Charlie Kindel
Program Manager, Windows NT
October 20, 1995
This paper is intended to be a quick reference for the primary rules of using and implementing Microsoft® Component Object Model (COM) objects. Readers interested in gaining a better understanding of what COM is, as well as the motivations behind its design and philosophy, should read the first two chapters of the Component Object Model Specification (MSDN Library, Specifications). Chapter 1 is a brief introduction, and Chapter 2 provides a thorough overview. The information presented here is all taken from the COM specification.
An object is not a Microsoft® Component Object Model (COM) object unless it implements at least one interface that at minimum is IUnknown.
IA * pA = (some function returning an IA *);
IB * pB = NULL;
HRESULT hr;
hr = pA->QueryInterface(IID_IB, &pB); // line 4
Symmetric: | pA->QueryInterface(IID_IA, ...) must succeed (a>>a) |
Reflexive: | If, in line 4, pB was successfully obtained, then
must succeed (a>>b, then b>>a). |
Transitive: | If, in line 4, pB was successfully obtained, and we do
and pC is successfully obtained in line 7, then
must succeed (a>>b, and b>>c, then a>>c). |
Rule 1: AddRef must be called for every new copy of an interface pointer, and Release called for every destruction of an interface pointer, except where subsequent rules explicitly permit otherwise.
The following rules call out common nonexceptions to Rule 1.
Rule 2: Special knowledge on the part of a piece of code of the relationships of the beginnings and the endings of the lifetimes of two or more copies of an interface pointer can allow AddRef/Release pairs to be omitted.
See the excellent "Managing Object Lifetimes in OLE" technical article by Douglas Hodges, and Chapter 3 of Inside OLE, 2nd edition, by Kraig Brockschmidt (MSDN Library, Books) for more information on reference-counting.
Each process that uses COM in any way—client, server, object implementor—is responsible for three things:
In-process servers can assume that the process they are being loaded into has already performed these steps.
Creating objects that can be aggregated is optional; however, it is simple to do, and doing so has significant benefits. The following rules must be followed in order to create an object that is aggregatable (often called the inner object).
The code fragment below illustrates a correct implementation of an aggregatable object using the nested class approach to implementing interfaces:
// CSomeObject is an aggregatable object that implements
// IUnknown and ISomeInterface
class CSomeObject : public IUnknown
{
private:
DWORD m_cRef; // Object reference count
IUnknown* m_pUnkOuter; // Outer unknown, no AddRef
// Nested class to implement the ISomeInterface interface
class CImpSomeInterface : public ISomeInterface
{
friend class CSomeObject ;
private:
DWORD m_cRef; // Interface ref-count, for debugging
IUnknown* m_pUnkOuter; // Outer unknown, for delegation
public:
CImpSomeInterface() { m_cRef = 0; };
~ CImpSomeInterface(void) {};
// IUnknown members delegate to the outer unknown
// IUnknown members do not control lifetime of object
STDMETHODIMP QueryInterface(REFIID riid, void** ppv)
{ return m_pUnkOuter->QueryInterface(riid,ppv); };
STDMETHODIMP_(DWORD) AddRef(void)
{ return m_pUnkOuter->AddRef(); };
STDMETHODIMP_(DWORD) Release(void)
{ return m_pUnkOuter->Release(); };
// ISomeInterface members
STDMETHODIMP SomeMethod(void)
{ return S_OK; };
} ;
CImpSomeInterface m_ImpSomeInterface ;
public:
CSomeObject(IUnknown * pUnkOuter)
{
m_cRef=0;
// No AddRef necessary if non-NULL as we're aggregated.
m_pUnkOuter=pUnkOuter;
m_ImpSomeInterface.m_pUnkOuter=pUnkOuter;
} ;
~CSomeObject(void) {} ;
// Static member function for creating new instances (don't use
// new directly). Protects against outer objects asking for interfaces
// other than IUnknown
static HRESULT Create(IUnknown* pUnkOuter, REFIID riid, void **ppv)
{
CSomeObject* pObj;
if (pUnkOuter != NULL && riid != IID_IUnknown)
return CLASS_E_NOAGGREGATION;
pObj = new CSomeObject(pUnkOuter);
if (pObj == NULL)
return E_OUTOFMEMORY;
// Set up the right unknown for delegation (the non-aggregation
case)
if (pUnkOuter == NULL)
pObj->m_pUnkOuter = (IUnknown*)pObj ;
HRESULT hr;
if (FAILED(hr = pObj->QueryInterface(riid, (void**)ppv)))
delete pObj ;
return hr;
}
// Implicit IUnknown members, non-delegating
// Implicit QueryInterface only controls inner object
STDMETHODIMP QueryInterface(REFIID riid, void** ppv)
{
*ppv=NULL;
if (riid == IID_IUnknown)
*ppv=this;
if (riid == IID_ISomeInterface)
*ppv=&m_ImpSomeInterface;
if (NULL==*ppv)
return ResultFromScode(E_NOINTERFACE);
((IUnknown*)*ppv)->AddRef();
return NOERROR;
} ;
STDMETHODIMP_(DWORD) AddRef(void)
{ return ++m_cRef; };
STDMETHODIMP_(DWORD) Release(void)
{
if (--m_cRef != 0)
return m_cRef;
delete this;
return 0;
};
};
When developing an object that aggregates in another object, these rules must be followed:
// Obtaining inner object interface pointer
pUnkInner->QueryInterface(IID_IFoo, &pIFoo);
pUnkOuter->Release();
// Releasing inner object interface pointer
pUnkOuter->AddRef();
pIFoo->Release();
The details of apartment-model threading are actually quite simple, but must be followed carefully, as follows:
Every object lives on a single thread (within a single apartment).