Using Visual Studio 2010 Express to create a surface I can draw to

Posted by Joel on Stack Overflow See other posts from Stack Overflow or by Joel
Published on 2010-04-29T15:56:19Z Indexed on 2010/04/29 15:57 UTC
Read the original article Hit count: 187

Filed under:
|
|
|
|

I'm coming from a Java background and trying to port a simple version of Conway's Game of Life that I wrote to C# in order to learn the language.

In Java, I drew my output by inheriting from JComponent and overriding paint(). My new canvas class then had an instance of the simulation's backend which it could read/manipulate. I was then able to get the WYSIWYG GUI editor (Matisse, from NetBeans) to allow me to visually place the canvas.

In C#, I've gathered that I need to override OnPaint() to draw things, which (as far as I know) requires me to inherit from something (I chose Panel). I can't figure out how to get the Windows forms editor to let me place my custom class. I'm also uncertain about where in the generated code I need to place my class.

How can I do this, and is putting all my drawing code into a subclass really how I should be going about this? The lack of easy answers on Google suggests I'm missing something important here. If anyone wants to suggest a method for doing this in WPF as well, I'm curious to hear it.

Thanks

© Stack Overflow or respective owner

Related posts about c#

Related posts about winforms