I have written the following simple program, which draws lines on the screen every 100 milliseconds (triggered by timer1). I noticed that the drawing flickers a bit (that is, the window is not always
I am working on a windows form project and having some problem with UserControl Double Buffering. I created a usercontrol and has a background image, then on top of it I have few radio buttons and lab
When double-buffering data that\'s due to be shared between threads, I\'ve used a system where one thread reads from one buffer, one thread reads from the other buffer and reads from the first buffer.
Until now, I\'ve done double buffering by creating and Image, drawing what I wanted to that Image using its associated Graphics object then draw that Image to the screen using the paint method\'s Grap
wondered if anyone could point me in the right directon, i have developed a pong game and it needs double buffering due to flickering. Iv tryed some of the post on here to try and make it work, but im
I\'m developing a Windows Mobile 5.0 and above application with .Net Compact Framework 2.0 SP2 with C#.
I\'d like to prevent my window from being updated until I finish receiving data from the server and render it. Can I hook on the WM_PAINT event, or better still call some Win32API method to prevent th