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### #ActualConny14156

Posted 18 February 2013 - 10:55 PM

Hi,

This may seems as a weird question but, is this the correct way to "Store" a ID3D11ShaderResourceView* Pointer?

Am trying to store COM Object pointer inside a simple map with a std::string key.

I get no error's but when I quit the program it complains about unreleased objects.

Neither do I get a error when I try to release the "objects".

So I start to question my method about how to release it.

The reason why I am using a while loop with .empty(); is cause I can't seems to use the [] operator except for [0]. while am at it would appreciate if someone could explain that to >.<


std::map<std::string,ID3D11ShaderResourceView*> TotalTexture;
TotalTexture.insert
(

);
while(!TotalTexture.empty())
{
TotalTexture.begin()->second->Release();
TotalTexture.erase(TotalTexture.begin());
}


### #1Conny14156

Posted 18 February 2013 - 02:28 AM

Hi,

This may seems as a weird question but, is this the correct way to "Store" a ID3D11ShaderResourceView* Pointer?

Am trying to store COM Object pointer inside a simple map with a std::string key.

I get no error's but when I quit the program it complains about unreleased objects.

Neither do I get a error when I try to release the "objects".

So I start to question my method about how to release it.

The reason why I am using a while loop with .empty(); is cause I can't seems to use the [] operator except for [0]. while am at it would appreciate if someone could explain that to >.<


std::map<std::string,ID3D11ShaderResourceView*> TotalTexture;
TotalTexture.insert
(

);
while(!TotalTexture.empty())
{
TotalTexture.begin()->second->Release();
TotalTexture.erase(TotalTexture.begin());
}


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