Re: Lightweight visual control

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You should not attempt to use a windowed control as a graphical wiget such as a bouncing ball or space-invaders sprite. This functionality is best achieved using a lightweight graphical object that is part of a simple retained-mode graphics system.

See Windows Forms Tips and Tricks for several examples of these systems including a good example of animation using GDI+ lightweight objects.

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Bob Powell [MVP]
Visual C#, System.Drawing

Ramuseco Limited .NET consulting
http://www.ramuseco.com

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"Mike D Sutton" <EDais@xxxxxxxx> wrote in message news:%23lnrOCh0HHA.4476@xxxxxxxxxxxxxxxxxxxxxxx
I'm developing some simple user-drawn graphical controls and looking for the most efficient way of going about it.
Initially I had the default VS control project which derrived from 'UserControl' with all it's baggage. Having a look up the inheritance tree it looks to me that this is designed to be a scrollable control container by default which I did not require, and so inheriting from 'Control' instead worked just fine.
Having a look through the Control class (metadata) it seems that there are a lot of properties which don't really apply to my control though, however going up a level further to 'Component' looses some of the required functionality (namely creating a window, painting and so on.)
Is the standard practice in this case to just use Control, or is there a more appropriate base class to work from?
Cheers,

Mike


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