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

From:
"Peter Olcott" <NoSpam@OCR4Screen.com>
Newsgroups:
microsoft.public.vc.mfc
Date:
Tue, 16 Mar 2010 08:13:07 -0500
Message-ID:
<yMidnb2z6_x5HgLWnZ2dnUVZ_qidnZ2d@giganews.com>
"Joseph M. Newcomer" <newcomer@flounder.com> wrote in
message news:vuetp51t69g884pi2lb6k5ibdbnqve3upp@4ax.com...

It is very, very simple: you, and you alone, are
responsible for knowing what objects are
selected into a DC. If an object is selected into a DC,
you must deselect it. You should
not use the DC as a "repository" of any object; the
simplest approach is to start with a
DC which has nothing active, select into it what you need
to do drawing, do the drawing,
deselect all the objects (RestoreDC()), and repeat as
required. It is considered poor
practicce to leave an object selected into a DC across,
say, an message pump invovation,
because temporary objects exhibit odd behavior under such
conditions. This is just good
programming practice.
joe


I want to minimize the complexity of the code, I want to
minimize human user actions. To minimize the complexity of
the code I have a minimum number of objects and I perform
the minimum number of operations upon these objects to
achieve the required functional result.

I have exactly one CBitmap, CFont, and MemoryDC. Once a user
has performed an operation upon these objects I want this
operation to stick until the user performs another operation
upon them. (These operations can occur in any order or
sequence) I implemented this requirement by make these GDI
objects the members of the CDialog instance.

The user may load a graphics file into the MemoryDC's
CBitmap, capture the screen to the bitmap, save whatever is
in the bitmap to a graphics file, or write to whatever is in
the bitmap using TextOut(). The user may do these operations
in any order or sequence. A default 100 * 100 bitmap is
created when ScreenCapture object that does all of these
operations is created.

The trick of always deselecting the currently selected GDI
object is too difficult to implement and not required for
the following reasons:
(1) The only way to unselect a CBitmap is to select another
CBitmap.
(2) The other CBitmap does not exist until I create it, and
to minimize program complexity there is only one of these.
(3) So (according to your requirements) I can't create a
CBitmap without deleting the original CBitmap, and I can't
delete the original CBitmap without creating a new CBitmap.
(4) Apparently I can delete the original CBitmap while it is
selected into a MemoryDC, because DeleteObject() returns a 1
indicating successful deletion.

On Sun, 14 Mar 2010 12:22:49 -0500, "Peter Olcott"
<NoSpam@OCR4Screen.com> wrote:

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.


Joseph M. Newcomer [MVP]
email: newcomer@flounder.com
Web: http://www.flounder.com
MVP Tips: http://www.flounder.com/mvp_tips.htm

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