用perfmon简单分析GDI+性能和代码的一点小改进
Paint事件被触发了多少次?比较简单的方式,我们自己做一个perfmon能用的counter。看代码:
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private void button1_Click(object sender, EventArgs e)
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{
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if (!PerformanceCounterCategory.Exists("GDI+ Monitor"))
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{
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CounterCreationDataCollection ccdc = new CounterCreationDataCollection();
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CounterCreationData totalPaint = new CounterCreationData();
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totalPaint.CounterName = "# operator executed";
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totalPaint.CounterHelp = "Counts of OnPaint events called";
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totalPaint.CounterType = PerformanceCounterType.NumberOfItems32;
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ccdc.Add(totalPaint);
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PerformanceCounterCategory.Create("GDI+ Monitor", "Some counters for GDI+ objects", PerformanceCounterCategoryType.MultiInstance, ccdc);
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}
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}
private void button1_Click(object sender, EventArgs e)2
{3
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if (!PerformanceCounterCategory.Exists("GDI+ Monitor"))5
{6
CounterCreationDataCollection ccdc = new CounterCreationDataCollection();7

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CounterCreationData totalPaint = new CounterCreationData();9
totalPaint.CounterName = "# operator executed";10
totalPaint.CounterHelp = "Counts of OnPaint events called";11
totalPaint.CounterType = PerformanceCounterType.NumberOfItems32;12

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ccdc.Add(totalPaint);14

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PerformanceCounterCategory.Create("GDI+ Monitor", "Some counters for GDI+ objects", PerformanceCounterCategoryType.MultiInstance, ccdc);16
}17
}好,点一下button1之后,我们就可以在perfmon中看到GDI+ Monitor这个category了,然后只有一个counter,就是# operator executed
然后在winform中增加这么一段:
paintcall = new PerformanceCounter();
paintcall.CategoryName = "GDI+ Monitor";
paintcall.CounterName = "# operator executed";
paintcall.MachineName = ".";
paintcall.ReadOnly = false;
好了,代码里面可以用paintcall这个变量了。我们现在的需求是监视Paint被触发了多少次,那么可以在代码中这么写:
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Graphics g2 = e.Graphics;
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Bitmap bmp = new Bitmap(this.Width, this.Height);
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Graphics g = Graphics.FromImage(bmp);
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paintcall.Increment();
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Rectangle r = new Rectangle(0, 0, this.Width, this.Height);
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g.FillRectangle(new LinearGradientBrush(r, Color.Red, Color.Blue, LinearGradientMode.BackwardDiagonal), r);
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g2.DrawImage(bmp, new Point(0, 0));
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g.Dispose();
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g = null;
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bmp.Dispose();
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bmp = null;
Graphics g2 = e.Graphics;2

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Bitmap bmp = new Bitmap(this.Width, this.Height);4
Graphics g = Graphics.FromImage(bmp);5

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paintcall.Increment();7

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Rectangle r = new Rectangle(0, 0, this.Width, this.Height);9
g.FillRectangle(new LinearGradientBrush(r, Color.Red, Color.Blue, LinearGradientMode.BackwardDiagonal), r);10

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g2.DrawImage(bmp, new Point(0, 0));12

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g.Dispose();14
g = null;15

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bmp.Dispose();17
bmp = null;看上面第6行,这句会把paint call增加一。当然,其他方法有很多,这里不写了。
好,跑一下perfmon,然后把我们新增加的counter add上,嗯,可以看到当窗口无效的时候,计数器就增加了。
有一个小的细节,当窗口稍微改动大小的时候,你会发现Paint被调用了多次,这个实在很郁闷。so,稍微做点手脚:
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private bool resize = false;
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private void Form1_ResizeEnd(object sender, EventArgs e)
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{
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resize = false;
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this.Invalidate();
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}
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private void Form1_ResizeBegin(object sender, EventArgs e)
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{
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resize = true;
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}
private bool resize = false;2
private void Form1_ResizeEnd(object sender, EventArgs e)3
{4
resize = false;5
this.Invalidate();6
}7

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private void Form1_ResizeBegin(object sender, EventArgs e)9
{10
resize = true;11
}然后我们修改一下Paint事件的代码如下:
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private void Form1_Paint(object sender, PaintEventArgs e)
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{
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if (true == resize) return;
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Graphics g2 = e.Graphics;
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Bitmap bmp = new Bitmap(this.Width, this.Height);
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Graphics g = Graphics.FromImage(bmp);
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paintcall.Increment();
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Rectangle r = new Rectangle(0, 0, this.Width, this.Height);
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g.FillRectangle(new LinearGradientBrush(r, Color.Red, Color.Blue, LinearGradientMode.BackwardDiagonal), r);
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g2.DrawImage(bmp, new Point(0, 0));
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g.Dispose();
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g = null;
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bmp.Dispose();
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bmp = null;
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}
private void Form1_Paint(object sender, PaintEventArgs e)2
{3
if (true == resize) return;4

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Graphics g2 = e.Graphics;6

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Bitmap bmp = new Bitmap(this.Width, this.Height);8
Graphics g = Graphics.FromImage(bmp);9

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paintcall.Increment();11

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Rectangle r = new Rectangle(0, 0, this.Width, this.Height);13
g.FillRectangle(new LinearGradientBrush(r, Color.Red, Color.Blue, LinearGradientMode.BackwardDiagonal), r);14

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g2.DrawImage(bmp, new Point(0, 0));16

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g.Dispose();18
g = null;19

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bmp.Dispose();21
bmp = null;22
}注意第三行,我们判断,如果在resize过程中,那么就直接返回。这样,虽然界面像白板一样,但是却少了很多Paint操作,从性能上会好不少。


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