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GeneralClass Circular References Pin
Abner Mallidy25-Apr-04 19:40
Abner Mallidy25-Apr-04 19:40 
GeneralRe: Class Circular References Pin
Jeff Varszegi25-Apr-04 20:55
professionalJeff Varszegi25-Apr-04 20:55 
Questionhow to draw on a bitmap? Pin
lowiq25-Apr-04 19:08
lowiq25-Apr-04 19:08 
AnswerRe: how to draw on a bitmap? Pin
CWIZO25-Apr-04 22:25
CWIZO25-Apr-04 22:25 
GeneralRe: how to draw on a bitmap? Pin
lowiq25-Apr-04 22:58
lowiq25-Apr-04 22:58 
GeneralRe: how to draw on a bitmap? Pin
Heath Stewart26-Apr-04 4:08
protectorHeath Stewart26-Apr-04 4:08 
GeneralRe: how to draw on a bitmap? Pin
lowiq26-Apr-04 20:48
lowiq26-Apr-04 20:48 
GeneralRe: how to draw on a bitmap? Pin
Heath Stewart27-Apr-04 3:49
protectorHeath Stewart27-Apr-04 3:49 
You'll need to save myBitmap to a stream as a different format (the easiest way, though other ways exist - see the .NET Framework SDK for more information about the Bitmap class). You can do this by creating a MemoryStream, saving the Bitmap as a different format, and then get a Graphics object from that:
using (Bitmap myBitmap = new Bitmap(@"C:\...\GaugeTime.gif"))
{
  using (MemoryStream ms = new MemoryStream())
  {
    myBitmap.Save(ms, ImageFormat.Bmp);
    ms.Seek(0, SeekOrigin.Begin);
    using (Bitmap newBitmap = new Bitmap(ms))
    {
      using (Graphics g = Graphics.FromImage(newBitmap))
      {
        // Draw in your image and save it to a new file or something.
      }
    }
  }
}
The various using statements just dispose the object when it falls out of scope - even if an Exception is thrown for some reason. Each using statement compiles to the following:
using (Bitmap bmp = new Bitmap(32, 32))
{
  // ...
}
// Compiles to...
Bitmap bmp = new Bitmap(32, 32);
try
{
  // ...
}
finally
{
  if (bmp != null) bmp.Dispose();
}


 

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GeneralRe: how to draw on a bitmap? Pin
lowiq27-Apr-04 4:47
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