Phil,
I think you misunderstand me. All the Paint event is currently doing is
"DrawPicture". And I don't think that Paint is being called too often.
The 100% CPU useage I am reporting happens when I somewhat rapidly wave
a window of any size in front of my canvas (or in front of the RB IDE).
This triggers repeated Paint events, repeatedly triggering DrawPicture.
I'm not recalculating anything. When I compare to the number of Paint
events triggered in my Delphi app with the same test, it is identical.
My guess is that DrawPicture is consuming an inordinate number of CPU
cycles.
-Tom
==================================================
Message: 9
Subject: Re: Using DoubleBufferedCanvas
From: Phil M <[EMAIL PROTECTED]>
Date: Thu, 16 Feb 2006 11:33:53 -0800
On Feb 16, 2006, at 8:32 AM, Tom Buchler wrote:
One thing I notice is that the app is consuming huge amounts of CPU
cycles when doing the DrawPicture. If I open Windows Task Manager,
......
Very interesting...
This is one area where I have been unable to control with the
BufferedCanvas subclass. There is no way (that I know of) to short-
circuit drawing when the Framework/OS calls Refresh(); and if your
drawing is complex you *will* get flicker.
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