WPF Newbie question - wpf

I'm trying to learn WPF animations and am currently confused by quite a few things:
I used tools like processing, where you have a simple method which is called n times per minute, where n is the frame rate.
The way to do animations in WPF is to modify a property. If i use for example DoubleAnimation then a double is increased as the animation proceeds. But this is not exactly what I want. I want that in every cycle some properties are increased, some are modified by random and some are modified by user interaction. How can I do this in WPF?
What is also confusing me is the fact that WPF supports multiple animations at the same time. How does this work? Is there a thread for every animation or just one for all animations.
I used gdi with c# some time ago. I even could use multiple threads for drawing; As far as I remember I just had to insert all the drawing commands in some queue and then windows took care of them.. I have no idea how this is handled with WPF.

On a basic level, WPF animations are just the same as any other kind of animation: internally a timer ticks and some properties are modified which lead to a different picture when drawn to the screen.
WPF does all the leg work for you to be able to specify animations relative to wall-clock time, like "move that box at 3mm per second to the left". For more complex scenarios you might want to code up your own Animation, see the Custom Animation Overview article on the MSDN.
Regarding threading, WPF works the same as GDI: There is one Thread that handles all the interaction with the WPF model and you can only talk to WPF Controls if you're running on this thread. You can use the Dispatcher to "send" code to this thread if you are free threading. Actual drawing to DirectX is done in a separate thread, but that is of no concern to casual users of the API.

You can run several animations at the same time by putting them into a StoryBoard.
You can use the animation's BeginTime to get one animation to start after another.
You can use the key frames version (DoubleAnimationUsingKeyFrames) or the path version (DoubleAnimationUsingPath) to create complex non-linear animations.

Related

How to make WPF game to draw as fast as you can

I am new to WPF and I want to make a program that is like a game. The common technique I see is to update your game in a dispatch timer (say every 10ms). But this is not ideal for me.
In XNA's update method, there is a 'elapsed' time parameter. Knowing how much time the last frame actually used is very helpful for me to decide what I do in the next frame. Is there any similar technique in WPF?
For some reason I have to use WPF and cannot use XNA.

Silverlight Storyboard starts very slow

I need help, I have an application in Silverlight. The first page has many controls such as "Buttons, Calendars & Images" and it makes my storyboard start very slowly.
When you click an event to run the storyboard that starts very slow. I imagine this is due the large number of controls I have on my site.
How can I make my storyboard not start so slow?
There seems to be an extra delay in the storyboard system firing up the first time. This is made worse of the page loading has a large number of controls.
If you make sure your animation contains some padding at the start, before anything changes, it may help reduce the visible jarring.
If you have a specific example you care to share (Xaml etc) I would be happy to try some options on it.

Ways to improve WPF UI rendering speed

In case a screen of a WPF application contains lots of primitive controls, its rendering becomes sluggish. What are the recommended ways to improve the responsiveness of a WPF application in such a case, apart from adding fewer controls and using more powerful videocard?
Is there a way to somehow use offscreen buffering or something like that?
Our team was faced with problems of rendering performance. In our case we have about 400 transport units and we should render chart of every unit with a lot of details (text labels, special marks, different geometries etc.).
In first our implementations we splitted each chart into primitives and composed whole unit's chart via Binding. It was very sad expirience. UI reaction was extremely slow.
So we decided to create one UI element per each unit, and render chart with DrawingContext. Although this was much better in performance aspect, we spent about one month improving rendering.
Some advices:
Cache everything. Brushes, Colors, Geometries, Formatted Texts, Glyphs. (For example we have two classes: RenderTools and TextCache. Rendering process of each unit addresses to shared instance of both classes. So if two charts have the same text, its preparation is executed just once.)
Freeze Freezable, if you are planning to use it for a long time. Especially geometries. Complex unfreezed geometries execute HitTest extremely slow.
Choose the fastest ways of rendering of each primitive. For example, there is about 6 ways of text rendering, but the fastest is DrawingContext.DrawGlyphs.
Use profiler to discover hot spots. For example, in our project we had geometries cache and rendered appropriate of them on demand. It seemed to be, that no improvements are possible. But one day we thought what if we will render geometries one time and cache ready visuals? In our case such approach happened acceptable. Our unit's chart has just several states. When data of chart is changed, we rebuild DrawingVisual for each state and put them into cache.
Of course, this way needs some investments, it's dull and boring work, but result is awesome.
By the way: when we turned on WPF caching option (you could find link in answers), our app hung up.
I've had the same perf issue with a heavily customized datagrid since one year, and My conclusion is:
there is basically nothing you can do
on your side (without affecting your
app, i.e.: having fewer controls or
using only default styles)
The link mentioned by Jens is great but useless in your case.
The "Optimizing WPF Application Performance" link provided by NVM is almost equally useless in my experience: it just appeals to common sense and I am confident you won't learn anything extraordinary either reading. Except one thing maybe: I must say this link taught me to put as much as I can in my app's resources. Because WPF does not reinstanciate anything you put in resource, it simply reuses the same resource over and over. So put as much as you can in there (styles, brushes, templates, fonts...)
all in all, there is simply no way to make things go faster in WPF just by checking an option or turning off an other. You can just pray MS rework their rendering layer in the near future to optimize it and in the meantime, try to reduce your need for effects, customized controls and so on...
Have a look at the new (.NET 4.0) caching option. (See here.)
I have met a similar problem and want to share my thoughts and founds. The original problem is caused by a virtualized list box that displays about 25 complex controls (a grid with a text block and a few buttons inside displaying some paths )
To research the issue I used the VisualStudio Application Timeline that allows to how much time it takes to render each control and PerfView to find out what actually WPF is doing to render each control.
By default it took about 12ms to render each item. It is rather long if you need to update the list dynamically.
It is difficult to use PerfView to analyse what heppens inside since WPF renders item in the parent-child hierarchy, but I got the common understanding about internall processes.
WPF does following to render each item in the list:
Parse template using XAML reader. As far as I can see the XAML parsing is the biggest issue.
Apply styles
Apply bindings
It does not take a lot of time to apply styles and bindings.
I did following to improve performance:
Each button has its own template and it takes a lot of time to render it. I replaced Buttons with Borders. It takes about 4-5ms to render each item after that.
Move all element settings to styles. About 3ms.
Create a custom item control with a single grid in the template. I create all child elements in code and apply styles using TryFindResources method. About 2ms in the result.
After all these changes, performance looks fine but still most time is spent on loding the ListControl.Item template and the custom control template.
4. The last step: replace a ListControl with Canvas and Scrollbar controls. Now all items are created at runtime and position is calculated manually using the MeasureOverride and ArrangeOverride methods. Now it takes <1ms to render each item from which 0.5ms is spent on TextBlock rendering.
I still use styles and bindings since they do not affect performance a lot when data is changed. You can imagine that this is not a WPF solution. But I fave a few similar lists in the application and it is possible not to use templates at all.

Can I change the Thread Affinity (Dispatcher) of a Control in WPF?

I want to create a control which takes a while to create (Pivot) and then add it to the visual tree. To do this i would need to change the dispatcher of the control (and its heirachy) before adding it to the VisualTree.
Is this possible? Are there any implications of walking the controls trees and setting the _dispatcher field via reflection?
AFAIK this only works with Freezable derived classes. The best solution I see is to create the control on the UI Thread and show a progress bar during creation. To make this possible you will have to create the control in portions an let the progress bar update itself once in a while. This not only necessary for the progressbar but also will make sure that you application does not block.
Pseudocode (execure in extra thread):
this.Dispatcher.BeginInvoke(UpdateProgress(0));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(0,25));
this.Dispatcher.BeginInvoke(UpdateProgress(25));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(25,50));
this.Dispatcher.BeginInvoke(UpdateProgress(50));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(50,75));
this.Dispatcher.BeginInvoke(UpdateProgress(75));
this.Dispatcher.BeginInvoke(bigControlBuilder.Build(75,100));
this.Dispatcher.BeginInvoke(UpdateProgress(100));
this.Dispatcher.BeginInvoke(this.Children.Add(bigControlBuilder.GetControl()));
Update:
To make complex control more responsive you could also try UI-Virtualization/Data-Virtualisation:
Only load and show those visual items of the data items that are currently visible to ther user. Do not load and show visual items that are scrolled offscreen are to small to see or are in any other way invisible to the user. Upon userinteraction unload items that become invisble, load items that become visible.
To answer your question, I suppose it is possible to set _dispatcher using reflection but I would not recommend it at all. There is a deeply ingrained notion in WPF of thread affinity and STA so I wouldn't mess with that.
bitbonk's approach is a good one.
Another approach we have used in a project of ours was to create a second UI thread and have a progress indicator be rendered by the second UI thread while the first UI thread is building the UI. As long as the progress bar stays in the visual tree owned by the second UI thread, you should be good.

wpf slow effect and low speed animation?

Let me explain about my problem:
I have a wpf form with few controls. some of these control over-writing template. for example a textblock with an effect will be trigger on Mouse-Enter event and change color of foreground to something else.
But after running program when mouse enter on textBloc, it takes a few Milli-seconds until Mouse-enter event triggers. also all control or better say all control which use mouse-events have this problem.
How solve this problem???
this problem depends on two things:
1) system configuration (CPU, RAM , VGA) also depends on power of these parts
2) Windows Version (XP,Seven) seven Much faster than Xp, xp too slow
Tip:
also you must know using wpf in windows xp two thing make this problem:
1) using effects(or bitmap-effect) on window
2) using allow transparency with none-border style for window
these effect make your window slow to occure any events and trigger!
otherwise if You not use these effect, you have a good wpf app with good speed in triggering events(also on Minimal systerm ).
Good Luck

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