C#, double buffer in WinForms? - c#

private void button3_Click(object sender, EventArgs e)
{
this.DoubleBuffered = true;
for (int i = 0; i < 350; i++)
{
using (Graphics g = this.CreateGraphics() )
{
g.Clear(Color.CadetBlue);
g.DrawImage(Properties.Resources._256, 100, 100, i-150, i-150);
}
}
}
Yet thought I have the DoubleBuffered set to true, the image still flickers. Any ideas what am I doing wrong?
Thanks!

As Neil noted, you don't need to (and shouldn't) create a new Graphics object in each iteration of the loop. These are relatively expensive resources and should not be created willy nilly.
Also, you shouldn't be painting like that inside of a button Click handler by calling CreateGraphics. It can lead to problems, most notably your drawing being "undone" when the paint handler is invoked (i.e., every time the window is receives a WM_PAINT message and is refreshed). You should do all of your painting by overriding OnPaint and simply call Invalidate() when you need to update your form.
As for the flickering, setting DoubleBuffered to true will usually take care of it, but rolling your own double buffering is trivial. Give it a try. Also realize that drawing in a loop like that probably isn't what you want to do. Use a timer if you want to update once per some interval. Your code is being executed as fast as the loop can execute, which is not usually desirable.
private void someTimer_Tick( ... )
{
Invalidate();
}
protected override void OnPaint( PaintEventArgs e )
{
using( var tempBmp = new Bitmap( ... ) )
using( var g = Graphics.FromImage( tempBmp ) )
{
// draw to tempBmp
e.Graphics.DrawImage( tempBmp, new Point( 0, 0 ) );
}
}

The problem is you are creating a new graphics object on each iteration of the loop
Move the for statement within the using statement, and you should see a dramatic performance increase:
using (Graphics g = this.CreateGraphics() )
{
for (int i = 0; i < 350; i++)
{
g.Clear(Color.CadetBlue);
g.DrawImage(Properties.Resources._256, 100, 100, i-150, i-150);
}
}
That, and it may also be a good idea to move the Resource file you are loading into a local variable.

Double-buffering is only enabled for the Paint event. You are directly drawing to the screen with CreateGraphics(), the g.Clear() call is very noticeable since it instantly erases the drawn image. Not drawing in the Paint event or OnPaint method is almost always a mistake.

Related

Drawing simultaneously on two controls in two windows without delay

In my application, there are 2 windows and both contain a PictureBox. The first (pb1) allows interaction and the image can be changed through click- and mouseMove-events. These events call pb1.Invalidate(); which works fine.
I want the second PictureBox (pb2) to redraw as well so I call pb2.Invalidate() from the paint-event of pb1. [Just for context, the second PictureBox shows nearly the same Image but on a bigger scale and some parts of the drawing will be left out in the future so I use the same Method in both paint events which decides what to draw and what not]
It works but it's "laggy" and I want it to be as smooth as the paint on the first PictureBox. I reduced the paint event just to a grid for test purposes.
Both windows are double buffered.
I tried replacing the picture boxes with SKGLControls from SkiaSharp (which should have better performance). The example code still uses the SkiaEvents so don't be confused if the problem occurs with both controls.
I tried to use .Update() or .Refresh() instead of .Invalidate() but i guess its to much to handle, the application just crashes..
Here is the method that is called by both OnPaint events
public void Update(SKPaintGLSurfaceEventArgs e, bool bigscreen)
{
SKCanvas canvas = e.Surface.Canvas;
canvas.Clear(SKColors.Beige);
//Zoom to specified area
SKMatrix matrix = SKMatrix.Identity;
if (!bigscreen)
{
matrix = matrix.PostConcat(SKMatrix.CreateScale(canvasSize / (float)zoomArea.Width, canvasSize / (float)zoomArea.Height));
}
else
{
matrix = matrix.PostConcat(SKMatrix.CreateScale(bigCanvasSize / (float)zoomArea.Width, bigCanvasSize / (float)zoomArea.Height));
}
matrix = matrix.PreConcat(SKMatrix.CreateTranslation(-zoomArea.X, -zoomArea.Y));
canvas.SetMatrix(matrix);
DrawGrid(canvas);
}
and the grid-draw method
private void DrawGrid(SKCanvas canvas)
{
using (SKPaint paint = new SKPaint() { IsAntialias = true,Color=SKColors.LightGray,StrokeWidth = 1})
{
canvas.DrawLine(0, 0, 0, gridCanvas.Height, paint); //Size gridCanvas is always the same at the moment and defines the space where the grid is drawn
canvas.DrawLine(0, 0, gridCanvas.Width, 0, paint);
for (int i = 0; i <= (gridCanvas.Width - gridoffsetX) / pxPerSquare; i++)
{
canvas.DrawLine(i * pxPerSquare + gridoffsetX, 0, i * pxPerSquare + gridoffsetX, gridCanvas.Height, paint);
}
for (int i = 0; i <= (gridCanvas.Height - gridoffsetY) / pxPerSquare; i++)
{
canvas.DrawLine(0, i * pxPerSquare + gridoffsetY, gridCanvas.Width, i * pxPerSquare + gridoffsetY, paint);
}
}
}
and finally the original Paint Event
private void Pb1_PaintSurface(object sender, SKPaintGLSurfaceEventArgs e)
{
win2.UpdateDrawing(); //Just calls .Invalidate() on pb2
painter.Update(e, false);
}
examplePicture
So my question is: Is there a way to make both controls draw at nearly the same time without delay, although I don't understand why the first PictureBox draws in real time and the second doesn't...
Thanks!
after searching for day i found this page right after posting, which helped me:
Onpaint events (invalidated) changing execution order after a period normal operation (runtime)

Graphics.DrawImage speed

In my program, I'm coding a basic image editor. Part of this allows the user to draw a rectangular region and I pop up a display that shows that region zoomed by 3x or so (which they can adjust further with the mouse wheel). If they right click and drag this image, it will move the zoom region around on the original image, basically acting as a magnifying glass.
The problem is, I'm seeing some serious performance issues even on relatively small bitmaps. If the bitmap showing the zoomed region is around 400x400 it's still updating as fast as mouse can move and is perfectly smooth, but if I mouse wheel the zoom up to around 450x450, it immediately starts chunking, only down to around 2 updates per second, if that. I don't understand why such a small increase incurs such an enormous performance problem... it's like I've hit some internal memory limit or something. It doesn't seem to matter the size of the source bitmap that is being zoomed, just the size of the zoomed bitmap.
The problem is that I'm using Graphics.DrawImage and a PictureBox. Reading around this site, I see that the performance for both of these is typically not very good, but I don't know enough about the inner workings of GDI to improve my speed. I was hoping some of you might know where my bottlenecks are, as I'm likely just using these tools in poor ways or don't know of a better tool to use in its place.
Here are some snippets of my mouse events and related functions.
private void pictureBox_MouseDown(object sender, MouseEventArgs e)
{
else if (e.Button == System.Windows.Forms.MouseButtons.Right)
{
// slide the zoomed part to look at a different area of the original image
if (zoomFactor > 1)
{
isMovingZoom = true;
// try saving the graphics object?? are these settings helping at all??
zoomingGraphics = Graphics.FromImage(displayImage);
zoomingGraphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighSpeed;
zoomingGraphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
zoomingGraphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighSpeed;
zoomingGraphics.PixelOffsetMode = PixelOffsetMode.HighSpeed;
}
}
}
private void pictureBox_MouseMove(object sender, MouseEventArgs e)
{
if (isMovingZoom)
{
// some computation on where they moved mouse ommitted here
zoomRegion.X = originalZoomRegion.X + delta.X;
zoomRegion.Y = originalZoomRegion.Y + delta.Y;
zoomRegionEnlarged = scaleToOriginal(zoomRegion);
// overwrite the existing displayImage to prevent more Bitmaps being allocated
createZoomedImage(image.Bitmap, zoomRegionEnlarged, zoomFactor, displayImage, zoomingGraphics);
}
}
private void createZoomedImage(Bitmap source, Rectangle srcRegion, float zoom, Bitmap output, Graphics outputGraphics)
{
Rectangle destRect = new Rectangle(0, 0, (int)(srcRegion.Width * zoom), (int)(srcRegion.Height * zoom));
outputGraphics.DrawImage(source, destRect, srcRegion, GraphicsUnit.Pixel);
if (displayImage != originalDisplayImage && displayImage != output)
displayImage.Dispose();
setImageInBox(output);
}
// sets the picture box image, as well as resizes the window to fit
void setImageInBox(Bitmap bmp)
{
pictureBox.Image = bmp;
displayImage = bmp;
this.Width = pictureBox.Width + okButton.Width + SystemInformation.FrameBorderSize.Width * 2 + 25;
this.Height = Math.Max(450, pictureBox.Height) + SystemInformation.CaptionHeight + SystemInformation.FrameBorderSize.Height * 2 + 20;
}
private void pictureBox_MouseUp(object sender, MouseEventArgs e)
{
else if (e.Button == System.Windows.Forms.MouseButtons.Right)
{
if (isMovingZoom)
{
isMovingZoom = false;
zoomingGraphics.Dispose();
}
}
}
As you can see, I'm not declaring a new Bitmap every time I want to draw something, I'm reusing an old Bitmap (and the Bitmap's graphics object, though I don't know if there is much cost with calling Graphics.FromImage repeatedly). I tried adding Stopwatches around to benchmark my code, but I think DrawImage passes functionality to another thread so the function claims to be done relatively quickly. I'm trying to Dispose all my Bitmap and Graphics objects when I'm not using them, and avoid repeated calls to allocate/deallocate resources during the MouseMove event. I'm using a PictureBox but I don't think that's the problem here.
Any help to speed up this code or teach me what's happening in DrawImage is appreciated! I've trimmed some excess code to make it more presentable, but if I've accidentally trimmed something important, or don't show how I'm using something which may be causing problems, please let me know and I'll revise the post.
The way I handle issues like that is when receiving the Paint event, I draw the whole image to a memory bitmap, and then BLT it to the window.
That way, all visual flash is eliminated, and it looks fast, even if it actually is not.
To be more clear, I don't do any painting from within the mouse event handlers.
I just set up what's needed for the main Paint handler, and then do Invalidate.
So the painting happens after the mouse event completes.
ADDED: To answer Tom's question in a comment, here's how I do it. Remember, I don't claim it's fast, only that it looks fast, because the _e.Graphics.DrawImage(bmToDrawOn, new Point(0,0)); appears instantaneous. It just bips from one image to the next.
The user doesn't see the window being cleared and then repainted, thing by thing.
It gives the same effect as double-buffering.
Graphics grToDrawOn = null;
Bitmap bmToDrawOn = null;
private void DgmWin_Paint(object sender, PaintEventArgs _e){
int w = ClientRectangle.Width;
int h = ClientRectangle.Height;
Graphics gr = _e.Graphics;
// if the bitmap needs to be made, do so
if (bmToDrawOn == null) bmToDrawOn = new Bitmap(w, h, gr);
// if the bitmap needs to be changed in size, do so
if (bmToDrawOn.Width != w || bmToDrawOn.Height != h){
bmToDrawOn = new Bitmap(w, h, gr);
}
// hook the bitmap into the graphics object
grToDrawOn = Graphics.FromImage(bmToDrawOn);
// clear the graphics object before drawing
grToDrawOn.Clear(Color.White);
// paint everything
DoPainting();
// copy the bitmap onto the real screen
_e.Graphics.DrawImage(bmToDrawOn, new Point(0,0));
}
private void DoPainting(){
grToDrawOn.blahblah....
}

Creating a custom graph in Winforms

I am trying to make a simple graph for my application which shows real-time data for every 100 ms. So I thought I could draw the graph line using the DrawCurve method and started with the following code:
class BufferedPanel : Panel
{
public BufferedPanel()
{
this.DoubleBuffered = true; //to avoid flickering of the panel
}
}
class Form2: Form
{
BufferedPanel panel1 = new BufferedPanel();
List<Point> graphPoints = new List<System.Drawing.Point>();
private void Form2_Load(object sender, EventArgs e)
{
this.panel1.Paint += new System.Windows.Forms.PaintEventHandler(this.panel1_Paint);
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
using (Graphics g = e.Graphics)
{
Point[] points = graphPoints.ToArray();
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
if (points.Length > 1)
g.DrawCurve(graphPen, points);
}
}
private void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
graphPoints.Add(new System.Drawing.Point(counter * steps, (int)(float)e.UserState)); //x - regular interval decided by a constant; y - simulated by background worker
panel1.Refresh();
counter++;
}
}
As of now, I am simulating the values of graphPoints from a background worker thread. My problem is that, I could not get the graph lines visible when I doublebuffer my panel. It works well when I set doublebuffering to false. I am new to drawing using Graphics. So I am not very sure of how it works. Please help me in this.
Also, I would like to achieve AutoScrolling when the graphlines reach to end of the panel. Could you suggest an idea on how to do it?
This is an image of my working graph:
using (Graphics g = e.Graphics)
That's bad. That destroys the Graphics object that was passed to your Paint event handler. Nothing can be done with that object when your event handler returns, it is a dead parrot. So don't expect anything to work afterwards, including what needs to happen when you turn on double-buffering, the buffer needs to be drawn to the screen to be visible.
There's a simple rule to using the using statement or the Dispose() method correctly. If you create an object then you own it and it is yours to destroy it. Hands off it you didn't create it.
Some evidence that you are also getting it wrong with the "graphPen" variable. Pens are definitely an object that you create and destroy in a Paint event handler. Don't store one, that just needlessly occupies space in the GDI heap, that isn't worth the few microseconds needed to create one. You'd definitely use the using statement for the pen.
So the quick fix is:
var g = e.Graphics;

C# Drawing - best solution

Today I am trying to solve problem with a blinking panel, when I draw onto it.
Lots of threads I read, like these:
how to stop flickering C# winforms,
Double buffering with Panel,
How can I draw on Panel so it does not blink?
So I tried to draw onto PictureBox, MyPanel with doubleBuffered, but the best solution I found, when I read, that I can't use g.Clear() every time, after that, even on non-doubleBuffered panel, blinking disappeared.
I even read, that I should free Graphics after draw is done. So I use everywhere using(Graphics g = panel.CreateGraphics()).
So my question, is it a great idea to create graphics for bitmap only when I draw something to it? Because before I created Bitmap, and Graphics (only for this bitmap, not for all components), so I had Graphics available for this bitmap every time
Here is my code:
public void newSizeDrawing()
{
Size size = collector.getLetterSize(selectedName);
Size drawingSize = new Size(size.Width * (pixelSizeArray[pixelSize] + 1),size.Height * (pixelSizeArray[pixelSize] + 1));
bitmapDraw = new Bitmap(drawingSize.Width, drawingSize.Height);
int width = (this.MinimumSize.Width - panelDraw.MinimumSize.Width) + drawingSize.Width + 10;
int height = (this.MinimumSize.Height - panelDraw.MinimumSize.Height) + drawingSize.Height + 10;
this.Size = new Size(
(width > this.MinimumSize.Width) ? width : this.MinimumSize.Width,
(height > this.MinimumSize.Height) ? height : this.MinimumSize.Height);
zeroDrawPosition = new Point((panelDraw.Size.Width - bitmapDraw.Width) / 2 - 1, (panelDraw.Size.Height - bitmapDraw.Height) / 2 - 1);
using (Graphics g = panelDraw.CreateGraphics())
{
g.Clear(panelDraw.BackColor);
}
redrawDrawingLetter();
}
public void redrawDrawingLetter()
{
bool[][] grid = collector.getArray(selectedName);
using (Graphics graphicDraw = Graphics.FromImage(bitmapDraw))
{
graphicDraw.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighSpeed;
graphicDraw.Clear(panelDraw.BackColor);
int pxSize = pixelSizeArray[pixelSize];
for (int y = 0; y < grid.Length; y++)
{
for (int x = 0; x < grid[y].Length; x++)
{
graphicDraw.FillRectangle((grid[y][x] ? Brushes.Black : Brushes.White), x * (pxSize + 1), y * (pxSize + 1), pxSize, pxSize);
}
}
}
redrawDrawingPanel();
}
private void redrawDrawingPanel()
{
using (Graphics g = panelDraw.CreateGraphics())
{
if (bitmapDraw != null)
g.DrawImage(bitmapDraw, zeroDrawPosition);
}
}
private void panelDraw_Paint(object sender, PaintEventArgs e)
{
redrawDrawingPanel();
}
Nobody can explain to me how to draw in C# the best way. So maybe my code isn't good, but that is reason why I asking how to do it correctly.
newSizeDrawing is called by myself only, when user click on + or - button. I have bool double-dimension array if pixel is on or off. This is program for drawing letters for microchips and LED display (often 8px height of letter).
I wrote a method that checks if the mouse moved from one "pixel" to another, so I don't redraw it after every call mouseMove event, because "pixel" can be from 10x10 px to 30x30 px.
private void panelDraw_Paint(object sender, PaintEventArgs e)
{
redrawDrawingPanel();
}
This is fundamentally wrong. The Paint event passes e.Graphics to let you draw whatever you want to paint. When you turn on double-buffering, e.Graphics refers to a bitmap, it is initialized with the BackColor. You then proceed to drawing using another Graphics object you got from CreateGraphics(). That one draws directly to the screen.
The flicker effect you see if very pronounced. For a split second you see what the other Graphics context draws. Then your panelDraw_Paint() method returns and Winforms draws the double-buffered bitmap. There's nothing on it so it immediately erases what you drew.
Modify the redrawDrawingPanel() method and give it an argument of type Graphics. Pass e.Graphics in the call. And only use that Graphics object, remove all calls to CreateGraphics().

GDI+ Paint Queue Problem

comrades) I've found some interesting behavior of Invalidate method in multithreaded applications. I hope you could help me with a problem...
I experience troubles while trying to invalidate different controls at one time: while they're identical, one succesfully repaints itself, but another - not.
Here is an example: I have a form (MysticForm) with two panels (SlowRenderPanel) on it. Each panel has a timer and with a period of 50ms Invalidate() method is called. In OnPaint method I draw number of current OnPaint call in the centre of panel. But notice that in OnPaint method System.Threading.Thread.Sleep(50) is called to simulate long time draw procedure.
So the problem is that the panel added first repaints itself much more often than another one.
using System;
using System.Drawing;
using System.Windows.Forms;
using System.Runtime.InteropServices;
namespace WindowsFormsApplication1 {
static class Program {
[STAThread]
static void Main() {
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new MysticForm());
}
}
public class MysticForm : Form {
public SlowRenderPanel panel1;
public SlowRenderPanel panel2;
public MysticForm() {
// add 2 panels to the form
Controls.Add(new SlowRenderPanel() { Dock = DockStyle.Left, BackColor = Color.Red, Width = ClientRectangle.Width / 2 });
Controls.Add(new SlowRenderPanel() { Dock = DockStyle.Right, BackColor = Color.Blue, Width = ClientRectangle.Width / 2 });
}
}
public class SlowRenderPanel : Panel {
// synchronized timer
private System.Windows.Forms.Timer timerSafe = null;
// simple timer
private System.Threading.Timer timerUnsafe = null;
// OnPaint call counter
private int counter = 0;
// allows to use one of the above timers
bool useUnsafeTimer = true;
protected override void Dispose(bool disposing) {
// active timer disposal
(useUnsafeTimer ? timerUnsafe as IDisposable : timerSafe as IDisposable).Dispose();
base.Dispose(disposing);
}
public SlowRenderPanel() {
// anti-blink
DoubleBuffered = true;
// large font
Font = new Font(Font.FontFamily, 36);
if (useUnsafeTimer) {
// simple timer. starts in a second. calls Invalidate() with period = 50ms
timerUnsafe = new System.Threading.Timer(state => { Invalidate(); }, null, 1000, 50);
} else {
// safe timer. calls Invalidate() with period = 50ms
timerSafe = new System.Windows.Forms.Timer() { Interval = 50, Enabled = true };
timerSafe.Tick += (sender, e) => { Invalidate(); };
}
}
protected override void OnPaint(PaintEventArgs e) {
string text = counter++.ToString();
// simulate large bitmap drawing
System.Threading.Thread.Sleep(50);
SizeF size = e.Graphics.MeasureString(text, Font);
e.Graphics.DrawString(text, Font, Brushes.Black, new PointF(Width / 2f - size.Width / 2f, Height / 2f - size.Height / 2f));
base.OnPaint(e);
}
}
}
Debug info:
1) Each panel has a bool field useUnsafeTime (set to true by default) which allows using System.Windows.Forms.Timer (false) insted of System.Threading.Timer (true). In the first case (System.Windows.Forms.Timer) everything works fine. Removing System.Threading.Sleep call in OnPaint also makes execution fine.
2) Setting timer interval to 25ms or less prevents second panel repainting at all (while user doesn't resize the form).
3) Using System.Windows.Forms.Timer leads to speed increasement
4) Forcing control to enter synchronization context (Invoke) doesn't make sense. I mean that Invalidate(invalidateChildren = false) is "thread-safe" and could possibly have different behavior in diffenent contexts
5) Nothing interesting found in IL comparison of these two timers... They just use different WinAPI functions to set and remove timers (AddTimerNative, DeleteTimerNative for Threading.Timer; SetTimer, KillTimer for Windows.Forms.Timer), and Windows.Forms.Timer uses NativeWindow's WndProc method for rising Tick event
I use a similar code snippet in my application and unfortunately there is no way of using System.Windows.Forms.Timer) I use long-time multithreaded image rendering of two panels and Invalidate method is called after rendering is completed on each panel...
That would be great if someone could help me to understand what's different happening behind the scenes and how to solve the problem.
P.S. Interesting behavior isn't it?=)
Nice demonstration of what goes wrong when you use members of a control or form on a background thread. Winforms usually catches this but there's a bug in the Invalidate() method code. Change it like this:
timerUnsafe = new System.Threading.Timer(state => { Invalidate(true); }, null, 1000, 50);
to trip the exception.
The other panel is slower because lots of its Invalidate() calls are getting canceled by the paint event. Which is just slow enough to do so. Classic threading race. You cannot call Invalidate() from a worker thread, the synchronous timer is an obvious solution.
Invalidate() invalidates the client area or rectangle ( InvalidateRect() ) and "tells" Windows that next time Windows paints; refresh me, paint me. But it does not cause or invoke a paint message. To force a paint event, you must force windows to paint after an Invalidate call. This is not always needed, but sometimes it's what has to be done.
To force a paint you have to use the Update() function. "Causes the control to redraw the invalidated regions within its client area."
You have to use both in this case.
Edit: A common technique to avoid these kinds of problems is keep all your paint routines and anything related in a single (generally main) thread or timer. The logic can run elsewhere but where the actual paint calls are made should all be in one thread or timer.
This is done in games and 3D simulations.
HTH

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