protected override void Dispose(bool A_0) { sampleClip.Dispose(); referenceClip.Dispose(); maskClip?.Dispose(); base.Dispose(A_0); }
protected sealed override void Dispose(bool A_0) { srcClip.Dispose(); overClip.Dispose(); srcMaskClip?.Dispose(); overMaskClip?.Dispose(); base.Dispose(A_0); }
/// <summary> /// Disposes this and all contexts up the stack. /// </summary> public void Dispose(bool disposing) { // Dispose all contexts up the stack since they are relative to this one and its state will be invalid. Next?.Dispose(); Next = null; Clip?.Dispose(); Clip = null; }
protected override void Dispose(bool disposing) { // This is where you can deallocate any memory you might have used. if (disposing) { //Release any managed resources here. //NOTE: You must dispose all Clips(except for the Child clip since it is disposed in base class) //when they are no longer needed, otherwise avisynth may crash at exit. WindowVideo.Dispose(); } //Release any unmanaged resources here. //Don't forget to call this base.Dispose(disposing); }
protected sealed override void Dispose(bool A_0) { src.Dispose(); over.Dispose(); base.Dispose(A_0); }