C# custom control redraw slow - c#

I have a C# Forms program with about 200 controls total. Some are within user controls which I have added to the Form. When I ran my program on my home machine, a Dual core AMD X64, 2.0Ghz with an ATI X1600 card, the program runs fine. It's fast and redraw is not a problem.
When I put this program onto my desktop, a quad core Intel 2.4Ghz, 4GB RAM, and a NVidia Gefore 8800GT, it slowed to a crawl when redrawing. Could this be a driver issue?
I have Double buffering enabled for all of my user controls and forms. No help there.
I have read this thread, but my situation is not the same:
Super slow C# custom control

the thing is ".SuspendLayout();" is not really stop drawing. i can't remember the statement but i believe u can get it on google.
and try to using .AddRange might help.

It's important to note that drawing controls is like painting on a 2D surface, overlapping as required. If the control does not understand things like rectangle clipping, it could be drawing a portion of the control that is not visible (especially controls that are hidden in another container, like a TabPage), wasting valuable CPU cycles. Additionally, controls that have their BackColor as transparent will attempt to mimic transparency by adopting the BackColor of its parent control. Since all of this occurs on GDI+, which is not hardware accelerated, having many controls that exhibit this behavior will exacerbate the slow down.

Related

Transparent picturebox over another transparent picturebox c#

I'm having this problem. I would like for the frog's background to be transparent so the log underneath can be seen, but instead, the background picturebox's color is shown.
problem
I googled the problem and got the suggestion to change the Parent of the picturebox, which i tried, but this happened:
it works, but only in the log's picturebox area
I'm clearly doing something wrong. Can somebody help?
WinForms does not support true alpha-transparency. "Transparent" controls re-render only the parent form's background behind themselves - controls cannot be truely layered and blended in the Z-axis.
So what you're after really isn't possible.
However, implementing a game using WinForms controls and GDI (System.Drawing) is a bad idea - performance is terrible (in part due to Microsoft's crippling of GDI since Windows Vista by removing hardware acceleration of many operations) and there are endless issues with inconsistent double-buffering and DPI-scaling.
I suggest you rewrite your game's rendering layer in Unity, Direct2D or SDL.

C# PictureBox control flickering / performance issues

I am currently working in Windows Form Apps and am making what will essentially be a map editor for a game. The way i have gone about this is by having a central TabControl where each TabPage contains a custom PictureBox control and all the other UI controls are around this central TabControl. The PictureBox uses its Paint event to draw everything that is placed on the map, and therefore draws multiple images of many sizes, rotations and scales etc to the single PictureBox. This has all gone well so far. The TabPage is essentially used as a view window for the PictureBox and is of size (1280x720).
The problem is with the scale to which the maps are being produced. The avg (and also maximum) map size on screen is around 19200x10800px and can be made up of hundreds of items at any one point. When drawing just a backdrop image of size 19200x10800px the PictureBox starts to flicker when it redraws and makes the program unusable. As the map is so big you are able to pan around them and this is where the flickering really shows. Also i do not want to use a 19200x10800px image source if possible for the sake of file sizes and the scaled image quality isn't an issue at all.
I have done heaps of reading on why this might be and feel like I have tried everything up until this point. So far ive tried:
Having the background image only 1920x1080 and scaling it up by 10x
Starting with a 1920x1080 image, programatically resizing it and drawing this image
Slicing the background into multiple segments (i tried many different amounts) and drawing only the ones that the view window can see (tried this for both a small(1080p) and large(10800p) images)
Using graphics clipping so that only the things on screen would be drawn
Used Double Buffering on both the picturebox and the form that the picturebox is on
Converting the image at initialisation to an "optimised bitmap" with faster formatting and then drawing the bitmap
I've probably tried a couple other things along with minor optimisations but its taken me so long ive forgotten the rest. From what i've read its most likely something to do with the control redrawing too slowly for some sort of performance reason or a limitation with picturebox's, however exactly what is going on i cannot tell due to lack of experience with form apps controls.
Currently to draw the background in the Paint event i have either:
g.DrawImage(image, new Rectangle(0, 0, (int)(image.Size.Width * levelScale), (int)(image.Size.Height * levelScale)));
or
g.ScaleTransform(levelScale, levelScale);
g.DrawImage(image, new Rectangle(0, 0, (int)(image.Size.Width), (int)(image.Size.Height)));
Where g is the Graphics object.
Have I hit the limit of Win form apps capabilities or is there something i may be missing?
Any and all help appreciated,
Thanks in advance.
Just for formality I though id answer my own question just in case anyone else would like to know the outcome.
Based off the overwhelming consensus that winforms was just not made to do the things I was trying to do with it I decided I had to move to some other platform. Suggested to me was WPF, DirectX and OpenGL but after some extensive searching around I found what I think is the optimal solution.
In order to utilise the power of DirectX hardware acceleration MS has made it so that you can embed XNA graphics devices into a winforms application. Essentially you can create custom controls that run in the normal winform style that have access to a much higher caliber of graphics control. In this manner (with a bit of extra work) I have replaced the picturebox I was using with a custom graphics control which handles all of the drawing. This has worked very well, and on the up side i havent had to take too much of a hit to my development time.
For those looking for more info refer to this question which has further links that should help. Once again thanks to all those who gave their advice!
This is a quoted answer from the URL at the bottom. There are code examples at the link at the bottom. Hope this is helpful; not sure if you tried this yet and maybe it'll help you get a little more juice out of the existing picturebox control. As explain in the other answers, it sounds like you will be forced to a more powerful solution in the near future regardless (DirectX/OpenGL or WPF)
** Partial quote from http://social.msdn.microsoft.com/Forums/en-US/68ecd1f6-2eeb-45ce-a881-24c62145ab0e/c-picturebox-problems
"I'd guess the real problem is that it takes too long to redraw the images. GDI+ is pretty slow, it doesn't use any video hardware acceleration. To speed it up, be sure to avoid rescaling the drawing and to use the Format32PArgb format. It is about 10 times faster than any other format. Load the images into a Bitmap with the right format first."
If you have a LOT of items (Maybe realized as controls), forget about the standard event mechanism of Windows Forms. Some time ago, i've written a logic gate editor/simulator which supported lots of thousands of gates in the editor and was really fast. There, I've used the canvas and draw the gates as custom "images" instead of putting them as controls. You'll have to write a custom GetUnderlyingGate function which resolves the current gate / tile (Is your editor a tilemap editor?) from a coordinate array. Also, there were some visible area optimizations.
Maybe, when i'm back home, I'll upload some sourcecode and notify you.

Rotate Windows form upside down

I have a C# application that has an existing WinForm that I now need to display upside down.
The application will be displayed on a touchscreen Windows 7 device. If two people are using the device, one person is viewing it right-side-up while another user will be simultaneously viewing it upside-down. I will need to have one control displayed right-side-up while another control is displayed upside-down, each duplicate forms. Both need to be functional. It is not necessary for the title bar and Windows close, maximize, and minimize to be rotated.
Is there a way to easily rotate this Form and all of its contents without having to rewrite it from scratch?
Unfortunately, rotating controls is not directly possible in WinForms.
At least, not if you want them to retain their functionality. It would be relatively simple to draw the control into a bitmap, rotate the bitmap, and then draw that back to the desired location on the form. But you would obviously lose the ability to interact with the controls. They would just be static representatives of their original selves.
But making functional upside-down controls just isn't going to happen. I mean, you could try to write a bunch of custom drawing code for owner-drawn controls, but you'll still run into a bunch of bugs, corner cases, and compatibility problems. The Win32 controls that WinForms is based on just don't support this. No big surprise, really, considering they were invented some 20–25 years before anyone thought of computer screens that you could carry around in your pocket and rotate in any direction. There is a good reason that UI technologies like WPF came out around the time that touch screens and tablets did.
There are some possibilities that can be explored when it comes to flipping the entire screen, but that's not going to help when you want different controls going different directions. (And I guess it betrays my vantage point as a desktop app guy when I say this, but that just sounds like an incredibly confusing UI.)
If you absolutely have to have this, someone else is going to have to give you another route to hack it, perhaps along the lines of Dhawalk's comment: hosting the WinForms control inside of a WPF app that does provide built-in support for rotated controls. I don't know enough about this to make any concrete suggestions down that path. From a few minutes of searching, it appears that WindowsFormsHost does not actually support rotation transforms, so this may be a non-starter anyway.

Game Development - Avoiding Flickers

I am developing a tetris like game in winforms(C# and .netframework 2.0).
The winform has an background image and a picture-box which move down(new Location is assigned) at an interval of 500ms.
The problem is when picture-box moves down the background image of form flickers at the point where the picture-box was earlier located. If i don't use any background image, then there is no flickering.
Is there any graphics accelerator or any kind of solution using which the flickering problem can be solved.
The term used for this is Double Buffering. The idea is simple - start with 2 panes but only display one. Draw to a hidden pane, and quickly swap the hidden and visible panes. Rinse and repeat for every transition (animation).
Luckily, you dont have to deal with the nuts and bolts of this in .NET, controls do it for you. This SO question will help you: How to double buffer .NET controls on a form?
Set DoubleBuffered = true on your controls. This should help prevent flickering.
For documentation on the DoubleBuffered property, see here:
http://msdn.microsoft.com/en-us/library/system.windows.forms.control.doublebuffered.aspx
If you are developing a game in Windows Forms you really ought to be overriding OnPaint and implementing painting of the sprites on every frame, as opposed to moving heavyweight PictureBox controls.
You will find you may get the flicker regardless of DoubleBuffer if you use the approach you mentioned. However, with all drawing done in OnPaint, then DoubleBuffer begins to work.
I did a quick search and found this interesting article on creating a game-loop in Windows Forms using OnPaint override. In particular take a look at GameStateDrawer which does the rendering directly to graphics context.

C# drawing disappears (actually more system question)

OK, I am sure some of you already know whats happening just by my title, since I get this is very common question. But my question is in fact little deeper, so please be patient wíth me.
All my programing I have done in past years were in Assembler, mainly 8051 and AVR as weel as in C, but also for microcontrollers. I was more fascinated by HW than SW. But I am also fascinated with function of OS, its APIs and so on. Few days later I told my friend that to create a very simple program to plot a function graph should be very easy, if you had math parser. He doesent believed me so I tried to make one.
I decided to go with C#, even I have no knowledge of OOP. But I thought that if I get everything done in one buttons action it would be like good old C.
So I get math parser to work, and than started to draw using Pen object. My first attempt was to draw simple line. After reading one tutorial a managed to do so, and I created simple axis for my plot.
But than I noticed something strange, when I minimalised my program, drawing dissapears. This made me think a bit about how this all drawing is done on system level.
I thought that system hold image of active window untill its changed. So when you move your windows it just changes its position in famebuffer. And when you minimase it, it just skips it during drawind to framebuffer.
But I saw its not like this. So, please, could you tell me why is this happening? I can read how to prevent it in many tutorials, but I would want to know more why. More, wheather this is becouse of how system API works, or becouse how C# drawing class works.
Also, this made me think what in C# and .NET libraries is function thats just a call for WinAPI function that works exactly the same way, and how many libraries and function do something more. Like if there was no function to draw line in GDI, and you could only draw dot, than C# would add function to draw line from this dots. I hope you understand me.
Thank you.
This is how it works in the Win32 API. When the window is minimized, the area which it occupied gets "invalidated" so the windows system knows that this area of the screen needs to be redrawn. This leads to a WM_PAINT message being sent to the windows program(s) responsible of drawing that area. You can read more about invalidating the client area (the area of which your program is responsible) here.
If you're truly interested in this stuff and want to get deeper understanding on how the system handles drawing (and other things, like windows messages), I recommend reading more on the Win32 API, e.g. beginning on Charles Petzold's classic, Programming Windows.
Your drawing didn't disappear, it simply isn't there. Bear with me:
to draw on the windows window, you have to respond to the callback indicated by the WM_PAINT message. It was in Win 3.11 and it is so NOW.
to draw on button click is a waste of time, because next form/control/window repainting will draw background color there
move the same code from button event handler to OnPaint - of course, handle the differences in semantics
windows don't save the copy of your screen buffer - your drawing - so you have to save it somewhere or draw it on-the-fly
In Windows (prior to Vista / DWM and MIL) the application is responsible for drawing its own GUI. That is, the application has to paint its own GUI When the operating system tells the application to do so. Resizing or moving a form will trigger the paint event. This is how it works in User32+GDI. That is, the application draws its own pixels.
A WPF application will however use the Media Integration Layer (Vista and Windows 7) and the "mil core" is responsible for drawing the visual tree of the application. In this case the operating system is responsible for the rendering, but the application is responsbile for what it wants to be rendered.
If you want to plot, use microsoft chart controls.
http://www.microsoft.com/downloads/en/details.aspx?FamilyId=130F7986-BF49-4FE5-9CA8-910AE6EA442C&displaylang=en
or ZedGraph
http://zedgraph.org/
If you want to plot yourself: The window is redrawn when you resize.
You need to redraw your plot on the redraw event, or whatever it is called.
That is perfectly normal.
Also, use .NET 4.0, because else, you have no possibility of removing anything you drawed programatically, unless you remove (repaint) everything.

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