Re: Preventing memory and resource leaks with GDI Objects ???

From:
"Peter Olcott" <NoSpam@OCR4Screen.com>
Newsgroups:
microsoft.public.vc.mfc
Date:
Sun, 14 Mar 2010 12:22:49 -0500
Message-ID:
<-L-dnSNuFeX2hgDWnZ2dnUVZ_vmdnZ2d@giganews.com>
The point is that the function listed below can be called
repeatedly, and it does not work if the
 this->font.DeleteObject();
is removed which as far as I can tell must mean that a GDI
object is definitely being deleted while selected in a
device context. Proof that a GDI object is being deleted
while selected into a device context contradicts Joe's
statement that it can't be done.

What I suspect is there is something that I am missing here,
and Joe is not wrong, yet the explicit contradiction still
remains unresolved.

"Goran" <goran.pusic@gmail.com> wrote in message
news:bc8e5ce9-773d-42df-b509-097b70e021d1@33g2000yqj.googlegroups.com...
On Mar 12, 4:07 pm, "Peter Olcott" <NoS...@OCR4Screen.com>
wrote:

I will study your concrete example an attempt to implement
it. My great difficulty is with the tedious little
syntactical details, thus Joe's abstract examples don't
work
for me. I can't simply let my GDI object get destroyed
because the objects must retain their state in case
subsequent operations must be performed on them.


I see in your code below that you use a memory DC. Without
having any
further info, only thing I have to say is that normally a
memory DC is
used to draw something, then e.g. stored in a bitmap or
BitBlt-ed on
screen. From that standpoint, normal drawing we all know is
to select
your GDI objects into the DC, call drawing code, then
un-select them.
If that is what you are doing, then you have no correlation
between
your GDI objects (e.g. bitmaps, pens, fonts, brushes) except
that they
have to outlive time when they are selected into the DC for
drawing.
So I honestly do not see your difficulty. Just make sure
that, during
the drawing code, you do stuff by the book (hence e.g. my
CTempGdiObjectSelection), and as for lifetime of your GDI
object,
well, just handle their lifetime (hence my shared_ptr-based
map
there).

I open a bitmap and it may be written to, or saved or
another bitmap may be opened. If another bitmap is opened,
I
must create another CBitmap object of this new size.
Currently I only have the single CBitmap object as an
object
member variable.


So make that two of them. Note also that there's nothing
wrong in
creating whatever GDI object you might need on the heap.

I am guessing that I could implement your design by making
pairs of GDI object member and toggling between them upon
every re-use. For example CBitmap cbitmap[2]; and then
toggle its subscript between one and zero.


Here, either I am not very smart, either there's a lot of
things you
have in your head that weren't put into writing here,
because I don't
understand what you are talking about :-).

I looked at your design again and there were too many
things
that I did not understand.


I'd say, points to take from it:

1. use something like CTempGdiObjectSelection to ensure
correct GDI
object selection idiom, which is "select it/draw/un-select
it".

2. use some C++ object lifetime handling technique to handle
your GDI
object (font, bitmap, pen...) lifetime. Hence I proposed
shared_ptr -
it gets you far. If you indeed use a std::map, attention to
map::operator[], that might not do what you think (hence my
insistence
on that "const").

3. divorce lifetime of a DC and GDI objects used to draw on
it (you
seem to be having trouble with this). In other words, when
you select
an object into a DC, do not try to destroy it. But I don't
understand
why you even started down that route.

Here is my currently working code. It does not work if I
remove the:
this->cfont.DeleteObject();
It does work with repeated invocations, thus must be
deleting the selected CFont object.

// Displays a Font Selection DialogBox with
// default "Times New Roman", Bold, Italic, 8 Point
//
inline void ScreenCaptureType::SelectFont() {
this->cfont.DeleteObject();

int PointSize = 8;
int FontHeight = -MulDiv(PointSize,
GetDeviceCaps(MemoryDC.m_hDC, LOGPIXELSY), 72);
LOGFONT LogFont = {FontHeight, 0, 0, 0, FW_BOLD, 1, 0, 0,
ANSI_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH |
FF_DONTCARE, L"Times New Roman"};
CFontDialog dlg(&LogFont);
if (dlg.DoModal() == IDOK)
cfont.CreateFontIndirect(&LogFont);
this->MemoryDC.SelectObject(&cfont);

}


Without knowing anything about the rest of your code, the
purpose of
this function is to select some font into a memory DC
(providing that
MemoryDC indeed is a CMemoryDC). Normally, one selects a
font into a
DC to do some drawing, so I personally find it hugely
surprising that
a modal dialog is displayed just before selecting it into a
DC. I see
that working well in some bigger design only if said font is
the only
font that will be used while drawing. But, as I said before,
I don't
actually understand your difficulty at all, so I might be
completely
off the mark.

By the way, please, PLEASE do something about that
CreateFontIndirect
call. It stands out like a sore thumb. It's a friggin
resource
allocation and that can fail (if so, it returns FALSE).
Imagine that
this indeed happens. Would you want to do
MemoryDC.SelectObject(&cfont) then?

Goran.

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