How is a COM object created in DirectX?

How is a COM object created in DirectX?

A COM object is not created in the same way as a C++ object. There are several ways to create a COM object, but all involve COM-specific techniques. The DirectX API includes a variety of helper functions and methods that simplify creating most of the DirectX COM objects. You must use COM-specific techniques to control the lifetime of a COM object.

Which is the proper way of releasing COM objects?

If I write a class which uses COM objects, do I need to implement IDisposableand call Marshal.FinalReleaseComObjecton them in IDisposable.Disposeto properly release them? If Disposeis not called manually then, do I still need to release them in the finalizer or will the GC release them automatically?

Is there a way to properly release Excel COM objects?

FinalReleaseComObject is redundant and might cause unexpected results and a whole lot of pain. The generally accepted best practice is not to force a garbage collection in the majority of cases; however, you can release COM objects using the .Net garbage collector, as long as there are no references to the objects.

Can a third party author a DirectX interface?

Within the context of the DirectX documentation, there is no ambiguity. It’s technically possible for a third-party to author an interface with the descriptive name ID3D12Device (it would need to have a different IID in order to be valid). In the interest of clarity, though, we don’t recommend that.

What are the advantages of using DirectX 10?

More stable video driver model – which allows easier debugging, smoother game play and better performance. Easier configuration for networking – which allows easier access to multi-player games. Support for DMA transfers by default from hard drives – which results in smoother, faster loading applications.

Do you use C + + or WinRT for DirectX?

For that reason, you (as a DirectX developer) inevitably use COM when you program DirectX. The topic Consume COM components with C++/WinRT shows how to consume DirectX APIs (and any COM API, for that matter) by using C++/WinRT. That’s by far the most convenient and recommended technology to use.

What’s the name of the new version of DirectX?

All the other changes made to DirectX technologies for Windows Vista are also specific to the new version of Windows. The name DirectX 10 is misleading in that many technologies shipping in the DirectX SDK (XACT, XINPUT, D3DX) are not encompassed by this version number.

What’s the difference between Direct3D and DirectX?

Well, DirectX is actually a series of COM objects, one of which is Direct3D. Direct3D is a COM object that has other COM objects inside it. Ultimately, it contains everything you need to run 2D and 3D graphics using software, hardware, or whateverware.

What does it mean to create device in Direct3D?

In Direct3D, a device is an object that is intended to be a virtual representation of your video adapter. What this line of code means is that we will create a COM object called ID3D11Device. When COM makes this object, we will ignore it, and access it only indirectly using this pointer.

How to create shader objects in directxtutorial.com?

The COM objects for these are called ID3D11_____Shader: Once we have our pointers, we create the objects using dev->Create_____Shader (), like this: There are four parameters here, three of which are obvious. The first is the address of the compiled data. The second is the size of the file data. The fourth is the address of the shader object.