Say it ain't so, Joe?!? My approach to the double buffered canvas was to override Refresh. On Windows, this would draw a bitmap directly into the canvas's graphics object, but that's the ONLY place it did that, and ONLY to deal with the flicker issue, and with SEVERAL checks and special cases to make sure it does it just right. All my existing code just worked because canvases only draw in the Paint event. YMMV.

-Brad

On Feb 15, 2006, at 11:26 AM, Phil M wrote:

While I agree with you, I think that Joe Strout would not -- I believe that he always tries to draw from outside the Paint() event if possible, and avoids calling Refresh on the Control unless absolutely necessary (which would trigger the Paint() event).

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