Allocation of memory for a class system (avoid new/delete)

My plugin has been crashing a lot, but only under Windows. I realized that the culprit is in my code for the creation of a bitmap GDI + drawing.

The code I use is:

...

Bitmap image * tempImg = NULL;

try {}

tempImg = new Bitmap (width, height, bitmap_bytes_per_rowL, PixelFormat32bppPARGB, reinterpret_cast < BYTE * > (bitmap_dataP));

} catch (A_long & e) {}

Return PF_Err_OUT_OF_MEMORY;    Assuming that...

}

If (tempImg! = NULL) {}

canvas = Graphics::FromImage (tempImg);

delete tempImg;

}

In this case, bitmap_bytes_per_rowL has been calculated before, and bitmap_dataP refers to the memory correctly allocated (via host_new_handle()) where the drawing will happen. tempImg is an object Bitmap GDI + Windows, that is only used to create the object Graphics "canvas." Once it has achieved its objectives, it will be deleted.

I'm 99% sure that it is the cause of my crashes. It crashes all the time and it is more likely when the code is compiled in release mode.

So, I have two options:

-Allocation of memory for the Bitmap object using host_new_handle (sizeof (Bitmap)), and lock up the handle to get a pointer to my bitmap object. Problem, it is, how to initialize, because I will no longer use the keyword "new"?

-Create my Graphics 'canvas' object without starting by creating a Bitmap object. That would be my preferred method, but the only other way to create a Graphics object is via an HDC and HWND, neither of which I know how to access and then how do I associate my (real) memory of drawing?

Thanks for the tips!

Christian

what you are looking for is called a 'new place '.

Bitmap image * somePointer = new (someMemoryAlreadyAllocated) bitmap.

http://StackOverflow.com/questions/222557/what-uses-are-there-for-placement-new

Tags: After Effects

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