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    <p>It looks like you're using (or trying to use) open addressing with linear-probing for collision resolution. In that case, you need to somehow mark items as deleted (as opposed to empty), so that you can still access items which fall after deleted items. Otherwise, you won't be able to lookup certain items because your probing sequence will be terminated prematurely if it finds a deleted bucket. Therefore, you won't be able to access certain items in the table anymore and that's probably why you're getting a memory leak.</p> <p>Basically, you're supposed to start at the hash index, compare the item with your key, and then if it isn't equal to your key, increment to the next index and repeat until either you find the item, or until you encounter an empty bucket. If you find the item, delete the item and mark that index as deleted. But the important thing is that you have some way to distinguish between an empty hash bucket, and a deleted hash bucket, otherwise a deleted bucket will cause you to terminate your probing sequence early.</p> <p>As for "good object oriented design", there is no inherent property of object-oriented programming that necessarily makes using <code>delete</code> a bad design. Every data structure that allocates memory has to free it somehow. What you're probably referring to is the fact that it's usually safer and less work to implement classes that don't manage their own memory, but rather delegate that responsibility to pre-made container classes, like <code>std::vector</code> or <code>std::string</code></p>
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