WPF画布在绘制大量图形时冻结

时间:2018-06-19 12:24:42

标签: c# wpf canvas freeze

我是一个初学者,正在做一些C#练习。我了解了森林火灾模型,并尝试使用WPF进行此操作,并且为了进行绘图,我通过为每个像素创建一个矩形来使用画布。 我得到的问题是程序冻结,并且画布不绘制任何内容(使用while(true)循环)。另外,我将在迭代后删除所有子项,但程序仍在收集GB的RAM。

测试的简化代码:

public partial class TestDrawing : Window
{
    public TestDrawing()
    {
        InitializeComponent();
    }
    private void btnStart_Click(object sender, RoutedEventArgs e)
    {
        DrawForestFire();
    }
    private void DrawForestFire()
    {

        Random rand = new Random();

        while (true)
        {
            for (int y = 0; y < 100; y++)
            {
                for (int x = 0; x < 100; x++)
                {
                    Rectangle rectangle = new Rectangle();

                    Color color = Color.FromRgb((byte)rand.Next(200), 
                              (byte)rand.Next(200), (byte)rand.Next(200));

                    rectangle.Fill = new SolidColorBrush(color);
                    rectangle.Width = 4;
                    rectangle.Height = 4;

                    Canvas.SetTop(rectangle, y * 4);
                    Canvas.SetLeft(rectangle, x * 4);

                    canvas.Children.Add(rectangle);
                }
            }
            canvas.Children.Clear();
        }
    }
}

我还尝试在线程中绘制“ DrawForestFire()”,并将画布对象放入“ this.Dispatcher.Invoke(()=> {...});”中。但这对我没有任何影响。怎么了?

而且,对于这种操作,还有什么比Canvas更好的东西吗?

2 个答案:

答案 0 :(得分:4)

与其在画布上添加10000个Rectangle元素,不如将其绘制到单个WriteableBitmap中。

在XAML中声明一个Image元素

<Image x:Name="image"/>

并将一个WriteableBitmap分配给它的Source属性。然后使用DispatcherTimer更新位图像素:

public partial class MainWindow : Window
{
    private const int width = 100;
    private const int height = 100;

    private readonly Random random = new Random();
    private readonly byte[] buffer = new byte[3 * width * height];
    private readonly WriteableBitmap bitmap =
        new WriteableBitmap(width, height, 96, 96, PixelFormats.Bgr24, null);

    public MainWindow()
    {
        InitializeComponent();

        image.Source = bitmap;

        var timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(50) };
        timer.Tick += OnTimerTick;
        timer.Start();
    }

    private void UpdateBuffer()
    {
        for (var y = 0; y < height; y++)
        {
            for (var x = 0; x < width; x++)
            {
                var i = 3 * (width * y + x);
                buffer[i++] = (byte)random.Next(200);
                buffer[i++] = (byte)random.Next(200);
                buffer[i++] = (byte)random.Next(200);
            }
        }
    }

    private async void OnTimerTick(object sender, EventArgs e)
    {
        await Task.Run(() => UpdateBuffer());

        bitmap.WritePixels(new Int32Rect(0, 0, width, height), buffer, 3 * width, 0);
    }
}

答案 1 :(得分:1)

只是为了好玩,这是一个有效的森林火灾实施方案。我喜欢玩自燃和新树概率。

public partial class MainWindow : Window
{
    private enum CellState
    {
        Empty, Tree, Burning
    }

    private const int width = 400;
    private const int height = 400;

    private readonly WriteableBitmap bitmap =
        new WriteableBitmap(width, height, 96, 96, PixelFormats.Bgr24, null);

    private readonly byte[] buffer = new byte[3 * width * height];
    private readonly Random random = new Random();

    private readonly Dictionary<CellState, Color> stateColors =
        new Dictionary<CellState, Color>
        {
            { CellState.Empty, Colors.Black },
            { CellState.Tree, Colors.Green },
            { CellState.Burning, Colors.Yellow }
        };

    private CellState[,] cells = new CellState[height, width];

    private double ignitionProbability = 0.0001;
    private double newTreeProbability = 0.01;

    public MainWindow()
    {
        InitializeComponent();

        image.Source = bitmap;

        var timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(50) };
        timer.Tick += OnTimerTick;
        timer.Start();
    }

    private async void OnTimerTick(object sender, EventArgs e)
    {
        await Task.Run(() => UpdateCells());

        bitmap.WritePixels(new Int32Rect(0, 0, width, height), buffer, 3 * width, 0);
    }

    private bool IsBurning(int y, int x)
    {
        return x >= 0 && x < width && y >= 0 && y < height
            && cells[y, x] == CellState.Burning;
    }

    private bool StartsBurning(int y, int x)
    {
        return IsBurning(y - 1, x - 1)
            || IsBurning(y - 1, x)
            || IsBurning(y - 1, x + 1)
            || IsBurning(y, x - 1)
            || IsBurning(y, x + 1)
            || IsBurning(y + 1, x - 1)
            || IsBurning(y + 1, x)
            || IsBurning(y + 1, x + 1)
            || random.NextDouble() <= ignitionProbability;
    }

    private CellState GetNewState(int y, int x)
    {
        var state = cells[y, x];

        switch (state)
        {
            case CellState.Burning:
                state = CellState.Empty;
                break;

            case CellState.Empty:
                if (random.NextDouble() <= newTreeProbability)
                {
                    state = CellState.Tree;
                }
                break;

            case CellState.Tree:
                if (StartsBurning(y, x))
                {
                    state = CellState.Burning;
                }
                break;
        }

        return state;
    }

    private void UpdateCells()
    {
        var newCells = new CellState[height, width];

        for (var y = 0; y < height; y++)
        {
            for (var x = 0; x < width; x++)
            {
                newCells[y, x] = GetNewState(y, x);

                var color = stateColors[newCells[y, x]];
                var i = 3 * (width * y + x);

                buffer[i++] = color.B;
                buffer[i++] = color.G;
                buffer[i++] = color.R;
            }
        }

        cells = newCells;
    }
}