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Don't Flicker! Double Buffer!

By , 31 Jan 2006
 

Introduction

Flickering is a common problem known to everyone who has programmed in the Windows Forms environment. We all know that even the Windows Task Manager flickers when we select a process from the process list.

If you have ever looked around the subject you might have probably noticed that the most common solution to this is Double Buffering.

Explanation

Double Buffer is a technique where we draw all our graphic needs to an image stored in the memory (buffer) and after we are done with all our drawing needs we a draw a complete image from the memory onto the screen. This concentrates the drawing to the screen (an operation that badly effects the performance of the application) to a single operation rather than many small ones.

An easy example to understand this would be to use a ProgressBar that has several layers:

  1. background layer,
  2. border layer,
  3. progress layer,
  4. percent layer.

For each of these layers, we need to call some drawing operation, and after each drawing operation the control redraws itself to the screen. Now, if the refresh rate is low we won't have any problem but if we speed up the refresh rate flickering (blinking) occurs.

We solve this by drawing all the layers to an image that is located in the memory and after drawing all the layers into this image we draw the image onto the screen. This improves the performance dramatically.

Techniques

Note: All of the techniques that are mentioned below are used in the example source code provided with this article except the first one which is from .NET Framework 1.1, and the source code is for .NET Framework 2.0.

Things you should know before we start

  • SetStyle(ControlStyles.AllPaintingInWmPaint, true);

    When a control is painted there are two functions that are called, the OnPaint and the OnPaintBackground. When this flag set, it ignores the OnPaintBackground function and the OnPaint function takes care of drawing both the background and the foreground.

  • SetStyle(ControlStyles.UserPaint, true);

    When this flag is set to true, the control paints itself and is not painted by the system operation.

  • Tip (by Tim McCurdy): SetStyle(ControlStyles.ResizeRedraw, true);

    Setting this flag causes the control to repaint itself when resized.

  • ProgressBar drawing

    For all these examples, I call a function called DrawProgressBar. The parameter passed to it is a Graphics instance that is used for drawing:

    private void DrawProgressBar(Graphics ControlGraphics)
    {
        // draw background
        ControlGraphics.FillRectangle(Brushes.Black, ClientRectangle);
        // draw border
        ControlGraphics.DrawRectangle(Pens.White, ClientRectangle);
        // draw progress 
        ControlGraphics.FillRectangle(Brushes.SkyBlue, 0, 0, 
                this.Width * ProgressBarPercentValue, this.Height);
        // draw percent
        ControlGraphics.DrawString(ProgressBarPercentValue.ToString(), 
                           this.Font, Brushes.Red, 
                           new Point(this.Width / 2, this.Height / 2));
    }

Starting off

  • .NET Framework 1.1 built-in double buffer

    public partial class DoubleBufferedControl : Control
    {
        public DoubleBufferedControl()
        {
            InitializeComponent();
    
            this.SetStyle(
                ControlStyles.UserPaint |
                ControlStyles.AllPaintingInWmPaint |
                ControlStyles.DoubleBuffer, true);
        }
    
        protected override void OnPaint(PaintEventArgs pe)
        {
            // we draw the progressbar normally 
            // with the flags sets to our settings
            DrawProgressBar(pe.Graphics);
        }
    }

    This technique comes with .NET Framework 1.1 and provides some double buffer support. From what I have tested, this technique is not very good and I prefer using the manual technique for .NET Framework 1.1 (which will be shown later).

  • .NET Framework 2.0 built-in double buffer

    public class DoubleBufferedControl : Control
    {
        public DoubleBufferedControl()
        {
            InitializeComponent();
    
            this.SetStyle(
                ControlStyles.UserPaint |
                ControlStyles.AllPaintingInWmPaint |
                ControlStyles.OptimizedDoubleBuffer, true);
        }
    
        protected override void OnPaint(PaintEventArgs pe)
        {
            // we draw the progressbar normally with 
            // the flags sets to our settings
            DrawProgressBar(pe.Graphics);
        }
    }

    Well, in .NET Framework 2.0 there is a big improvement in the ease and use of double buffering technique. The performance that we get by using this technique is very good and I recommend this for everyone who doesn't want to get into too much of coding.

    I should mention that when we set Control.DoubleBuffered to true, it will set the ControlStyles.AllPaintingInWmPaint and ControlStyles.OptimizedDoubleBuffer to true.

  • The manual solution for .NET Framework 1.1

    What we do here is create the double buffer ourselves and implement it by overriding the OnPaint event of a control or anything else that you might want to use it on:

    public partial class DoubleBufferedControl : Control
    {
        const Bitmap NO_BACK_BUFFER = null;
        const Graphics NO_BUFFER_GRAPHICS = null;
    
        Bitmap BackBuffer;
        Graphics BufferGraphics;
    
        public DoubleBufferedControl()
        {
            InitializeComponent();
            
            Application.ApplicationExit += 
                new EventHandler(MemoryCleanup);
    
            SetStyle(ControlStyles.AllPaintingInWmPaint, true);
    
            BackBuffer = new Bitmap(this.Width, this.Height);
            BufferGraphics = Graphics.FromImage(BackBuffer);
        }
    
        private void MemoryCleanup(object sender, EventArgs e)
        {
            // clean up the memory
            if (BackBuffer != NO_BACK_BUFFER)
                BackBuffer.Dispose();
    
            if (BufferGraphics != NO_BUFFER_GRAPHICS)
                BufferGraphics.Dispose();
        }
        protected override void OnPaint(PaintEventArgs pe)
        {
            // we draw the progressbar into the image in 
            // the memory
            DrawProgressBar(BufferGraphics);
    
            // now we draw the image into the screen
            pe.Graphics.DrawImageUnscaled(BackBuffer);
        }
    
        private void DoubleBufferedControl_Resize(object sender, 
                                                     EventArgs e)
        {
            if (BackBuffer != NO_BACK_BUFFER)
                BackBuffer.Dispose();
    
            BackBuffer = new Bitmap(this.Width, this.Height);
            BufferGraphics = Graphics.FromImage(BackBuffer);
    
            this.Refresh();
        }
    }
  • The manual solution for .NET Framework 2.0

    In .NET Framework 2.0, we can still use the manual way. Microsoft has provided us with some useful tools to make it even easier. The new tools are BufferedGraphicsContext and BufferedGraphics. BufferedGraphicsContext provides us an alternative buffer instead of the Bitmap that we used in .NET Framework 1.1 and BufferedGraphics handles all the graphics operations like drawing the buffered image to the screen using the Render() function etc:

    public class DoubleBufferedControl : Control
    {
        const BufferedGraphics NO_MANAGED_BACK_BUFFER = null;
    
        BufferedGraphicsContext GraphicManager;
        BufferedGraphics ManagedBackBuffer;
    
        public DoubleBufferedControl()
        {
            InitializeComponent();
            
            Application.ApplicationExit += 
                   new EventHandler(MemoryCleanup);
    
            SetStyle(ControlStyles.AllPaintingInWmPaint, true);
    
            GraphicManager = BufferedGraphicsManager.Current;
            GraphicManager.MaximumBuffer = 
                   new Size(this.Width + 1, this.Height + 1);
            ManagedBackBuffer = 
                GraphicManager.Allocate(this.CreateGraphics(), 
                                               ClientRectangle);
        }
    
        private void MemoryCleanup(object sender, EventArgs e)
        {
            // clean up the memory
            if (ManagedBackBuffer != NO_MANAGED_BACK_BUFFER)
                ManagedBackBuffer.Dispose();
        }
        protected override void OnPaint(PaintEventArgs pe)
        {
            // we draw the progressbar into the image in the memory
            DrawProgressBar(ManagedBackBuffer.Graphics);
    
            // now we draw the image into the screen
            ManagedBackBuffer.Render(pe.Graphics);
        }
    
        private void DoubleBufferedControl_Resize(object sender, 
                                                      EventArgs e)
        {
            if (ManagedBackBuffer != NO_MANAGED_BACK_BUFFER)
                BackBufferManagedBackBufferDispose();
    
            GraphicManager.MaximumBuffer = 
                  new Size(this.Width + 1, this.Height + 1);
    
            ManagedBackBuffer = 
                GraphicManager.Allocate(this.CreateGraphics(), 
                                                ClientRectangle);
    
            this.Refresh();
        }
    }

Conclusion

Double buffering is a good and simple to use technique that I think anyone who has ever dealt with some graphics programming should know. I am also glad to see that Microsoft has put up lot of time to improve the GUI performance of the .NET Framework and provided us with some better tools to deal with them instead of wasting our time on writing some improvised code.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

About the Author

Gil.Schmidt
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Comments and Discussions

 
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GeneralMy vote of 5memberMember 36667148 Aug '10 - 20:50 
Flicker free effect example is really good
GeneralA one-line solution using reflectionmemberMember 411054622 Apr '10 - 9:31 
Thanks very much! There's a way to take an existing control and set the style using reflection (where ctl is your control name):
ctl.GetType().GetMethod("SetStyle", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(ctl, new object[] { ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint |ControlStyles.DoubleBuffer, true});

GeneralRe: A one-line solution using reflectionmemberT_H.net28 Apr '10 - 10:25 
I tried this out for a DataGridView flicker problem -- it works great!
Thanks
GeneralManual solutions and flickeringmemberHolger Hoffmann28 Feb '10 - 3:52 
Hi lads,
 
if you want to implement manual double buffering, you have to override the background painting method, too:
 
protected override void OnPaintBackground(PaintEventArgs pevent)
{
    // do nothing
}
 
So long
Holger
GeneralYESmemberbar49_9#18 Jan '10 - 6:39 
I was getting ready to write a graphics test app but you wrote it for me.
Thank you!
GeneralGetting parameter Not valid errormemberprashant_14419 Nov '09 - 2:03 
I am creating a User Control.
I set DoubleBuffering = true from design time.
When i run my application and try to load an image then it shows me the
error saying "Parameter Not valid" on line Application.Run(new Form1());
 
When i set it to false everything is ok.
I also tried your method by writing this line on constructor but same error occurred.
 
this.SetStyle( ControlStyles.AllPaintingInWmPaint |
ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true);
 
Help Needed
thanks,
 
adad

GeneralProblem in GDI+ drawingmemberskvs3 Dec '08 - 21:42 
hi..
I have used the SetStype property that what u have used for BuiltInOptimisedBuffer, but still i have flickering problem..
 
If i open any other window in front of the painted area, it will again repaints the whole area, is there any way to not to effect the painted area, so that we can avoid repainting of that particular region..
GeneralRe: Problem in GDI+ drawingmemberMember 62846609 Aug '09 - 22:54 
Hi,
 
After putting this code in my control, it was still flickering, and I found the solution on another site : there's another parameter to pass to SetStyle (ControlStyles.DoubleBuffer).
 
Replace the SetStyle line by :
this.SetStyle(ControlStyles.DoubleBuffer | ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint, true);
 
And after that it will work!
 
Thanks for this great article man
QuestionHow do you double buffer the rendering of all form controls? Not just a single control?memberjohnnynine227 Jul '08 - 18:00 
This is a great article on how to double buffer a single control, so that the rendering of the control does not flicker.
 
However I need to double buffer the entire control collection rendering. I use my own transparent image controls on my form which don't paint a background. These images change frequently so the entire control collection needs to be redrawn often. This causes severe flicker as each control is redrawn in the form.
 
How do I double buffer the rendering of all the form controls so that I don't actually see each control being rendered in turn? I basically need each control to be rendered to an in memory graphics buffer, and then when done, render the graphics buffer.
 
Thanks,
Johnny
QuestionRe: How do you double buffer the rendering of all form controls? Not just a single control?memberselin10052 Sep '08 - 21:45 
Did you get an answer for this or find a solution yourself? Because I'm stuck with the same problem. I have created separate event handlers for the same control so any mouse movement will update all the controls, and their draw methods work fine with flicker actually, but when I try to introduce buffering to remove flicker, I lose them completely!

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