/// <summary> /// Cleans up either unmanaged resources or managed and unmanaged resources. /// </summary> /// <remarks> /// <para> /// If disposing equals true, the method has been called directly or indirectly by a user's /// code. Managed and unmanaged resources can be disposed. /// </para> /// <para> /// If disposing equals false, the method has been called by the runtime from inside the /// finalizer and you should not reference other objects. Only unmanaged resources can /// be disposed. /// </para> /// </remarks> /// <param name="disposing">Was Dispose called manually?</param> protected override void Dispose(bool disposing) { if (!isDisposed) // Check To See If Dispose Has Already Been Called { if (disposing) // If disposing Equals true, Dispose All Managed And Unmanaged Resources { if (rtbInformation != null) { rtbInformation.Dispose(); } if (dgInputHelp != null) { dgInputHelp.Dispose(); } if (sbpCurrentFps != null) { sbpCurrentFps.Dispose(); } if (sbpHighestFps != null) { sbpHighestFps.Dispose(); } if (sbpLowestFps != null) { sbpLowestFps.Dispose(); } if (sbpOpenGlResolution != null) { sbpOpenGlResolution.Dispose(); } if (sbpWindowResolution != null) { sbpWindowResolution.Dispose(); } if (statusBar != null) { statusBar.Dispose(); } if (timer != null) { timer.Dispose(); } GC.SuppressFinalize(this); // Prevent Being Added To The Finalization Queue } // Release Any Unmanaged Resources Here, If disposing Was false, Only The Following Code Is Executed rtbInformation = null; dgInputHelp = null; sbpCurrentFps = null; sbpHighestFps = null; sbpLowestFps = null; sbpOpenGlResolution = null; sbpWindowResolution = null; statusBar = null; timer = null; } isDisposed = true; // Mark As disposed }
/// <summary> /// Cleans up either unmanaged resources or managed and unmanaged resources. /// </summary> /// <remarks> /// <para> /// If disposing equals true, the method has been called directly or indirectly by a user's /// code. Managed and unmanaged resources can be disposed. /// </para> /// <para> /// If disposing equals false, the method has been called by the runtime from inside the /// finalizer and you should not reference other objects. Only unmanaged resources can /// be disposed. /// </para> /// </remarks> /// <param name="disposing">Was Dispose called manually?</param> protected override void Dispose(bool disposing) { if(!isDisposed) { // Check To See If Dispose Has Already Been Called if(disposing) { // If disposing Equals true, Dispose All Managed And Unmanaged Resources if(rtbInformation != null) { rtbInformation.Dispose(); } if(dgInputHelp != null) { dgInputHelp.Dispose(); } if(sbpCurrentFps != null) { sbpCurrentFps.Dispose(); } if(sbpHighestFps != null) { sbpHighestFps.Dispose(); } if(sbpLowestFps != null) { sbpLowestFps.Dispose(); } if(sbpOpenGlResolution != null) { sbpOpenGlResolution.Dispose(); } if(sbpWindowResolution != null) { sbpWindowResolution.Dispose(); } if(statusBar != null) { statusBar.Dispose(); } if(timer != null) { timer.Dispose(); } GC.SuppressFinalize(this); // Prevent Being Added To The Finalization Queue } // Release Any Unmanaged Resources Here, If disposing Was false, Only The Following Code Is Executed rtbInformation = null; dgInputHelp = null; sbpCurrentFps = null; sbpHighestFps = null; sbpLowestFps = null; sbpOpenGlResolution = null; sbpWindowResolution = null; statusBar = null; timer = null; } isDisposed = true; // Mark As disposed }