I've been reading Aaron's article regarding DoubleBufferedCanvas
(http://ramblings.aaronballman.com/?p=376). One of his comments (and the
whole thrust of the article) is that the class he designed is largely
supposed to act as a drop-in replacement for the built-in canvas control.
I feel particularly dense today -- but I don't see the "normal" or
"correct" one uses a canvas control where this works. I've got code
sitting outside the canvas, responding to mouse-clicks, button-clicks,
etc. that invoke various routines that set the font and color, draw
lines and draw text, etc. on Canvas1.graphics. In fact, we build a
Graphics method that returns nil so that the user is forced to use the
control "correctly."
What is the proper way to selectively draw and redraw arbitrary stuff to
a Canvas from the surrounding app where DoubleBufferedCanvas would work
as conceived?
-Tom
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