I'm learning DirectX 2D.
When i close my application, i have noticed there is a problem in IWICImagingFactory* type variable.
I use only one IWICImagingFactory* variable in whole program. So i initiate it once when i start program and destroy(release) once when i close my program.
But if i release IWICImagingFactory* variable after call CoUninitialize() function, there is error.
Factorys::~Factorys()
{
SAFE_RELEASE(mpD2DFactory);
SAFE_RELEASE(mpWICFactory);
}
↓ Is is korean, meaning : error throw, access violation, "this->mpWICFactory->" is 0x6EEFC7D8
enter image description here
I noticed "this->mpWICFactory->" has problem when i try to release WICFactory after call CoUninitialize(). So i read about CoUninitialize() in here : "https://learn.microsoft.com/en-us/windows/win32/api/combaseapi/nf-combaseapi-couninitialize"
And i read this part in the link : Closes the COM library on the current thread, unloads all DLLs loaded by the thread.
Quetion 1 : When i call CoUninitialize() function, WICfactory is released automatically?
Quetion 2 : Do i have to release WICFactory before call CoUninitialize() function?
Yes, as you mention in the question, CoUninitialize will unload all dependent loaded libraries (WICFactory being one of them).
So trying to unload an already unloaded library will get you an AV or another Error.
It's not "really necessary" to release WICFactory, since CoUninitialize will also do it (and since you release when program closes anyway, even if you don't call CoUninitialize the Operating System will do it for you).
However, I strongly recommend that you still release your resources (so yes, release WICFactory, then call CoUninitialize ), having code that knows how to do correct cleanup will always be better in the long term (no matter if you use smart pointers or not, that is up to you).
Related
I have a DPC class in sap for a gateway service. I redefined a getEntitySet method and wrote some code in it.
Then I accidentally undid the redefinition and all my code is gone. Is there any way to get my code back?
Is there any way to get my code back?
Yes, unless you activated it. Just redefine it again and your former code will appear in the method automatically, you don't even need to go to Versions. If you see that method in the blue state, it is not yet activated.
If you deleted the redefinition and activated the method, this is the point of no return and you've lost the code forever. Undefinition does not cause automatic version generation.
However, you can prevent such situations to happen in future by making manual version generation. Just go to Utilities->Versions->Generate version after you implemented the method and that's it.
Now even (de)activation and (un)definition is not a problem for you, you'll always have YOUR version type U in the database.
I would like to be able to set a terminal variable; basically what I want to do is assign my own exit code through my app. My research finds that NSTask maybe the way to do this, but I can't say for sure how to go on about this since I know for one, I do not know if I can have a setLaunchPath:.
Here is an example of what I would type in the terminal:
bash-3.2$ $(exit 15); echo ${?};
15
Sorry if the question doesn't sound very technical. Please ask if you need clarifications. Thx in advance.
This isn't a good fit with a Cocoa application. Or are you considering a Foundation command-line tool?
First, it's not typical to invoke a Cocoa application from a command-line shell. If you do, it's most common to do so using the /usr/bin/open command, which is not normally synchronous and so doesn't convey the app's exit status to the shell.
Second, the process which exits does not directly set the shell variable. It exits with a status code and that's stored in the kernel. The shell then obtains that status code from the kernel and sets its own variable. It is not generally possible for one process to set an environment variable (or any other state) in another process (other than one it spawns itself) without that other process's cooperation.
Third, a Cocoa application typically quits using -[NSApplication terminate:]. That doesn't provide a way to tell the framework what value to use as the exit status code. NSApplicationMain(), which is what's typically called by the app's main() function, is documented to never return and to call exit(). The documentation suggests that it may specify some meaningful status code – "If you want to determine why the application exited, you should look at the result code from the exit function instead." – but not what that might be nor any way to influence it.
You might call exit() yourself from the -applicationWillTerminate: method of your application delegate. That way, you get to specify the status code. I'm not sure, though, if that might break any final cleanup that Cocoa might do. For example, if you have promised some data to the pasteboard, Cocoa requests that you provide it before your application terminates. I'm not sure if that occurs before or after -applicationWillTerminate: (probably before). That delegate call is in response to the application object posting the NSApplicationWillTerminateNotification notification and there may be other observers of that notification. The order in which observers get notified is not specified, so the app delegate is not necessarily the last thing that would get it.
I am new to mac os X development ,I downloaded an open source mac application ,but i couldn't able to understand the flow of execution of cocoa program.so any one can explain the program flow of a general cocoa program briefly.
Thanks in advance
Start in main. It's not likely to contain anything interesting, but worth checking just in case. Most probably, it will contain only a call to NSApplicationMain, which will create the NSApplication object and send it a run message. That's what gets the application running, and this method will run for the rest of the rest of the process.
Then look in the MainMenu nib. Loading this is one of the first things the application will do. Any windows here that are set as “Visible on Launch” will come up immediately; more importantly, the application delegate will probably be here. Check the application's or File's Owner's (the application is both of them in this nib, so you need to check both) delegate outlet, and if one of them is connected, follow the connection. See what class that object is an instance of.
Once you've found the application delegate class, open it up in Xcode. Look through the list of application delegate methods and find which ones are implemented, and read the ones that are. The application:…FinishLaunching: twins will be particularly important at the start of the process.
From there, it's all just reading code, seeing what it does, and going where it takes you.
Peter's answers are good - I'd also say to check for implementations of 'awakeFromNib', especially for object loaded from MainMenu.nib. You often find interesting things stashed away in that method, rightly or wrongly.
i am working on an application which calls the COM component of a partner's application. Ours is .Net, theirs isn't. I don't know much about COM; I know that the component we're calling is late-bound i.e.
obj As Object = CreateObject("THIRDPARTY.ThirdPartyObject")
We then call a method on this COM object (Option Strict Off in the head of the VB file):
obj.AMethod(ByVal Arg1 As Integer, ByVal Arg2 As Integer, ByVal Arg3 as Boolean)
I am a bit nonplussed that even though this call works, this overload doesn't exist in the COM interop .dll that is created if I instead add a reference to the COM server using Add Reference. The only available call to this method that it says is available is AMethod().
However, this in itself is not what bothers me. What bothers me is that this call works for a while, THEN throws a TargetParameterCountException after a few dozen calls have executed successfully.
I ask thee thus, StackOverflow:
What. The. Hell.
The only thing I can guess at is that the documentation for the COM component states that this method is executed synchronously - so therefore maybe whatever's responsible for throwing that exception is being blocked until some indeterminate point in time? Other than that, I'm completely stumped at this bizarre, and more importantly inconsistent behaviour.
edit #1:
More significant information that I've just remembered - from time to time the call throws an ExecutionEngineException instead. It only took one glance at the documentation to realise that this is VERY BAD. Doing a little bit of digging suggests to me that the late-binding call is causing stack corruption, crashing the entire CLR. Presumably this means that the runtime is shooting down bad calls (with TargetParameterCountException) some of the time and missing them (ExecutionEngineException) others.
edit #2:
Answering David Lively's questions:
The call with zero arguments that's currently in the code has been there for a long time. I haven't been able to get hold of a manual for the third party's COM implementation past two major revisions ago, so it's possible that they've withdrawn that signature from service
There is only one location that this method is called from
This is one desktop app calling another, on the same machine. Nothing fancy
The object is persisted throughout the scope of the user's interaction with the application, so there's never a new one created.
Unfortunately, it seems likely that there is indeed a bug in the implementation, as you suggest. The trouble with this vendor is that, when we report a bug, their response tends to follow the general form: i) deny there's a problem; ii) deny it's their problem; iii) refuse to fix it. These three steps tend to span a frustratingly long period of time.
No, it can't cause stack corruption. IDispatch::Invoke() is used to call the method, the arguments are packaged in an array. The stock implementation of IDispatch certainly would detect the argument mismatch, it uses the type library info to check. But it is conceivable that the COM server author implemented it himself. Imperfectly. It is something a C++ hacker might do, the stock implementation is dreadfully slow. The GC heap getting corrupted is the kind of thing that happens when imperfect code executes.
I haven't played with calling COM objects from VB in quite a while, but I'll take a wild guess:
I would expect an exception to be thrown if you're calling the object with too few or too many arguments, but it appears that's not the case. What is the real signature of the method you're calling?
In some languages and some situations, when you call a method, arguments are placed on the stack. If you place too many arguments, it's possible for the extraneous ones to remain on the stack after the method completes. This should cause lots of other problems, though.
Some possibilities/considerations:
The object is throwing this exception internally. This should be taken up with the author.
You're calling with too many parameters. If, as you said, the overload you're trying to call isn't published in the object's type library, you may actually be calling a different published method with a different signature. I'd REALLY expect a compiler error if this is the case.
Are your later calls taking place in the same part of your code, or is there a different execution branch that might be doing things a bit differently, and causing the error?
Are you running this from a desktop app/script, or a website? If a website, are you receiving a valid, expected response, or does the request hang as if an internal long-running process doesn't complete?
The object may be allocating and not releasing resources, which could cause undefined behavior when those resources are exhausted.
Are you releasing the object between calls, or is it recreated every time?
Also, re: your comments about late binding: the .CreateObject() method of instantiating a COM object is the normal, accepted way to do this. That shouldn't have anything to do with the issue. Based on the exceptions you listed, I'm strongly inclined to believe that there is an internal issue with the object.
Good luck.
OK, basically - false alarm. I've done it wrong - I've copied some code over from somewhere improperly and the thing I'm calling was never supposed to support that overload. What I find interesting is that the component didn't reject that late-bound call out of hand, but did everything it was supposed to do, at least initially.
Was wondering if anyone knows, or has pointers to good documentation that discusses, the low-level implementation details of Cocoa's 'performSelectorOnMainThread:' method.
My best guess, and one I think is probably pretty close, is that it uses mach ports or an abstraction on top of them to provide intra-thread communication, passing selector information along as part of the mach message.
Right? Wrong? Thanks!
Update 09:39AMPST
Thank you Evan DiBiase and Mecki for the answers, but to clarify: I understand what happens in the run loop, but what I'm looking for an answer to is; "where is the method getting queued? how is the selector information getting passed into the queue?" Looking for more than Apple's doc info: I've read 'em
Update 14:21PST
Chris Hanson brings up a good point in a comment: my objective here is not to learn the underlying mechanisms in order to take advantage of them in my own code. Rather, I'm just interested in a better conceptual understanding of the process of signaling another thread to execute code. As I said, my own research leads me to believe that it's takes advantage of mach messaging for IPC to pass selector information between threads, but I'm specifically looking for concrete information on what is happening, so I can be sure I'm understanding things correctly. Thanks!
Update 03/06/09
I've opened a bounty on this question because I'd really like to see it answered, but if you are trying to collect please make sure you read everything, including all currently posed answers, comments to both these answers and to my original question, and the update text I posted above. I'm look for the lowest-level detail of the mechanism used by performSelectorOnMainThread: and the like, and as I mentioned earlier, I suspect it has something to do with Mach ports but I'd really like to know for sure. The bounty will not be awarded unless I can confirm the answer given is correct. Thanks everyone!
Yes, it does use Mach ports. What happens is this:
A block of data encapsulating the perform info (the target object, the selector, the optional object argument to the selector, etc.) is enqueued in the thread's run loop info. This is done using #synchronized, which ultimately uses pthread_mutex_lock.
CFRunLoopSourceSignal is called to signal that the source is ready to fire.
CFRunLoopWakeUp is called to let the main thread's run loop know it's time to wake up. This is done using mach_msg.
From the Apple docs:
Version 1 sources are managed by the run loop and kernel. These sources use Mach ports to signal when the sources are ready to fire. A source is automatically signaled by the kernel when a message arrives on the source’s Mach port. The contents of the message are given to the source to process when the source is fired. The run loop sources for CFMachPort and CFMessagePort are currently implemented as version 1 sources.
I'm looking at a stack trace right now, and this is what it shows:
0 mach_msg
1 CFRunLoopWakeUp
2 -[NSThread _nq:]
3 -[NSObject(NSThreadPerformAdditions) performSelector:onThread:withObject:waitUntilDone:modes:]
4 -[NSObject(NSThreadPerformAdditions) performSelectorOnMainThread:withObject:waitUntilDone:]
Set a breakpoint on mach_msg and you'll be able to confirm it.
One More Edit:
To answer the question of the comment:
what IPC mechanism is being used to
pass info between threads? Shared
memory? Sockets? Mach messaging?
NSThread stores internally a reference to the main thread and via that reference you can get a reference to the NSRunloop of that thread. A NSRunloop internally is a linked list and by adding a NSTimer object to the runloop, a new linked list element is created and added to the list. So you could say it's shared memory, the linked list, that actually belongs to the main thread, is simply modified from within a different thread. There are mutexes/locks (possibly even NSLock objects) that will make sure editing the linked list is thread-safe.
Pseudo code:
// Main Thread
for (;;) {
lock(runloop->runloopLock);
task = NULL;
do {
task = getNextTask(runloop);
if (!task) {
// function below unlocks the lock and
// atomically sends thread to sleep.
// If thread is woken up again, it will
// get the lock again before continuing
// running. See "man pthread_cond_wait"
// as an example function that works
// this way
wait_for_notification(runloop->newTasks, runloop->runloopLock);
}
} while (!task);
unlock(runloop->runloopLock);
processTask(task);
}
// Other thread, perform selector on main thread
// selector is char *, containing the selector
// object is void *, reference to object
timer = createTimerInPast(selector, object);
runloop = getRunloopOfMainThread();
lock(runloop->runloopLock);
addTask(runloop, timer);
wake_all_sleeping(runloop->newTasks);
unlock(runloop->runloopLock);
Of course this is oversimplified, most details are hidden between functions here. E.g. getNextTask will only return a timer, if the timer should have fired already. If the fire date for every timer is still in the future and there is no other event to process (like a keyboard, mouse event from UI or a sent notification), it would return NULL.
I'm still not sure what the question is. A selector is nothing more than a C string containing the name of a method being called. Every method is a normal C function and there exists a string table, containing the method names as strings and function pointers. That are the very basics how Objective-C actually works.
As I wrote below, a NSTimer object is created that gets a pointer to the target object and a pointer to a C string containing the method name and when the timer fires, it finds the right C method to call by using the string table (hence it needs the string name of the method) of the target object (hence it needs a reference to it).
Not exactly the implementation, but pretty close to it:
Every thread in Cocoa has a NSRunLoop (it's always there, you never need to create on for a thread). PerformSelectorOnMainThread creates a NSTimer object like this, one that fires only once and where the time to fire is already located in the past (so it needs firing immediately), then gets the NSRunLoop of the main thread and adds the timer object there. As soon as the main thread goes idle, it searches for the next event in its Runloop to process (or goes to sleep if there is nothing to process and being woken up again as soon as an event is added) and performs it. Either the main thread is busy when you schedule the call, in which case it will process the timer event as soon as it has finished its current task or it is sleeping at the moment, in which case it will be woken up by adding the event and processes it immediately.
A good source to look up how Apple is most likely doing it (nobody can say for sure, as after all its closed source) is GNUStep. Since the GCC can handle Objective-C (it's not just an extension only Apple ships, even the standard GCC can handle it), however, having Obj-C without all the basic classes Apple ships is rather useless, the GNU community tried to re-implement the most common Obj-C classes you use on Mac and their implementation is OpenSource.
Here you can download a recent source package.
Unpack that and have a look at the implementation of NSThread, NSObject and NSTimer for details. I guess Apple is not doing it much different, I could probably prove it using gdb, but why would they do it much different than that approach? It's a clever approach that works very well :)
The documentation for NSObject's performSelectorOnMainThread:withObject:waitUntilDone: method says:
This method queues the message on the run loop of the main thread using the default run loop modes—that is, the modes associated with the NSRunLoopCommonModes constant. As part of its normal run loop processing, the main thread dequeues the message (assuming it is running in one of the default run loop modes) and invokes the desired method.
As Mecki said, a more general mechanism that could be used to implement -performSelectorOn… is NSTimer.
NSTimer is toll-free bridged to CFRunLoopTimer. An implementation of CFRunLoopTimer – although not necessarily the one actually used for normal processes in OS X – can be found in CFLite (open-source subset of CoreFoundation; package CF-476.14 in the Darwin 9.4 source code. (CF-476.15, corresponding to OS X 10.5.5, is not yet available.)