I am learning OpenGL and I am trying to abstract it to make it convenient for me to use it. but I am getting access violations when I use my IndexBuffer class while rendering.
this is my code for IndexBuffer.h
class IndexBuffer
{
public:
    IndexBuffer(void* data, int count);
    IndexBuffer(int count);
    IndexBuffer Bind();
    IndexBuffer UnBind();
    void AddData(void* data);
    ~IndexBuffer();
private:
    int count;
    size_t size;
    unsigned int id;
};
and this is my code for IndexBuffer.cpp
#include "IndexBuffer.h"
#include "glew/glew.h"
IndexBuffer::IndexBuffer( void* data, int count): id(0), count(count), size(sizeof(unsigned int)* count)
{
    glGenBuffers(1, &id);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * count, data, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
IndexBuffer::IndexBuffer( int count) : id(0), count(count), size(sizeof(unsigned int)* count)
{
    glGenBuffers(1, &id);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * count, nullptr, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
IndexBuffer IndexBuffer::Bind()
{
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
    return *this;
}
IndexBuffer IndexBuffer::UnBind()
{
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    return *this;
}
void IndexBuffer::AddData(void* data)
{
    Bind();
    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(unsigned int) * count, data);
    UnBind();
}
IndexBuffer::~IndexBuffer()
{
    glDeleteBuffers(1, &id);
}
I wrote my VertexBuffer in the same way and it works fine, But my index buffer just doesn't work.
this is my main.cpp
#include <iostream>
#include "glew/glew.h"
#include "glfw/glfw3.h"
#include "VertexBuffer.h"
#include "IndexBuffer.h"
struct Vertex
{
    float aPos[2];
};
int main() {
    GLFWwindow* window;
    if (glfwInit() == GLFW_FALSE)
    {
        return -1;
    }
    //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
    window = glfwCreateWindow(600, 600, "Hello world", nullptr, nullptr);
    glfwMakeContextCurrent(window);
    if (glewInit() != GLEW_OK)
    {
        return -2;
    }
    unsigned int index[3] = {
        0, 1, 2
    };
    Vertex data[] = {
        Vertex({-0.5f, -0.5f}),
        Vertex({ 0.5f, -0.5f}),
        Vertex({ 0.0f,  0.5f})
    };
    unsigned int VertexArrayObject;
    glGenVertexArrays(1, &VertexArrayObject);
    VertexBuffer buffer = VertexBuffer(sizeof(Vertex) * 3);
    IndexBuffer Ibuffer = IndexBuffer( 3);
    buffer.Bind();
    //glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, data, GL_STATIC_DRAW);
    buffer.AddData(data);
    glBindVertexArray(VertexArrayObject);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const void*)offsetof(Vertex, aPos));
    //glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    buffer.UnBind();
    
    Ibuffer.Bind();
    Ibuffer.AddData(index);
    Ibuffer.UnBind();
    while (!glfwWindowShouldClose(window))
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        buffer.Bind();
        Ibuffer.Bind();
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glDeleteVertexArrays(1, &VertexArrayObject);
    glfwDestroyWindow(window);
    return 0;
}
can anybody help me out?
 
     
    