I am doing a little graphing via the System.Drawing and im having a few problems.
I'm holding data in a Queue and i'm drawing(graphing) out that data onto three picture boxes
this method fills the picture box then scrolls the graph across.
so not to draw on top of the previous drawings (and graduly looking messier) i found 2 solutions to draw the graph.
- Call
plot.Clear(BACKGOUNDCOLOR)
before the draw loop [block commented]
although this causes a flicker to appear from the time it takes to do the actual drawing loop.
- call
plot.DrawLine(channelPen[5], j, 140, j, 0);
just before each drawline [commented]
although this causes the drawing to start ok then slow down very quickly to a crawl as if a wait command had been placed before the draw command.
Here is the Code for reference:
/*plotx.Clear(BACKGOUNDCOLOR)
ploty.Clear(BACKGOUNDCOLOR)
plotz.Clear(BACKGOUNDCOLOR)*/
for (int j = 1; j < 599; j++)
{
if (j > RealTimeBuffer.Count - 1) break;
QueueEntity past = RealTimeBuffer.ElementAt(j - 1);
QueueEntity current = RealTimeBuffer.ElementAt(j);
if (j == 1)
{
//plotx.DrawLine(channelPen[5], 0, 140, 0, 0);
//ploty.DrawLine(channelPen[5], 0, 140, 0, 0);
//plotz.DrawLine(channelPen[5], 0, 140, 0, 0);
}
//plotx.DrawLine(channelPen[5], j, 140, j, 0);
plotx.DrawLine(channelPen[0], j - 1, (((past.accdata.X - 0x7FFF) / 256) + 64), j, (((current.accdata.X - 0x7FFF) / 256) + 64));
//ploty.DrawLine(channelPen[5], j, 140, j, 0);
ploty.DrawLine(channelPen[1], j - 1, (((past.accdata.Y - 0x7FFF) / 256) + 64), j, (((current.accdata.Y - 0x7FFF) / 256) + 64));
//plotz.DrawLine(markerPen, j, 140, j, 0);
plotz.DrawLine(channelPen[2], j - 1, (((past.accdata.Z - 0x7FFF) / 256) + 94), j, (((current.accdata.Z - 0x7FFF) / 256) + 94));
}
Is there any tricks to avoid these overheads?
If not would there be any other/better solutions?
EDIT: See [Final Solution] bellow for solution code