WPF Resolution Independence [duplicate] - wpf

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C# WPF resolution independancy?
What is the difference between resolution of monitor and System DPI with relation to WPF resolution independence.
Changing what between the two keeps the size of window same in WPF which was earlier not possible in User32?
EDIT:
The book I am reading "Pro WPF in C Sharp" says that if we create a 1 inch button in 96 DPI and then later change the DPI to 120, due to more pixel density, the button would become small (in winforms).But I tried that and I can see that in both the two cases the button size remains the same !
Why is it so ?

Actually, the so-called resolution independence of WPF doesn't enable you to do anything you couldn't do before in Win32. It's just that it was a lot more work before. So the only real change here is one of develop effort - there's no change in the fundamental capabilities. (And that's true of everything in WPF actually. If you have several years of development time to spare, you can do everything WPF does by programming directly against DirectX APIs...)
WPF automatically takes into account the nominal DPI configuration. In Win32, if you want your application to be sensitive to the nominal DPI, you have to write additional code to make that happen, and you have to deal with various horrible layout issues if you want to avoid problems like text getting cropped with some DPIs. (Although now that we have GDI32-style text rendering in .NET 4, you can opt back into all those problems in WPF apps...)
So the answer to your question is essentially: no difference. WPF makes it much easier to take the DPI into account, but it doesn't enable any new behaviour here.
Fundamentally, WPF runs into exactly the same problems as classic Win32 apps for the simple reason that it has access to exactly the same information as classic Win32 apps. As the pages linked to in other answers here discuss, Windows usually has no idea what the DPI really is. Most of the time it'll tell you that the monitor is 96dpi. Well I've got 3 screens attached to my computer, and Windows is reporting 96dpi for all of them, even though none of them is really 96dpi, and they're not even all the same dpi in reality.
The bottom line is: Windows doesn't usually have any idea what the real DPI of your screen is. There's nothing WPF can do to overcome that. If there were a way for WPF to discover the real DPI, Win32 apps would be able to discover it too.

Related

Difference in display of WPF and Windows Forms applications

Actually, I have started learning WPF. I have few months of experience in developing Windows Forms applications. Though, I am getting the meaning of a WPF application, but still I am not able to differentiate the difference between two, on the basis of their output.
With reference to this Link: Device Independent Pixel (DPI), I have learnt that whenever the operating system render a WPF application it manages its size itself according to its resolution.
So to check this difference, I created two demo applications in both frameworks and changed the resolutions as well.. but I didn't find any satisfactory difference. Which could explain it is a WPF application and this one is a Windows Forms application.
It does not create any scroll bar on maximizing and doesn't make the button big or small on changing the resolution.
I have read somewhere that Visual Studio 2010 has been rewritten in WPF. But in my experimentation I saw that, (on changing the resolution of desktop) it makes text and graphics unreadable/blurry. On re-sizing its window, everything was getting hidden except the menu-bar. And the menu-bar content was shifting its positioning, e.g. far right one menu items were shifting down. Why?
Kindly make me correct & explain a little more bit (this display issue) too.
To answer this question properly I should write a whole chapter, but I keep it short:
There are three major differences between a WPF application and a Windows Forms application: Layout, Render, Presentation
Layout:
WPF layout system provides a greater flexibility in arranging the elements on the fly. It is based on the Element Bounding Box (as opposed to precise pixels in WinForms) and Measure and Arrange mechanics (as opposed to UpdateLayout in WinForms) that automatically and dynamically finds the place for each element without any need for a manual update.
Basically, all elements bounding box are measured first and then are arranged using multiple methods such as Measure, MeasureCore, ArrangeCore, MeasureOverride, etc.
Unlike WinForms, where you have a pixel-perfect size for everything, in WPF you have much more options and complexity such as Width, ActualWidth and DesiredSize (and even Transforms as LayoutTransform) for the same element.
This is why
As you type in a WPF TextBox, its width might increase and push other elements away or even push some elements into a new row (like the menu bar you've observed)
As the size of a control changes, it affects the available space for other elements. So their size and location might change accordingly.
When the window is being re-sized or resolution is changed, it immediately updates the layout and changes the size of elements in order to fill or fit the space. Here you'll find out more about Layouts.
using Margin alone (without using layout capabilities) to arrange elements is not the best idea in WPF. As it's the WinForms mindset which isn't much helpful while developing WPF.
Render:
WPF uses double data type for Layout (as opposed to pixel-perfect WinForms) and therefore you might see the edges blurry sometimes, but it can be avoided with SnapToDevicePixels=true.
WPF is much more efficient in utilizing the GPU to render a GUI. Try a grid of 30x30 TextBoxes in a Windows Forms application and a WPF application. No matter how messy you write the WPF, it never blinks and it still runs much faster than Windows Forms. Even adding a handful of animations, visual effects and styles on them does not hurt your performance like in Windows Forms.
Remark: To avoid a speed decrease and blinking in a Windows Forms application, you should set DoubleBuffer of the form to "true".
You can use any Transform as RenderTransform to easily implement smooth zoom/rotate, or develop custom GPU-based shader effects, and much more in WPF. (I think everyone agrees that doing such things in WinForms is feasible but real pain and you most likely will give up and move to GDI+ or DX if not out of frustration then because of the bad performance.)
And the last and the most important:
Focus on presentation:
When develping WPF Applications you have to stop thinking in Windows Forms: No more UI events, accessing controls by their names and writing logic in code-behind and start to think in WPF: Binding, Commands, Resources, Styles, Templates, Converters, DependencyProperties and their callbacks.
The real power of WPF lies in separation of 'View' and 'Logic', Which can be achieved using the MVVM pattern.
It makes the most visually-complicated problems quite simple and easy to develop and easy to write Unit Tests for.
Once you got the hang of it, you will realize there's no limit in how you can present the data or show off an awesome GUI looks.
If you've planned to switch to WPF, you've made the right decision. Always stick to MVVM and AVOID CODE-BEHIND AT ALL COSTS! (i.e. unless you are doing a pure UI operation: do not write code in .xaml.cs files, do not access x:Name in cs files and avoid UI events.)
Windows Forms (WinForms) and Windows Presentation Foundation (WPF) are two different ways of building the user interface for your application. Windows Forms is the older technology and its controls are found in the System.Windows.Forms namespace. WPF is a newer technology and its controls are found in the System.Windows.Controls namespace.
WPF
Pros:
Powerful styling and skinning structure
Easy to create your own look and feel
Does support Windows Forms
The future technology for developing Windows Vista applications
The ability to reuse existing code
Highly advanced data binding possible
Cons:
Declarative vs. procedural code
Requires .NET Framework 3.0
Compared to Windows Forms, still in development phase
Requires Dx9 compatible video card for advanced graphics
Windows Forms
Pros:
Extensive documentation to be found on the Internet
Plenty of examples
Does support WPF
Cons:
How long will this be supported? (I've read somewhere that Microsoft is just developing WPF now, only maintenance for Windows Forms).
Design your own look and feel in an application is a lot of work.

OpenTK, SharpGL and WPF

I am about to begin a new project. Some decisions are out of my control: Using WPF and OpenGL are some of them.
However, I have narrowed down my OpenGL options to two: Either OpenTK or SharpGL. SharpGL has a WPF control, while OpenTK only has a Windows Forms control, which makes it that I have to embed it in a Windows Forms Host :-/
While I don't mind the airspace restrictions, I do wish to have decent performance, since I am building a real time application. Not a game, but still, real time.
How much of a performance hit would my program take for using OpenTK over a Windows Forms Host, vs using SharpGL with a "pure" WPF control?
When it comes to performance, I can actually only give you a single answer: Do a benchmark yourself! But as you are asking for an elaborate guess:
SharpGl should require an indirection step less, as it leaves out the Windows Forms host control as an "intermediate" blitting target. Take this with a grain of salt though, I have neither looked at the source nor tested it myself.
But practically speaking: The performance should be very similar. At the end of the day the computational heavy operations will probably be the rendering itself, which is done by OpenGL. Blitting the finished result should only take a fraction of that time. So I hope that, however you decide, none of these options would really hurt your performance.
For the sake of the argument: Lets assume the rendering itself (the OpenGL part) takes 16 ms, so we would have a theoretical perfomance of about 60 FPS. Framework A adds an overhead of 1 ms, Framework B an overhead of 4 ms. Even with this quite gross difference in the overhead, Framework a would render at ~ 58 FPS and Framework B at ~ 50 FPS. So in both cases, the application should remain usable.
But what puzzles me is how much you are wondering about this aspect. In the end you are doing work with OpenGL and it shouldn't be too much of a hassle to simply switch the underlying implementation in case things go bad? The interfaces don't seem too different to me.
I would say go with OpenTK, or if it's more comfortable for you to use SharpGL, then go with it in Winforms mode and embed it inside a WPF application.
The reason is that the OpenGL driver knows how to work with a window handle, provided with every winforms control. In a WPF application there is only one window handle, the one of the main window. You may try to use it, but I think it will pose too many problems.
If you don't want things to get rendered directly to screen, and you think of using a PixelBufferObject or a RenderBufferObject, than you will probably be okay with SharpGL in WPF mode (it renders to a RenderBufferObject, than places the resulting buffer in an image, probably using a WritableBitmap or so), or you can do the same thing yourself.

When using the WinForms designer, do I always need to have DPI set to 96?

With my current monitor I prefer a DPI setting of 120 pixels per inch (which windows suggests as the default). However, after designing a form, it often lays out incorrectly on systems that don't use 120 pixels per inch.
I'm wondering, is it necessary that I should set my display settings to 96 pixels per inch for whenever I use the designer?
Also, there are some problems when other developers have different DPIs. They open a form in the designer and move something like a text edit control, and suddenly find that it automatically resizes itself too. Then, there's one control that's a different size to the others and we're in a mess.
P.S. I've read related posts. They're all interesting, but didn't answer my question.
How to control the font DPI in .NET WinForms app
C# WinForms disable DPI scaling
WinForms Different DPI Layouts
DPI not scaling properly
Visual Studio and DPI issue
No. You don't need to always have the DPI set to 96 when using the WinForms designer.
If you set the AutoScaleMode property to Dpi then the designer will write the current system DPI into the designer.cs file in the AutoScaleDimensions property for the form. When the designer is used on a system with a different DPI, this information will be used to rescale the form and the designer can be used at a different DPI.
When I tried other scaling modes, this didn't seem to work well. 'None' meant that controls wouldn't scale at runtime, 'Font' seemed to suffer from rounding errors and when the display settings DPI changed, the control sizes could change slightly causing errors.
I also found that for UserControls that are added to forms it is best to set their AutoScaleMode to Inherit. If you use Dpi, then the controls on it get re-scaled twice and will end up being laid out incorrectly.
I came up with the guidelines above after a few hours of experimentation and internet searching where I found the following two articles:
Automatic scaling in Windows Forms
and:
Child controls on a UserControl may get clipped in a system with a lower Font Dpi
I don't think setting your dpi to a different value permanently will help you. The problem is that there are problems when you change the dpi, i.e. the form layout you have isn't able to deal with different dpi's.
I don't have an absolute solution for you, except that you should test with different dpis and see if it produces problems with the form display. It isn't hard to work out what causes problems and you'll learn what to avoid fairly quickly.

Is there a WPF equaivalent to System.Windows.Forms.Screen?

I'm trying to create a WPF window that will encompass the entire Desktop working area. In WinForms I'd do this by getting the Union of all the bounds in System.Windows.Forms.Screen.AllScreens.
Is there an equivalent type or other mechanism to get the bounds of the entire desktop in WPF or do I need to use the WinForms type?
Try SystemParameters.VirtualScreen* (Top, Left, Height, and Width) properties. http://msdn.microsoft.com/en-us/library/system.windows.systemparameters.virtualscreenheight(v=VS.100).aspx
Don't use winforms api because it doesn't take into account the fact that WPF's measurement units are not pixels. I came across this issue just recently because I'm losing my vision and have my monitor set to a higher dpi. The codebase I was working on used the Winforms Settings and the UI was larger than my screen.
If you're going to use the winforms api. Look at this blog post on calculating the DPI factor.
I have successfully used WpfScreenHelper 0.3.0.0, currently on Github or Nuget,
https://github.com/micdenny/WpfScreenHelper
It does what the .NET framework should have done so many years ago.
I needed to check if some coordinates exist on any screen in WPF, as in these:
Very germane: Determine if an open WPF window is visible on any monitor
Forms-only and inadequate WPF suggestions: Determining if a form is completely off screen
Just use WinForms. I do not think there is a direct WPF equivalent.
You could try SystemParameters.VirtualScreenWidth and associated parameters. That might not provide as good as a result as continuing with the WinForms API.
The only downside I can see with the WinForms type is an extra dependency and the larger working set related to that.

WPF Architecture and Direct3D graphics acceleration

After reading the wikipedia article on WPF architecture, I am a bit confused with the benefits that WPF will offer me. (wikipedia is not a good research reference, but i found it useful). I have some questions
1) WPF uses d3d surfaces to render. However, the scenegraph is rendered into the d3d surface by the media integrated layer, which runs on the CPU. Is this true ?
2) I just found out by asking a question here that bitmaps dont use native resources. Does this mean that if i use alot of images, the MIL will copy each when rendering, rather than storing the bitmaps on the video card as a texture ?
3) The article mentions that WPF uses the painters algorithm which is back to front. Thats painfully slow. Is there any rational why WPF omits using Z-buffering and rendering front to back ? I am guessing its because the simplest way to handle transparency, but it seems weak.
The reason i ask is that i am thinking it wont be wise for me to put hundreds of buttons on a screen even though my colleagues are saying its directx accelerated. I dont quite believe that whole directx accelerated bit about WPF. I used to work on video games and my memory of writing d3d and opengl code tells me to be cautious.
For questions #1 and #3 you might want to check out this section of the SDK that discusses the Visual class and how it's rendering instructions are exchanged between the higher level framework and the media integration layer (MIL). It also discusses why the painters algorithm is used.
For #2, no that is most definitely not the case. The bitmap data will be moved to the hardware and cached there.
I tested that, I wrote two programs that show 1,000 buttons on screen, one in WinForms and one in WPF, both worked just fine.
I then pushed that up to 10,000 buttons, at that point the WPF app took a few seconds to start but run just fine, the WinForms app didn't start.
Win32 itself (and WinForms) isn't built for applications with hundreds of controls (believe me I wrote such an app), at some point it just stops working, WPF on the other hand, keeps working even if it slows down a bit at some point.
So, if you do need to put a lot of controls on screen WPF is your best bet (unless you want to roll your own UI framework - and you think you can do better than the entire MS perf team).
Also, WPF has many advantages other than graphics acceleration: richer graphics, drawing model that is easier to work with, animations, 3d and my personal favorite - amazing data-binding.
This will let you develop richer UIs faster - and I think that will make a much bigger difference than the painting algorithm used.
BTW, if you need to put hundreds of buttons on the screen this is likely to be a bad user experience and you may want to reconsider your UI design,

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