RE: LoadBitmap(), how to avoid GDI Object buildup

From:
=?Utf-8?B?QXJtYW4gU2FoYWt5YW4=?= <armancho_x@rambler.ru(donotspam)>
Newsgroups:
microsoft.public.vc.mfc
Date:
Mon, 23 Apr 2007 09:02:00 -0700
Message-ID:
<0971B18B-9BB5-4316-B059-F6CFFDDDA965@microsoft.com>
--
======
Arman

"Harald" wrote:

VS 2005, MFC Dialog-based app. I am drawing a diagram and, depending on a
condition, add one of three bitmaps to the diagram. How do I properly
release the bitmaps when I exit the dialog? Here is the code I am using, and
the bitmaps are released, but the code in OnDestroy() looks strange to me.

// load the bitmaps
BOOL CMyDialog::On InitDialog()
{
    ....
    bmp1.LoadBitap("Bitmap1");
    bmp2.LoadBitmap("Bitmap2");
    bmp3.LoadBitmap("Bitmap3");
    ....
}

void CMyDialog::OnPaint()
{
    CDC MemDC;
    MemDC.CreateCompatibleDC(&dc);
    CBitmap Bmp;
    Bmp.CreateCompatibleBitmap(&dc,size_a,size_b);
    CBitmap *pOldBmp = MemDC.SelectObject(&Bmp);
    DrawDiagram(&memDC);

    // add one of three bitmaps based on condition
    CDC tempDC;
    tempDC.CreateCompatibleDC(&tempDC);
    if (m_condition==1)
        tempDC.SelectObject(&bmp1);
    if(m_condition==2)
        tempDC.SelectObject(&bmp2);
    else
        tempDC.SelectObject(&bmp3);
    MemDC.BitBlt(position_c,position_d,24,20,&tempDC,0,0,SRCCOPY);

// now draw the combined graphics to screen
    dc.BitBlt(0,0,
    aa,cc,&MemDC,0,0,SRCCOPY);

    MemDC.SelectObject(pOldBmp);
}

// clean up
void CMyDialog::OnDestroy()
{
    DeleteObject(bvmp1);
    DeleteObject(bvmp2);
    DeleteObject(bvmp3);

    bmp1.Detach();
    bmp2.Detach();
    bmp2.Detach();
}

My question is: How do I properly clean up the GDI objects bmp1, bmp2, bmp3?
The way I do it in OnDestroy() works, but it looks strange to me. Thanks for
your comments.

Harald


No sense to call CBitmap::Detach after a call to CBitmap::DeleteObject.
Though even the entire OnDestroy is not needed. On closing the dlg, CBitmap
destructors will do the cleanup job for you.

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