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Release memory from ID3D11Device::CreateBuffer(...)


Release memory from ID3D11Device::CreateBuffer(...)

By : Francois Bergeron
Date : November 28 2020, 09:01 AM
wish help you to fix your issue Once the call to CreateBuffer returns, Direct3D does not need your std::vector data accessible. Using Microsoft::WRL::ComPtr takes care of the rest. When it goes out of scope, it will call Release on the COM object returned from CreateBuffer. The COM object itself will get freed whenever the reference count hits zero.
The one thing to keep in mind here is that Direct3D uses a non-standard COM lifecyle model: once the Direct3D 11 device is destroyed, all the 'device children' objects created from it are immediately invalid even if they still have a non-zero reference count. Therefore, you usually explicitly clean up all the various COM objects just before you do the final release of the Direct3D device. With Microsoft::WRL::ComPtr you can do this with Reset.
code :


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How can I manully release the memory which is allocated by auto release pool

How can I manully release the memory which is allocated by auto release pool


By : user3755739
Date : March 29 2020, 07:55 AM
wish helps you , You'd need to create your own NSAutoreleasePool for this operation:
code :
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// Your code here
[pool drain];
Release UIWebView content from the memory, force the app to release the memory

Release UIWebView content from the memory, force the app to release the memory


By : salamander face
Date : March 29 2020, 07:55 AM
around this issue I'm developing an app that use a lot of images, I'm using the UIWebView to represent about 200 image using JavaScript code (i'm using UIZE library), the problem is when i'm done with the UIWebView, i'm using the following code in the viewWillDisappear , Try this:
code :
- (void)viewDidUnload
{
[webViews release];
webViews = nil;
}
How to release correctly memory in iOS: Memory is never released; potential leak of memory pointed to by

How to release correctly memory in iOS: Memory is never released; potential leak of memory pointed to by


By : Kate Schmieg
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , You need to free the bytes, because NSData does not take ownership of it: it cannot know if the array is a temporary or a dynamic, so it makes a copy of it.
To fix this problem, replace
code :
return [NSData dataWithBytes:bytes length:c];
NSData *res = [NSData dataWithBytes:bytes length:c];
free(bytes);
return res;
ComPtr<ID3D11Device> to IntPtr

ComPtr<ID3D11Device> to IntPtr


By : Balaji Teja
Date : March 29 2020, 07:55 AM
should help you out I suspect what you need to do is to read the docs for things like this: http://microsoft.github.io/Win2D/html/M_Microsoft_Graphics_Canvas_CanvasDevice_CreateFromDirect3D11Device.htm
CanvasDevice implements ICanvasResourceCreator, so you could return it directly once you've created it using the static factory method.
Understanding ID3D11Device and ID3D11DeviceContext

Understanding ID3D11Device and ID3D11DeviceContext


By : Priscilla dos Santos
Date : March 29 2020, 07:55 AM
it should still fix some issue The ID3D11Device is used for creating resources, for example, the many shaders in the pipeline.
The ID3D11DeviceContext is used for binding those resources to the pipeline, for example, the many shaders.
code :
device->CreatePixelShader(/*arguments*/);
context->PSSetShader(/*pass shader created with 'device'*/);
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