AoA, I am making a console game of chess, But I am stuck at polymorphism, below is the classes and functions definitions /* old Part //Base Class
class Piece         /*Parent class */
{
protected:
    Position* pCoord;
    std::string color;
    char symbol;
public:
    Piece(Position* Coord,std::string Color,char symbol);
    Position GetCurrentPos();
    std::string GetColor();
    void SetColor(std::string color);
    void Draw();
    virtual bool SetPos(Position* newPos){MessageBox(NULL,L"Virtual Running",L"Error",MB_OK); return true;};
    virtual ~Piece();
};
/* Inherited classes */
//Child classes
class Pawn: public Piece
{
private:
    std::vector<Position>* allowPos;
public:
    Pawn(Position* Coord,std::string Color,char symbol);
    ~Pawn();
    std::vector<Position>* GetThreatendFields();
    bool isValidMove(Position* newPos);
    bool SetPos(Position* newPos);
};
//Child classes
class Bishops: public Piece
{
private:
    std::vector<Position>* allowPos;
public:
    Bishops(Position* Coord,std::string Color,char symbol);
    ~Bishops();
    std::vector<Position>* GetThreatendFields();
    bool isValidMove(Position* newPos);
    bool SetPos(Position* newPos);
};
//Here is the implementation of child class function SetPos
   bool Pawn::SetPos(Position* newPos)
{
    bool isSet = false;
    this->pCoord = new Position();
    this->pCoord = newPos;
    isSet = true;
    MessageBox(NULL,L"Child function running",L"Yuhuu!",MB_OK);
    return isSet;
}
 class ChessBoard
{
private:
    Position ptr;       //dummy
    int SelectedPiece;
    vector<Piece> pPieceSet;
    bool isSelected;
public:
    ChessBoard();
    ~ChessBoard();
    void ShowPieces(Player *p1,Player *p2);
    void Draw();
    void MouseActivity();
    void Place(Piece& p);
};
//it just shows the peices acquired from player objects..dummy vector pointer
void ChessBoard::ShowPieces(Player* p1,Player* p2)
{
    std::vector<Piece>* vPiece = p1->GetPieces();
    for( int i=0;i<vPiece->size();i++ )
    {
        Piece& piece = vPiece->at(i);
        Place(piece);
        piece.Draw();
    }
    vPiece = p2->GetPieces();
    for( int i=0;i<vPiece->size();i++ )
    {
        Piece& piece = vPiece->at(i);
        Place(piece);
        piece.Draw();
    }
}
*/
/*new part
I did what you say
Player::std::vector<Piece*> *vPieceSet;
Player::Player(int turn)
{
    this->turn = turn%2;    
    this->vPieceSet = new std::vector<Piece*>;
}
void Player::Initialize()       //Initial and final ranges for position
{
    //Initialization of pieces to their respective position
    Position pos;
    Piece *pPiece;
    if( this->turn == 0 )
    {
        this->SetName("Player 1");
        for( int i=8;i<16;i++ )
        {
            pos.SetPosition(i);
            Pawn pPawn(&pos,"blue",'P');
            pPiece = &pPawn;
            this->vPieceSet->push_back(pPiece);
        }
   //other classes same as above
}
It runs fine at initialzation function(stores all classes fine) but when use function to get the vector object
std::vector<Piece*>* Player::GetPieces()
{
    std::vector<Piece*>* tPieces = this->vPieceSet;
    return tPieces;
}
//In main.cpp
it doesnot return the vector object
        Player p1(0),p2(1);
    p1.Initialize();
    p2.Initialize();      //initialization done perfectly while debugging
    vector<Piece*> *obj = p1.GetPieces();   //returns garbage
    Piece* pObj = obj->at(0);               //garbage
    cout<<pObj->GetColor();    //  garbage
*/new part
Sounds like I have another problem!
 
     
     
    