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Anton Polinger - Developing Microsoft Media Foundation Applications

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Create powerful and professional media applications and components with Microsoft Media Foundation--and deliver the next generation of high-definition multimedia. Led by an expert who has developed Microsoft media technologies over the past decade, youll learn how to build applications that can capture different types of video and audio files, process media information, and stream media over the Internet. Discover how to: Get a complete introduction to the Media Foundation API Transfer your skills with Microsoft DirectShow to Media FoundationDevelop custom Media Foundation componentsCreate advanced Media Foundation video and audio applicationsSolve common problems during development using Media Foundation debugging techniques

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Developing Microsoft Media Foundation Applications
Anton Polinger
Editor
Russell Jones

Copyright 2011 Emad Barsoum and Anton Polinger, Anton Polinger

Microsoft Press books are available through booksellers and distributors worldwide. If you need support related to this book, email Microsoft Press Book Support at .

Microsoft and the trademarks listed at http://www.microsoft.com/about/legal/en/us/IntellectualProperty/Trademarks/EN-US.aspx are trademarks of the Microsoft group of companies. All other marks are property of their respective owners.

The example companies, organizations, products, domain names, email addresses, logos, people, places, and events depicted herein are fictitious. No association with any real company, organization, product, domain name, email address, logo, person, place, or event is intended or should be inferred.

This book expresses the authors views and opinions. The information contained in this book is provided without any express, statutory, or implied warranties. Neither the authors, OReilly Media, Inc., Microsoft Corporation, nor its resellers, or distributors will be held liable for any damages caused or alleged to be caused either directly or indirectly by this book.

Microsoft Press

Dedication

This book is dedicated to my parents for putting up with me .

ANTON POLINGER

Introduction

Microsoft Media Foundation (MF) is Microsofts new media platform in Windows, introduced in Windows Vista. MF is intended as the primary media application development platform, superseding and replacing Microsoft DirectShow, Microsoft DirectX Media Objects, Microsoft Video for Windows, and all other previous media technologies. MF gives you the ability to create advanced video and audio processing applications on the Windows platform starting with Windows Vista. If you want to develop Windows media applications, you will need to use the Media Foundation platform to access various components and hardware acceleration capabilities provided with Windows.

Developing Microsoft Media Foundation Applications provides an organized walk-through of the MF system, giving the reader an overview of the core ideas necessary for designing MF applications. This book will provide you with a basic understanding of all the major components necessary to write MF applications. The samples provided with this book demonstrate the ideas discussed here and provide concrete examples of how to use the various APIs and components demonstrated in each chapter. Though the book is designed to give you a necessary grounding in the ideas required for developing Media Foundation applications, it can also be used as a Media Foundation reference.

Who Should Read This Book

This book is designed to help existing COM and C++ developers understand the core concepts of Media Foundation. The book does not assume that the reader is already familiar with other media technologies, and it gives an overview of the core concepts behind media application development. However, a grounding in the basic ideas used in DirectShow and other media platforms will be useful for the reader. Though the book is not a complete reference of MF technologies, it will also be worthwhile for experienced Media Foundation developers because it provides the background and ideas of MF at a deeper level than in many other sources.

Although an understanding of basic COM concepts is required for the book, you do not need to have extensive knowledge of related technologies such as Active Template Libraries (ATL). The examples use only a handful of ATL objects, and the book provides a quick explanation of these ATL classes and ideas.

Assumptions

Because MF uses COM extensively, this book expects that you have a basic understanding of C++ and COM technologies. If you do not yet have the knowledge of the core COM ideas and APIs, you might consider reading Essential COM by Don Box (Addison-Wesley Professional, 1998), or Inside COM by Dale Rogerson (Microsoft Press, 1997).

Though you can gain access to the MF APIs through managed wrappers and by importing various MF functions, this book contains examples only in C++. You can use managed code to access these APIs and attempt to follow along with the examples, but be aware that a layer of managed code will add an extra level of complexity to your applications and make it more difficult to apply the concepts being discussed.

Who Should Not Read This Book

Not every book is aimed at every possible audience. If you do not have basic COM and C++ experience, or if youre not aiming to gain a thorough grounding in developing media-based applications, this book is not for you.

Organization of This Book

This book is divided into nine chapters, each of which focuses on a different concept or idea within Media Foundation. Though you can read the chapters independently from each other, they gradually increase in complexity and assume a basic knowledge of the ideas previously discussed.

, describe more advanced concepts behind the MF platform and applications.

In addition, the book contains three appendixes that can be used as reference material. demonstrates several common ATL objects used in every sample in the book.

Finding Your Best Starting Point in This Book

The various chapters of Developing Microsoft Media Foundation Applications cover several objects and ideas used in MF applications. Depending on your needs and the current level of your media development experience, you can concentrate on different chapters of the book. Use the following table to determine how best to proceed through the book.

If you are

Follow these steps

New to media application development

Focus on , or read through the entire book in order.

Familiar with core media concepts and other media platforms

Briefly skim if you need a refresher on the core concepts.

Read through to gain an understanding of the asynchronous design pattern of MF applications.

Read through to get an understanding of the core media processing components most commonly developed in MF.

An experienced MF developer

Skim .

Most of the books chapters include hands-on samples that let you try out the concepts just learned. No matter which sections you choose to focus on, be sure to download and install the sample applications on your system.

Conventions and Features in This Book

This book presents information using conventions designed to make the information readable and easy to follow.

  • Boxed elements with labels such as Note and More Info provide additional information or more advanced ideas behind some of the concepts discussed in that section.

  • At the end of most chapters, you can find the class definitions of key classes used in the examples for the chapter.

  • At the beginning of most sections, you can find introductions with conceptual diagrams and brief overviews of the components discussed later in the chapter.

  • Before demonstrating various MF interfaces, each chapter provides a brief overview of all the methods in the interface.

Standard Coding Practices

This book uses several standard coding practices and a specific coding style. For simplicity, it omits some of the more esoteric macros and unusual design decisions often seen in MF code on MSDN. Instead, youll use several basic ATL and Standard Template Library (STL) objects that help streamline application design, reduce the amount of code you need to write, and eliminate some of the more common COM programming bugs.

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