Timer not invalidating

It will redraw its graphics via some other mechanism.

Going through User (the window message pump) and GDI (the invalidation/redraw paradigm) is overhead that isn't acceptable when frame rate needs to be maximized.

When I hit the key, I create a timer successfully, but the timer's event never gets called after I start the timer.. Invalidate" within On Paint does not give the form the opportunity to call the tick-event of the timer.

Nothing about drawing the control should be changing the way it should draw next time, and so there should be no reason to call Invalidate from within the On Paint handler. My application is actually a game, which is why On Paint has to be called so often.

Opaque, true); And the entry point to this program is like so: static void Main() I have my onpaint function call Invalidate at the very end like so: protected override void On Paint(System. I'm soooo close to the solution that I can almost taste it, but I'm stuck. Invoke", but they were not clear on how it would apply to my particular situation...) Thanks in Advance, -alex- Hi, I have a simple form that handles all its paint functionality like so: this. Seems to me you've got a pretty classic infinite loop there. Of course, if your timer code has to interact with the window, you will wind up having to use Invoke or Begin Invoke, which introduces a dependency on the message queue again. IMHO, however, you should rethink the wisdom of calling Invalidate from within your On Paint handler. Generally speaking, you should only ever call Invalidate when there has actually been some change in the data being drawn.

Paint Event Args e) The problem is that I want to setup a System. In my own ignorance, I thought that when you create a timer it creates a new thread, independent of the message loop of the application, but apparently not. Invoke somewhere, and/or possibly modifying Main so that when i create a Timer it can operate independently of the On Paint loop. (I've looked at various topics in google, and they too point to "Control. Opaque, true); And the entry point to this program is like so: static void Main() I have my onpaint function call Invalidate at the very end like so: protected override void On Paint(System. I'm soooo close to the solution that I can almost taste it, but I'm stuck. Invoke", but they were not clear on how it would apply to my particular situation...) Thanks in Advance, -alex- Let me make sure I understand what you are saying: In your overridden "On Paint" handler, which is called in response to a paint event, which occurs any time an area of the control (form) is invalidated, you invalidate the entire control (form)? In my own ignorance, I thought that when you create a timer it creates a new thread, independent of the message loop of the application, but apparently not. If you want a timer that operates independently of the message queue, you should probably use something like Threading. That will use a different thread to handle the timer.

Why those events work and not the timer is beyond my understanding :) What I do believe is that I have is the classic problem of distributing the workload to the appropriate places. Your response only strengthens my resolve to re-think how my game should be structured :) Thank you again for you response! In my own ignorance, I thought that when you create a timer it creates a new thread, independent of the message loop of the application, but apparently not. If you want a timer that operates independently of the message queue, you should probably use something like Threading. That will use a different thread to handle the timer. We're a friendly computing community, bustling with knowledgeable members to help solve your tech questions.Please join our friendly community by clicking the button below - it only takes a few seconds and is totally free. I believe the problem (and ultimately the solution) lies in the fact that the form is a single-threaded application. Paint Event Args e) The problem is that I want to setup a System. In my own ignorance, I thought that when you create a timer it creates a new thread, independent of the message loop of the application, but apparently not. Invoke somewhere, and/or possibly modifying Main so that when i create a Timer it can operate independently of the On Paint loop. (I've looked at various topics in google, and they too point to "Control. I believe the problem (and ultimately the solution) lies in the fact that the form is a single-threaded application. All that does is use the usual Windows WM_TIMER mechanism, which relies on being able to get a WM_TIMER message from the window's message queue. When I hit the key, I create a timer successfully, but the timer's event never gets called after I start the timer.. Invalidate" within On Paint does not give the form the opportunity to call the tick-event of the timer. I believe the problem (and ultimately the solution) lies in the fact that the form is a single-threaded application. When I hit the key, I create a timer successfully, but the timer's event never gets called after I start the timer.. Invalidate" within On Paint does not give the form the opportunity to call the tick-event of the timer.

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