( !strncmp ( btn->name, name, strlen ( name ) + 1 ) ) return btn;
				}
				break;
			case SCENE_BOX_RENDER:
				{
					struct box *box = sc->obj[ll][m].box;
					if ( !strncmp ( box->name, name, strlen ( name ) + 1 ) ) return box;
				}
				break;
			case SCENE_SPRITE_RENDER:
				{
					struct sprite *sp = sc->obj[ll][m].sprite;
					if ( !strncmp ( sp->name, name, strlen ( name ) + 1 ) ) return sp;
				}
				break;
			case SCENE_ACTOR_RENDER:
				{
					struct actor *act = sc->obj[ll][m].actor;
					if ( !strncmp ( act->name, name, strlen ( name ) + 1 ) ) return act;
				}
				break;
			case SCENE_PROGRESS_RENDER:
				{
					struct progress *prg = sc->obj[ll][m].progress;
					if ( !strncmp ( prg->name, name, strlen ( name ) + 1 ) ) return prg;
				}
				break;
			case SCENE_FONT_RENDER:
				{
					struct font *fnt = sc->obj[ll][m].font;
					if ( !strncmp ( fnt->name, name, strlen ( name ) + 1 ) ) return fnt;
				}
			default:
				break;
		}
	}
	return NULL;
}

void scene_layer_turn ( struct scene *sc, const int layer, const int on ) {
	int ll = layer;
	for ( int m = 0; m < sc->bs[ll].count; m++ ) {
		switch ( sc->obj[ll][m].type ) {
			case SCENE_BUTTON_RENDER:
				{
					struct button *btn = sc->obj[ll][m].button;
					btn->on = on;
				}
				break;
			case SCENE_BOX_RENDER:
				{
					struct box *box = sc->obj[ll][m].box;
					box->on = on;
				}
				break;
			case SCENE_SPRITE_RENDER:
				{
					struct sprite *sp = sc->obj[ll][m].sprite;
					sp->on = on;
				}
				break;
			case SCENE_ACTOR_RENDER:
				{
					struct actor *act = sc->obj[ll][m].actor;
					act->on = on;
				}
				break;
			case SCENE_PROGRESS_RENDER:
				{
					struct progress *prg = sc->obj[ll][m].progress;
					prg->on = on;

				}
				break;
			case SCENE_FONT_RENDER:
				{
					struct font *fnt = sc->obj[ll][m].font;
					fnt->on = on;
				}
			default:
				break;
		}
	}
}
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