There is a factor, though not significant.

The resulting image from all the graphics operation I perform is huge, in the tens of MB's.

Accessing the graphics of the canvas ByRef enables me to draw directly to the original object, instead of duplicating the current content and then passing the resulting graphics object back to the container.

It doesn't make much of a difference for smaller routines. but this routine is physically to big to be contained in a single method, even too big for two, so I have split it up into 34 different block drawing sub routines.

As an aside, passing the graphics object ByRef means that two or more of these sub routines can operate simultaneously (well, not simultaneously, but co-operatively) on the graphics object at the same time. Which is necessary for this app, as for why it's necessary it's a little difficult to explain...

- Tom

On 16/02/2007, at 8:09 AM, Tom Benson wrote:

I have a hugely long graphics rendering routine that I am splitting up into several sub-routines. Therefore I need to access the graphics property ByRef,

Why ByRef?

The *intent* of ByRef is so a method called can replace the object so the caller sees a different object after the call.

Are you trying to achieve some speedup by avoiding object pointer reference counter updates and if so, does it really help?

Either you haven't quite understood how RB objects work or you have some cool reason I want to know about ;-)
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