COM, COM+, DCOM, where to start? - c++

I am curious about COM+, DCOM. I know that MSFT does not encourage you to use this tools natively (meaning with C/C++, in fact there is not a lot of documentation available) but I want to learn to use these technologies, like embedding Internet Explorer into a C program.
I thought that maybe I could find people that worked with this or that knows about this technology.
Where to start? Any ideas? Any example (like Hello World DCOM)?

If you are serious about learning COM, Don Box's "Essential COM" is definitely an absolute "must read". COM can be confusing and in my humble opinion Don Box is one of the few people who actually "got it".
The example code in "Essential COM" is in C++. You won't find many books that support COM in C. You can write COM in C, but it will be very, very painful. COM is optimized for C++ development.
This book is not perfect nor "complete". There are some (granted, a bit esoteric) areas that the book skims over. For example, the book has like 1 1/2 pages on "monikers" (I have never seen a treatment of monikers that satisfies me). I consider this book to be THE fundamental book.
Second, in real life you are likely to want to use a supporting library such as ATL, rather than writing all the COM glue directly. There are too many ways to make subtle mistakes in COM even in the basic set up. ATL will give you good patterns and implement the boring code for you. In learning, you are better off using plain C++.
There are many books about ATL and several are quite good. I understand that ATL has changed quite a bit since the old days of VC++6, but I don't have first hand knowledge there: sadly, most of the COM code I work with is forever locked to the flavor of C++ in VC6.
Make sure whatever book you get is written for the version of Visual Studio and/or ATL you are planing on using.
Some background on COM books:
Note that there are a lot of books out there that misunderstand COM, or focus on the wrong things. The older books are worse in this respect. Some of the first few books treated COM as little more than a plumbing detail needed to make OLE work ("Object Linking and Embedding", that's what allows you to drag-and-drop a spreadsheet range into a Word document). Because of that, a lot of the material out there is very confusing. It took a while before people realized that OLE wasn't that important and that COM really was.
By the time Don Box published "Essential COM", the cracks on the foundation of COM had started to become evident. There isn't anything terribly flawed with COM, but the needs of the development community had evolved and outgrown what COM could do without serious revamping.
.NET was born out of that effort to address the limitations in COM, especially in the area of "type information". Just a few years after "Effective COM" was published, the attention of the community shifted away to .NET. Because of that, good COM training material is now and will likely remain forever limited.
So, COM is not broken, and it works great for the things it's used for (that's why Explorer still uses it). It's just not the best solution anymore for many of the problems that need solving today.
In summary:
I recommend "Essential COM" for the basics. Then, any of many good ATL books available (no strong preferences there), and then use other resources like MSDN or -- of course -- Stack Overflow, to cover areas that are of particular interest to you.
If you'd rather avoid relying on resources of the dead-tree variety, go ahead and learn ATL from the web. But some books are worth reading the old fashioned way -- and "Essential COM" is one of them.
Good luck.

COM, COM+ and DCOM are three completely different things. At this point, there is very little reason to learn COM and almost no reason to learn DCOM. The only reason I can think of is if you have to maintain or integrate legacy components. COM+ is still used because it allows for out of process hosting of components and nice things like distributed transaction management.
The best way to start writing up some COM is using ATL. In .NET COM+ is called Enterprise Services.
The best book I know on COM is Don Box's Essential COM and Tim Ewald's COM+ book is excellent too.

I compiled a list of books, which should be read in this order:
'Inside COM' from Dale Rogerson, This should be your first book. It explains the basics of reference counting, interfaces, IUnknown, components, idl, IDispatch, automation types and apartments. From this book you will notice that it takes quite some code to make components and that you can easily skip a 'Release', which leads to resource leaking. Also this books lacks some details.
'ATL Internals' from Tavares. ATL helps you with both client use as making COM components. With smart pointers (e.g. CComPtr) it's hard to get the reference counting wrong these days. ATL also facilitates in making components in c++. Unfortunately ATL hides many functionality in macro's and has a counter intuitive way to implement IUnknown. An alternative might be 'Inside ATL'.
'Essential COM' from Don Box. This book is mentioned frequently but it is not a good beginners book. It misses the overall picture, but is great in its details (e.g. the difference between 'size_is' and 'length_is' in idl).
'Understanding ActiveX and OLE: A Guide for Developers and Managers'. This books touches some of the more esoteric interfaces like IPersist, IStorage; IMoniker etc., but does not go into great detail.
Be aware that COM is somewhat of an old technology, though still viable especially for native developers.

COM is still useful if you want to work with, or extend, various Windows APIs, such as shell extensions, scripting host, and so on.
Essential COM (Box) and ATL Internals (Rector and Sells) are excellent sources. Effective COM (Box, et al) is also ok.
If you really want the full picture on COM, try and get a copy of the immense Inside OLE (Brockschmidt).
Distributed COM (Eddon, Eddon) is decent on DCOM, as is Inside COM+ Base Services (Eddon, Eddon) on COM+.
even some supposedly "pure" C++ books have bits on COM in them. Matthew Wilson's Imperfet C++ has some useful parts for seeing how it works on the inside, and his Extended STL book has a couple of chapters on how to adapt COM to STL collections.
If you want to know more about how to write COM servers, you'll probably need to bone up on ATL. The aforementioned ATL Internals is a must. Despite its humble sounding title, Beginning ATL COM has some useful stuff in it too.
Also helpful in the learning process might be to contrast COM with .NET. The .NET and COM Interoperability Handbook is a big swallow, but has some useful stuff in it. Also, I would check out Shared Source CLI Essentials, just to help contrast the two technoloqies.
HTH

Start with "Inside COM", then move on to "Inside DCOM" and then read the "Essential COM". You will get a grip on COM. Both the books Inside COM and Inside DCOM are Microsoft Publications. Excellent books for the one who wants to know COM/DCOM thoroughly.

Essential COM is especially for implementing or using COM components from C++, without using an IDE, framework, or library to help.
COM is trivial to use from VB or from Delphi, for example, which hide the COM-specific glue from the application programmer. In C++ you'd often use some class library that tries to abstract the details ... Essential COM will tell you what those details are (and kind of implements its own library/framework in doing so).

Actually, if you want to learn more about COM, Microsoft publishes a book about COM and how it works... http://www.amazon.com/Inside-Microsoft-Programming-Dale-Rogerson/dp/1572313498/ref=sr_1_2?ie=UTF8&s=books&qid=1243029018&sr=8-2

Related

What's the fundamental difference between MFC and ATL?

Assuming I am only using them for "normal" GUI programs (no COM, no ActiveX, nothing fancy), what is the fundamental difference I will see between ATL and MFC, to help me figure out which one to use?
I've done some searches on the web, but ultimately none of the answers really answered my question:
http://msdn.microsoft.com/en-us/library/bk8ytxz5(v=vs.80).aspx:
"ATL is a fast, easy way to both create a COM component in C++ and maintain a small footprint. Use ATL to create a control if you don't need all of the built-in functionality that MFC automatically provides."
Doesn't really answer my question, because:
I'm not working with COM.
Does this imply MFC isn't fast? Why/how?
"MFC allows you to create full applications, ActiveX controls, and active documents. If you have already created a control with MFC, you may want to continue development in MFC. When creating a new control, consider using ATL if you don't need all of MFC's built-in functionality."
Also doesn't answer my question, because:
I don't really even know what ActiveX is in the first place.
It looks as though Microsoft is discouraging the use of MFC, but I can't figure out why.
What exactly is MFC's "built-in functionality" that ATL doesn't provide?
In general, this doesn't answer my question because it doesn't explain the downsides and the reasons behind them.
because directly or indirectly, everything seems to link back to the previous page:
How do I decide whether to use ATL, MFC, Win32 or CLR for a new C++ project?
"ATL & MFC are somewhat trickier to decide between. [[No kidding!]] I'd refer you to MSDN's page for choosing in order to decide between them."
Obviously, this doesn't answer my question. :)
http://www.codeguru.com/forum/archive/index.php/t-64778.html
etc.
What I have currently observed (within the last couple of days, while trying to learn both):
ATL is based on templates, or compile-time polymorphism.
ATL methods tend to be non-virtual, and tend to return references.
MFC is based on virtual methods, or run-time polymorphism.
MFC methods tend to be virtual, and tend to return pointers.
But there doesn't seem to be any architectural difference between them:
Both use message maps (BEGIN_MSG_MAP vs. BEGIN_MESSAGE_MAP... big deal)
Both wrap Win32 methods into classes
Both seem to have similar classes CWnd vs. CWindow
But then, if there's no real difference except for the compile-time vs. run-time aspect, then why do both of them exist? Shouldn't one of them be enough?
What am I missing here?
I think the answer to your question is mostly historical, if you look back at how the two libraries originated and evolved through time.
The short answer is, if you are not doing anything "fancy", use ATL. It's great for simple user interfaces with COM thrown in.
The long answer:
MFC was built in the early 90s to try out this new language called C++ and apply it to Windows. It made Office like features available to the development community when the OS didn't have them yet.
[Edit embellishment: I did not work at Microsoft, so I don't know if Office was ever built on MFC, but I think the answer is no. Back in Win 3.1, Win 95 days, Office UI team would invent new controls, package them up in libraries, then the Windows and MFC teams would incorporate wrappers and API to those controls with redistributable dlls. I would guess there was a bit of collaboration and code sharing between those teams. Eventually those controls would make it into the base operating system in service packs or the next Windows version. This pattern continued with the Office Ribbon which was added into Windows as an add-on component well after Office shipped, and is now part of the Windows OS.]
At that time the library was quite primitive, both because of the C++ language and compiler being new, and Microsoft building it up over time as Office evolved.
Because of this history, MFC:
Has a fairly clunky design. It started as a light wrapper around the Windows API, but grew. There are a bunch of little 'features' that had to be invented because the compiler and language just didn't support them. There were no templates, they invented a string class, they invented list classes, they designed their own run time type identification, etc.
Encapsulates 20 years of Office and Windows evolution, which includes a whole crap load of stuff you will probably never use: Single and Multiple Document interfaces, DDE, COM, COM+, DCOM, Document Linking and Embedding (so you can embed a word document in your app if you wanted to), ActiveX controls (evolution of object embedding for the web!), Structured Document Storage, Serialization and Versioning, Automation (from early VBA years), and of course MVC. The latest versions have support for Visual Studio style window docking, and the Office ribbon. Basically every technology out of Redmond in 20 years is in there somewhere. It's just HUGE!
Has a ton of little gotchas, bugs, workarounds, assumptions, support for things that are still there that you will never use, and they cause problems. You need to be intimately familiar with the implementation of many classes and how they interact to use it on a decent size project. Delving into MFC source code during debugging is common. Finding a 15 year old tech note on some pointer being null causing a crash still happens. Assumptions on initialization of ancient document embedding stuff can affect your application in weird ways. There's no such thing as abstraction in MFC, you need to work with it's quirks and internals daily, it doesn't hide anything. And don't get me started on the class wizard.
ATL was invented as the C++ language evolved, and templates arrived. ATL was a showcase of how to use templates to avoid the run-time problems of the MFC library:
Message maps: Since they are template based, types are checked, and if you screw up the bound function, it doesn't build. In MFC message maps are macro based, and run-time bound. This can cause odd bugs, message routed to the wrong window, a crash if you have function or macro defined incorrectly, or just simply not work because something isn't hooked up right. Much more difficult to debug, and easier to break without noticing.
COM/Automation: Similar to message maps, COM was originally run-time bound using Macros, requiring lots of error handing and causing odd problems. ATL made it template based, compile time bound, and much, much easier to deal with.
[Edit Embellishment: At the time ATL was created, Microsoft's technical road map was mainly focused on 'Document Management'. Apple was killing them in the desktop publishing business. Office 'Document Linking and Embedding' was a main component to enhancing the 'Document Management' features of Office to compete in this space. COM was a core technology invented for application integration, and Document Embedding API's were based on COM. MFC was difficult to use for this use case. ATL was a good solution to make this particular technology easier for 3rd party's to implement COM and utilize document embedding features.]
These little improvements make ATL hugely easier to deal with on a simple application that doesn't need all the office like features of MFC. Something with a simple UI and some Office automation thrown in. It's small, it's fast, it's compile time bound saving you much time and headache. MFC has a huge library of classes that can be clunky, and difficult to work with.
Unfortunately ATL stagnated. It had wrappers for the windows API and COM support, and then it never really went beyond that. When the Web took off, all this stuff was sort of forgotten as old news.
[Edit Embellishment: Microsoft realized that this 'Internet Thing' was going to be big. Their technical road map changed drastically to focus on Internet Explorer, Windows Server, IIS, ASP, SQL Server, COM/DCOM in Distributed Transaction Server. So the Document Linking and Embedding was no longer a high priority.]
The huge footprint of MFC made it impossible for them to dump, so it still evolves slowly. Templates have been incorporated back into the library, as well as other language and API enhancements. (I had not heard of WTL until I saw this question. :)
Ultimately, which one to use is simply a matter of preference. The majority of the features you need are in the base OS API, which you can call directly from either library, if there is no suitable wrapper in the library.
Just my 2 cents based on using MFC for many years, and I use it now daily. I dabbled in ATL when it was first released on a few projects for a couple of years. It was a breath of fresh air in those days, but never really went anywhere. And then the Web came along and I forgot all about it.
Edit: This answer has surprising longevity. Since it keeps popping up in my stack overflow page, I thought I'd add some embellishment to the original answer I thought was lacking.
I have been told by many people who have used both that their programming experience was less painful with ATL than with MFC. Your compiled executable will also be much smaller with ATL.
I recommend you take a look at WTL, as it builds upon ATL.
What is that "extra functionality" they keep mentioning? Do I need it?
If you define your requirements, it might be easier to answer if you can avoid using MFC. Unfortunately "nothing fancy" isn't exclusive enough. Being inclusive as to which features you intend to use might be more helpful (which controls, which frameworks/technologies/existing libraries you want to use, etc).
But here's an article that describes some features in MFC that aren't directly supported by WTL/ATL.
MFC also has evolved to the point it supports a great many desirable features, such as MAPI, support for the other Windows logo requirements, sockets, documents (if you like and/or use that pattern), and compound document files. WTL has its share of cool features, but MFC is the clear feature champ. Both environments support framed main window architectures (frame window with separate view window), SDI and MDI applications, split windows, dialog-based applications, and various COM-based classes for COM support.
ATL is a set of classes meant to simplify the implementation of COM objects.
You can use it without MFC. At my job, we use ATL to expose COM interfaces to computational code. There is no GUI involved, it is for us to be able to call this computational code from eg. Excel VBA.
Look at some COM guide/tutorial to see what it abstracts.
MFC is just a set of GUI wrapper classes to the Win32 API. Look at some Win32 API tutorial to see what it abstracts.

C++ for small, individual projects (i.e. hobby programming)

I recently started C++. I am using PHP right now and decided to take a look at C++. Web programming had me working with a couple of languages, with a couple of people. I wanted to do programming where I only had to bother with one language and create small utility apps (mostly not web-based). I wanted a compiled, strongly-type language without memorizing a tome of classes. Basically I wanted to learn C++ for the following:
mobile programming (I don't ever want to go touching Java, and I don't have a Mac for Objective C or IPhone SDK)
small desktop apps like DTRs, POSs
creating small desktop-based games
creating small Air-like applications that can access the web for additional content
I heard that C++ is not beginner-friendly and is mostly used for huge projects with lots of calculations and fine details (like 3D games). Is it practical or even possible for me to use C++ for the above cases? (Sorry, I haven't delved on C++ that much yet, so aside from "huge, monolithic project", I don't know any other uses for it)
You can certainly use C++ in all the areas you mention, though whether it is best of breed for any of them is open to debate. C++ is very large and complex language, and requires a fair bit of effort to get up to speed on. If I were you, I would pick one of the areas you mention that you are most interested in, and then find out which language(s) are best suited for that area and learn that.
If you are set on learning C++ you will need to read at least one book on it - you cannot learn it from internet resources alone. See this question The Definitive C++ Book Guide and List for a book list.
On the droid you can use other languages aside from Java - check out their ASE (Active Scripting Environment). C++ / C should really only be used when you have no other choice - i.e. speed critical code, operating systems etc. It's very easy to make a mistake that's difficult to diagnose and there are lots of task where it'll take way longer than it should to write and odds are others have already done so and done it way better - reinventing the wheel is bad. If it interests you though by all means learn and eventually you may master it. It's an excellent skill to have.
It's also not a completely object oriented language however, it's a hybrid one that supports most object oriented features, but some such as inheritance and polymorphism are a bit awkward to deal with in C++ - for example you have to define methods as virtual in base classes in order to be allowed to redefine them in subclasses - sort of like predicting the future - will this method every be desired to be redefined by an inheritor? Really what happens in that case is you make the base class method virtual later on to enable it to be redefinable - that is if you happen to have access to the source code to do just that - if not then oh well. For an example of this confusing stuff in C++ and other gotchas: Pitfalls
Look at other languages such as Ruby or Python - in particular Stackless Python where a combination of it and C++ (used where necessary) was used to create EVE Online as well as the functional languages such Erlang and Haskell.
For 2, 3 and 4, I recommend C# over C++, for the reasons I wrote here.
About 1, you can do iPhone development with .NET but I've never tried it and I don't know how viable it is.
Edit
To answer your actual question: yes, it's totally practical to write small and large desktop apps in C++. Especially if you use quality tools like Visual Studio and Qt. It's just that I think it'd waste a lot of your time for no reason, unless you intend to go into professional game development eventually.
I went to C++ from PHP like you, but I was more interested in 3D games and such. Now I have moved on to C# and find it much more enjoyable than C++.
As for your specific areas of interest however, C++ is certainly an option but C# may be better.
Mobile programming with C++ is probably not a good idea. I know it's possible with NDKs and such but for a beginner it's probably not so good. For iPhone development, other than the official SDK, the next best option is the (commercial) MonoTouch framework from Novell. However, you may still need a mac to deploy (I don't know). In terms of Android, if you don't want to touch Java (don't blame you) I believe a C# framework (similar to MonoTouch) is in development and other languages may be available. Other platforms? No idea.
Small desktop apps is also very possible with C++. Assuming you're running Windows, you can use the Win32 API (pain) or the C++/CLI API (better). You could also use a different GUI framework like Qt, wxWidgets or GTK+ which are all also supported on other platforms. Again coming back to C#, GUI development using GTK# in MonoDevelop is so much fun. Having used WinForms in Visual C# Express back in my Windows days, I can say that I now enjoy the process whereas I didn't before.
Games are my main area of interest and the reason I originally picked up C++. Seeing as you've said small and desktop-based, using C++ for performance reasons is way overkill IMO. You could make a decent, fun, playable game in Python using pygame without the pain of using a language like C++. In C# (yes, I'm trying to sell it to you) you could create awesome games using the XNA framework from Microsoft or other frameworks like (my personal favorite) OpenTK.
Rich internet applications. C++ is probably not the right tool to use here. It's certainly possible but seeing as C++ has no standard networking library, you would have to figure some of this stuff out yourself. C# may not be the right tool either but it makes it a little easier. There are other options as well (like Python) but it's not something I know much about.
Despite what I've said about it, I still think C++ is a good language to learn. It teaches you about lower-level things you never think about in PHP land. If you want to learn it, the book that really helped me was "C++: A beginners guide" by Herbert Schildt and also "Programming" by Bjarne Stroustrup.
Yes, your use cases can all be done with C++, more or less (YMMV on mobile devices).
To some degree or another, a language like C# will be more rapid to develop in, however.
In my opinion, once you get away from the straight-up form design features and hack for a while in a language & application, language feature comparisons begin to diminish in meaningfulness.
I recommend C++ as a first "heavyweight" language; see here for my most recent discussion on it.

Windows Programming in C++

Being a C#/Java programmer, I really need to know a fact: Has Windows Programming with Win32SDK/MFC/wxWidget become antiquated?
What is the status of popularity of these technologies in software industry now?
Being a C#/Java programmer, do I need to learn Win32SDK/MFC/wxWidget now?
I think that learning the Win32 SDK is useful because it helps you understand how Windows works internally. I found learning about hooks and subclassing very fascinating. So if it interests you then you should go for it. However, you probably don't need to know Win32. It's not yet antiquated today but it may be in the future.
I never had much interest in MFC because it requires the paid version of Visual Studio.
Yes, learn Win32, even if don't ever intend to write or maintain C/C++ apps.
No, don't bother learning MFC/wxWidget now. MFC does come with its source code, so you can study how some classes implement wrappers for Win32, but that is more interesting to C++ programmers. MFC is has decreased in popularity, though Visual Studio continues to support this older tech. Learn MFC/wxWidget only for an as-needed basis, if you need to maintain some older code.
With C#/Java, you can solve a lot of problems, but there are times when you will need to use Win32 directly to achieve some task. for a variety of reasons. Maybe some functionality is simply missing from .NET/Java, or has a bug that can be avoided by going directly to Win32. Maybe your particular problem to solve has unusual or strict requirements, and you would consider writing a portion of your app in native code using some Win32 calls as necessary. Lots of examples/situations really.
Another reason to learn Win32 is that both .NET/Java are higher level abstractions (which is in itself a good thing), but it really does help to understand the internals for these reasons:
You get an appreciation of how much work .NET/Java do for you. Of course, you can do the same things in C/C++, but it takes a lot more work. Consider these two compelling .NET technologies, WPF and WCF, which do a lot work for you.
You will better understand resource management. Specifically, both .NET/Java are garbage collected environments, but you must deterministically release OS resources (explicitly calling Dispose), for such things as network connections, window handles, kernel objects, and plenty more. You should never rely on the garbage collector to release these objects for you, since the GC is non-deterministic.
Debugging, knowing the internals seriously helps here.
Knowing Win32 can sometimes help explain the API design in .NET at least. Some parts of the .NET API are modeled on Win32 API, but some parts of the .NET API are extreme improvements over some truly heinous Win32 API designs (consider the API for using GDI for example).
Finally, knowing Win32 can help solve performance problems in your apps.
Win32 won't become antiquated, until the Microsoft's popular operating systems are based on something else. At one point, Microsoft was going to replace Win32/64 with .NET in Vista, but this didn't pan out. Even for whatever replaces Win32/64 is the future, you still need to understand the OS SDK. At the risk of sounding like a salesman, I will say that learning Win32 will in fact help you write more robust applications and will greatly aid your debugging skills, two important items to help you stay employed. I would never hire a windows programmer who doesn't have at least some experience with Win32.
I would suggest "Windows via C/C++" by Richter/Nasarre, as one example of a good book on Win32 (yes, it's obviously geared towards C/C++, but these authors do an excellent job explaining Win32).
Hope this helps.
I think Win32/64 SDK will never be antiquated, as drivers or other low level programs won't be written in .NET or Java because of the performance requirements. If you are going to develop in .NET, then MFC or wxWidget is useless for you.
I develop in .NET regularly, and sincerely, every program I've ever created in .NET called some Win32 API functions. So learning Win32/64 SDK isn't pointless, but is time-consuming.
I am an architect and I recommend that all new projects use newer technologies, like .NET or Java. The difference in productivity is tremendous, at least according to my own experience with C++ and .NET.
There are two exceptions:
- I work for a software company and we are bound by the requirements of our customer, usually including the programming environment. So, if a customer only has people knowing, say, MFC, we will make an MFC project. But this is becoming rarer and rarer. If we have the choice, we will go with .NET or Java.
- You have a team with expert people in these older technologies and they are quite productive with them.
There's plenty of work for people like you, so I'd advise not learning these for job purposes. We have some MFC apps, but that's partly because it's what we had and partly because we had more faith in C++ performance, and performance is very important for them.
I wouldn't call C++ or MFC antiquated, but there's relatively less new work in it. (I would very much like to never support another Win32 program, though.) The new C++ standard should be out in 200B, and people will continue to work on it, and Microsoft has been adding new classes to MFC, so obviously there's continued interest and continued work.
For professional development, I'd suggest you learn something different, but that would be something like Lisp or Haskell, rather than C++, and as far as I can tell there's no particular virtue in knowing MFC.
Realistically Microsoft forces business to use their latest and greatest technologies. There will always be work for someone who knows both technologies because someone has to port legacy code.
Many small devices (phones) or games require lighter solutions. If you intend to work in those areas you will definitely need those technologies.
You need to decide where you want to go. Once you have a map then you can lay in the right supplies for the journey.
I found Java horrendous to work with compared to Win32. Someone needs to cut about ninety percent of the inbuilt libraries.
I wouldn't call Win32 and such antiquated. As other people have said, it really depends on the app. As a game developer, I use Win32 less and DirectX a hell of a lot more. I could double or triple my Windows code, and it would still be an extremely small portion of the project.
However, if you're writing a primarily interface application with a relatively small and lightweight backend, .NET might well be a good choice for you.
As for Haskell, I just found that to be a truly terrible language in pretty much every respect. It seemed to me that it served some abstract mathematical definition of "functional", rather than a real definition of "programmable-in".
Win32 SDK is nowadays used in niche markets, where more modern technologies can't be used for some reasons (legacy Win32 systems, games, system drivers, Windows Embedded systems). If you aren't planning on pursuing a career on these markets, I wouldn't bother learning Win32 now. It is not that is useless and has no new things to teach you, but let's face it, there are so many new technologies coming out even at the time we speak. I have a dozen of technologies/languages in my waiting list to start learning and experimenting with. You can certainly find more interesting and more career favorable technologies to learn.
Performance critical apps (games) typically use C++ Win32 API.
C# and .NET are actually built on top of the Win32 API. To access some of the advanced features of Win32 that aren't exposed through C# and .NET you use Pinvoke to manually expose a C Win32 function to your C# app.

Component Object Model via C++(maybe VS)

I was searching through google about Microsoft Component Object Model. Found only few normal articles and only 1 step by step example, which doesn't work. Is there any links/references/books/tutorials you know how to build simple COM component via VS C++? Any answer or help would be appreciated!
COM is generally considered antiquated technology these days. That's not to say nobody is still using it - there are plenty of legacy systems that are still invested in it - but it's rare to find someone approaching it as a newbie nowadays.
I'm not sure if things have moved on much but my recommendations would be Don Box's Essential COM and ATL Internals .
Actually my overriding recommendation would be to avoid it if you can :-)
Start with reading
Essential COM by Don box
a must read for anyone who wants to do COM development.
Inside Com - Dale Rogerson is a classic book and also code project has good examples on it:
http://www.codeproject.com/KB/COM/comintro.aspx
MSDN provides a tutorial for building com with ATL here:
http://msdn.microsoft.com/en-us/library/599w5e7x(VS.71).aspx
It should be good material for getting start.
If you don't have a really good reason to learn COM, I suggest getting into .NET instead. COM a legacy technology, which still lives with us, and sometimes we need to maintain software that use it, or interoperate with it. But there is no good reason to use it for brand new development, in my opinion.
Some COM weaknesses:
Message pumping
Reference counting (caused problems with circular references)
DLL hell
I read somewhere that .NET was first called COM 2.0 internally (sorry, I couldn't find a reference), but later on it has grown into a much more complete platform. It has overcome COM's weaknesses, and provides a great class library.

Learning C++ right?

Since I have been mostly using script languages in the past time but now want to go to the "high-performance" level I decided to learn C++ some time ago.
I looked at some "beginner" tutorials and bought an O'reilly C++ pocket reference book (it's really helpful). My problem is that I now know all the basics but I'm not good enought to program a more complicated game, for example, yet.
Do I have to get one of those thick C++ books for further learning?
I'm going to use C++ on Windows mainly. What APIs beside Win32 are important for me?
My goal would be to write a small interpreter for a programming language I've though of - I managed that in several scripting languages already, what API/Library knowledge do I need in C++ to write one?
You don't need a thick book - you need a good one. Get Accelerated C++, written by Koenig & Moo, two of the original C++ development team.
Depends what you want to do.
You don't need anything - you can write a perfectly good interpreter or compiler using just the C++ Standard library. See this SO question for lots of info in this area.
Learn with books. C++ is a complex language. My suggestion is to first go with a rather quick introduction and general overview of the major programming paradigms that C++ supports: OOP and generic programming: Accelerated C++.
When you finish this book, you can go with the two volumes of Bruce Eckel's Thinking in C++ which are very detailed.
For UI programming, the best C++ toolkit is Qt, and it is multiplaform-ready. You can read "C++ GUI Programming With Qt4" (the first edition is free to download, just google it). If you want to stick with C++/Windows API, learn the Windows Template Library, altough it may be a bit hard due to lack of official documentation (altough there are good tutorials on the net). WTL is the way to go to create very small, lightweight applications (Qt DLLs on the other side, need a few MBs each).
I have always found that learning a language from a book is pretty difficult and that after you know the basics you should begin to program. So instead of picking up a thick manual I would check out something like http://www.cprogramming.com/tutorial.html#advanced or just google for c++ tutorial and something that you would like to try to make.
A good (and) thin book to get started in C++ is Accelerated C++ by Koenig and Moo.
I mainly do programming under Linux, but I hear a lot of bad things about MFC, so I'd try to find a different GUI library.
Once you get up to speed with some of the more complicated parts of C++ syntax, have a look at the Boost.Spirit libraries for parser generation. The various Boost libraries provide some very useful extensions to the Standard Library.
Honestly, In learning C++ i never picked up a book (no flaming please). The best advice i can give is to go to this page and go through the tutorial. It covers the majority of the C++ language (read: most commonly used features) and keeps it as simple as possible. As far as APIs that are important... well that is a matter of preference. No one toolkit/api has really "won", but Qt, GTK-- (gtkmm), and wxWidgets are all big players. And besides GUIs, you'll probably want to learn either the raw winsock2 and threading APIs OR the boost library's threading and network interfaces. I do agree that MFC is dying, and for windows-only development C# is taking an increasingly large role (even on linux/mono C# is starting to catch on... slowly).
Also, the best way to learn a language is to code. So don't just read a whole ton- without practical experience you're never going to learn the language. Ask questions, answer those you can, and write tutorials- for yourself if nobody else. Writing down what you've learned is a great reference, and the process of straightening everything out in your head to write it down in a fashion that another person can understand it alone is a great way to reinforce concepts. In a strange, but seemingly backwards, way I found the best way I learn programming is by helping other people with their questions.
#Neil- i disagree that online tutorials are "flat out wrong". If anything, the style they teach you might be geared towards readability rather than optimization- which in-my-not-so-humble-opinion is an advantage. In my limited experience I've found cplusplus.com a go-to reference for pretty much everything.
Specifically, to answer your questions:
1. No thick book needed. I've heard that the thinner ones can be useful as a quick reference, though.
It's completely subjective and depends on your goal. Boost's network and multithreading libraries are probably a good start.
between std::string, std::stringstream, and getline(std::istream&, std::string&) you should be pretty good. C++ comes with a whole ton of built-in functionality yet isn't too bloated/huge/impossible to learn. Take advantage of it. All of the parsing is built in already.
Please, for Pete's sake, don't use directly use the Win32 API. You'll be painting yourself in the Microsoft corner. There are plenty of cross-platform libraries out there you can use instead:
Standard C++ library: strings, file i/o, containers, algorithms
Boost for the everyday stuff they left out of the standard library: parsing, networking, threading, smart pointers, memory pools, date/time, matrices, etc... Boost libraries are peer-reviewed before being accepted and are high-quality. Boost is the breeding ground for libraries that eventually become part of the next C++ standard.
GUI Toolkits: Qt and wxWidgets are very mature and widely used. There are many more.
For C++ on windows, definitely learn Microsoft Foundation Classes (MFC). Without MFC, you have to implmenet all of the windows API stuff yourself, which is more C than C++ and can be quite a pain.
You also may want to get, learn, and use the boost C++ libraries. They aren't windows specific, but they are a great resource for anyone.
I highly recommend Stroustrup's Intro C++ book. It covers C++ and STL in a very approachable way.
After that you might consider looking into books on Qt, a multi-platform GUI toolkit, or WTL or MFC for Windows. You could do .NET + C++, but that would be a lot to learn. In my experience with Qt and MFC, books have not helped much. Tampering with sample apps, building small apps just to test out one kind of feature, and poking around the docs was the only way I could get my head around either library. The books I had tended to simply gloss over too much--they were not worth the money.