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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