This question has been bugging me for a while: I've read in MSDN's DirectX article the following:
The destructor (of the application) should release any (Direct2D) interfaces stored...
DemoApp::~DemoApp()
{
SafeRelease(&m_pDirect2dFactory);
SafeRelease(&m_pRenderTarget);
SafeRelease(&m_pLightSlateGrayBrush);
SafeRelease(&m_pCornflowerBlueBrush);
}
Now, if all of the application's data is getting released/deallocated at the termination (source) why would I go through the trouble to make a function in-order-to/and release them individually? it makes no sense!
I keep seeing this more and more over the time, and it's obviously really bugging me. The MSDN article above is the first time I've encountered this, so it made sense to mention it of all other cases.
Well, since so far I didn't actually ask my questions, here they are:
- Do I need to release something before termination? (do explain why please)
- Why did the author in MSDN haven chosen to do that?
- Does the answer differ from native & managed code? I.E. Do I need to make sure everything's disposed at the end of the program while I'm writing a C# program? (I don't know about Java but if disposal exists there I'm sure other members would appreciate an answer for that too).
Thank you!