14.1. Visuals

In the previous chapter, you learned the best ways to deal with modest amounts of graphical content. By using geometries, drawings, and paths, you reduce the overhead of your 2-D art. Even if you're using complex compound shapes with layered effects and gradient brushes, this is an approach that performs well.

However, this design isn't suitable for drawing-intensive applications that need to render a huge number of graphical elements. For example, consider a mapping program, a physics modeling program that demonstrates particle collisions, or a side-scrolling game. The problem posed by these applications isn't the complexity of the art, but the sheer number of individual graphical elements. Even if you replace your Path elements ...

Get Pro WPF in C# 2010: Windows Presentation Foundation in .NET 4 now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.