Creation of C++ objects within an exporter plugin (CS6 SDK)

I downloaded the SDK from Adobe CS6.  In the example of the exporter, within the exSelBeginInstance(), there are calls to the API 'suite of memory '.  He grabs little memory (when running) for an array of struct/C.

In my case, I need to call the operator new() on a class derived from C++.  The idea is that I will create the object in the exSelBeginInstance(), then remove it during exSelEndInstance.


If I use the new() operator, then the memory-suite will not know the object at all. Otherwise, I could call the memory-API to grab a piece of memory the size of "sizeof (my_class)" but it works correctly either, because the object itself may need to create instances of other classes.

So is it possible to use safely created dynamically C++ objects within a plugin exporter? Or should I re-architecture to avoid calling the new() constructor?

the suite of adobe memory should not be used for this sort of thing.

Just use the new operator as you normally would.

the key is to store all pointers to your allocated dynamically in the lRec (IE private data) so that the EndInstance, you can take responsibility for all of the delete (lRec-> xxxxx), you need to do to clean.

Tags: Premiere

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