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Task/Image-noise/Visual-Basic-.NET/image-noise.visual
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131
Task/Image-noise/Visual-Basic-.NET/image-noise.visual
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Imports System.Drawing.Imaging
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Public Class frmSnowExercise
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Dim bRunning As Boolean = True
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Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
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' Tell windows we want to handle all the painting and that we want it to double buffer
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' the form's rectangle (Double Buffering removes/reduces flickering).
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SetStyle(ControlStyles.AllPaintingInWmPaint Or ControlStyles.UserPaint Or ControlStyles.OptimizedDoubleBuffer, True)
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UpdateStyles()
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' Prevent the user from resizing the window. Our draw code is not
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' setup to recalculate on the fly.
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FormBorderStyle = Windows.Forms.FormBorderStyle.FixedSingle
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MaximizeBox = False
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' The window size and the client rectangle aren't the same.
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' To get the proper dimensions for our exercise we need to
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' figure out the difference and add it to our 320x240
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' requirement.
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Width = 320 + Size.Width - ClientSize.Width
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Height = 240 + Size.Height - ClientSize.Height
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' Pop the window, bring it to the front and give windows time to
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' reflect the changes.
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Show()
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Activate()
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Application.DoEvents()
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' Hit the loop and keep going until we receive a close request.
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RenderLoop()
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' We're done. Exit the application.
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Close()
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End Sub
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Private Sub Form1_KeyPress(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyPressEventArgs) Handles Me.KeyPress
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' Close the application when the user hits escape.
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If e.KeyChar = ChrW(Keys.Escape) Then bRunning = False
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End Sub
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Private Sub Form1_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me.FormClosing
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' We'll cancel the form close request if we're still running so we don't get an error during runtime and set the close request flag.
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e.Cancel = bRunning
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bRunning = False
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End Sub
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Private Sub RenderLoop()
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Const cfPadding As Single = 5.0F
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Dim b As New Bitmap(ClientSize.Width, ClientSize.Width, PixelFormat.Format32bppArgb)
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Dim g As Graphics = Graphics.FromImage(b)
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Dim r As New Random(Now.Millisecond)
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Dim oBMPData As BitmapData = Nothing
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Dim oPixels() As Integer = Nothing
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Dim oBlackWhite() As Integer = {Color.White.ToArgb, Color.Black.ToArgb}
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Dim oStopwatch As New Stopwatch
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Dim fElapsed As Single = 0.0F
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Dim iLoops As Integer = 0
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Dim sFPS As String = "0.0 FPS"
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Dim oFPSSize As SizeF = g.MeasureString(sFPS, Font)
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Dim oFPSBG As RectangleF = New RectangleF(ClientSize.Width - cfPadding - oFPSSize.Width, cfPadding, oFPSSize.Width, oFPSSize.Height)
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' Get ourselves a nice, clean, black canvas to work with.
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g.Clear(Color.Black)
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' Prep our bitmap for a read.
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oBMPData = b.LockBits(New Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb)
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' Allocate sufficient space for the pixel data and
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' flash copy it to our array.
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' We want an integer to hold the color for each pixel in the canvas.
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Array.Resize(oPixels, b.Width * b.Height)
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Runtime.InteropServices.Marshal.Copy(oBMPData.Scan0, oPixels, 0, oPixels.Length)
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b.UnlockBits(oBMPData)
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' Start looping.
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Do
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' Find our frame time and add it to the total amount of time
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' elapsed since our last FPS update (once per second).
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fElapsed += oStopwatch.ElapsedMilliseconds / 1000.0F
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oStopwatch.Reset()
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oStopwatch.Start()
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' Adjust the number of loops since the last whole second has elapsed.
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iLoops += 1
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If fElapsed >= 1.0F Then
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' Since we've now had a whole second elapse
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' figure the Frames Per Second,
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' measure our string,
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' setup our backing rectangle for the FPS string (so it's clearly visible over the snow)
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' reset our loop counter
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' and our elapsed counter.
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sFPS = (iLoops / fElapsed).ToString("0.0") & " FPS"
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oFPSSize = g.MeasureString(sFPS, Font)
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oFPSBG = New RectangleF(ClientSize.Width - cfPadding - oFPSSize.Width, cfPadding, oFPSSize.Width, oFPSSize.Height)
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fElapsed -= 1.0F ' We don't set this to 0 incase our frame time has gone a bit over 1 second since last update.
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iLoops = 0
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End If
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' Generate our snow.
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For i As Integer = 0 To oPixels.GetUpperBound(0)
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oPixels(i) = oBlackWhite(r.Next(oBlackWhite.Length))
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Next
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' Prep the bitmap for an update.
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oBMPData = b.LockBits(New Rectangle(0, 0, b.Width, b.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb)
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' Flash copy the new data into our bitmap.
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Runtime.InteropServices.Marshal.Copy(oPixels, 0, oBMPData.Scan0, oPixels.Length)
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b.UnlockBits(oBMPData)
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' Draw the backing for our FPS display.
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g.FillRectangle(Brushes.Black, oFPSBG)
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' Draw our FPS.
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g.DrawString(sFPS, Font, Brushes.Yellow, oFPSBG.Left, oFPSBG.Top)
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' Update the form's background and draw.
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BackgroundImage = b
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Invalidate(ClientRectangle)
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' Let windows handle some queued events.
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Application.DoEvents()
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Loop While bRunning
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End Sub
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End Class
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