The answer is right in front of you. This is a late answer to an old question, but someone might need the answer so...
Instead of declaring new textures and rectangles inside your draw loop (which is quite intense on the resources) why not create a texture outside the scope? Instead of your one, for example, try this:
Texture texture;
Rectangle textureSize;
private void InitiateTexture()
{
texture = new Texture(device, new Bitmap("CAR.jpg"), Usage.None, Pool.Managed);
using (Surface surface = texture.GetSurfaceLevel(0))
{
SurfaceDescription surfaceDescription = surface.Description;
textureSize = new Rectangle(0, 0,
surfaceDescription.Width,
surfaceDescription.Height);
}
}
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
{
device.Clear(ClearFlags.Target, Color.DarkSlateBlue, 1.0f, 0);
device.BeginScene();
Sprite sprite = new Sprite(device);
sprite.Begin(SpriteFlags.None);
sprite.Draw(texture, textureSize,
new Vector3(0, 0, 0),
new Vector3(0, 0, 0), Color.White);
sprite.End();
device.EndScene();
device.Present();
}
and then if you need to initiate multiple textures, do it into a list, then paint from that list. It saves having to use resources then free them each paint.
There are several ways to perform HTTP GET
and POST
requests:
Method A: HttpClient (Preferred)
Available in: .NET Framework 4.5+
, .NET Standard 1.1+
, .NET Core 1.0+
.
It is currently the preferred approach, and is asynchronous and high performance. Use the built-in version in most cases, but for very old platforms there is a NuGet package.
using System.Net.Http;
Setup
It is recommended to instantiate one HttpClient
for your application's lifetime and share it unless you have a specific reason not to.
private static readonly HttpClient client = new HttpClient();
See HttpClientFactory
for a dependency injection solution.
POST
var values = new Dictionary<string, string>
{
{ "thing1", "hello" },
{ "thing2", "world" }
};
var content = new FormUrlEncodedContent(values);
var response = await client.PostAsync("http://www.example.com/recepticle.aspx", content);
var responseString = await response.Content.ReadAsStringAsync();
GET
var responseString = await client.GetStringAsync("http://www.example.com/recepticle.aspx");
Method B: Third-Party Libraries
RestSharp
POST
var client = new RestClient("http://example.com");
// client.Authenticator = new HttpBasicAuthenticator(username, password);
var request = new RestRequest("resource/{id}");
request.AddParameter("thing1", "Hello");
request.AddParameter("thing2", "world");
request.AddHeader("header", "value");
request.AddFile("file", path);
var response = client.Post(request);
var content = response.Content; // Raw content as string
var response2 = client.Post<Person>(request);
var name = response2.Data.Name;
Flurl.Http
It is a newer library sporting a fluent API, testing helpers, uses HttpClient under the hood, and is portable. It is available via NuGet.
using Flurl.Http;
POST
var responseString = await "http://www.example.com/recepticle.aspx"
.PostUrlEncodedAsync(new { thing1 = "hello", thing2 = "world" })
.ReceiveString();
GET
var responseString = await "http://www.example.com/recepticle.aspx"
.GetStringAsync();
Method C: HttpWebRequest (not recommended for new work)
Available in: .NET Framework 1.1+
, .NET Standard 2.0+
, .NET Core 1.0+
. In .NET Core, it is mostly for compatibility -- it wraps HttpClient
, is less performant, and won't get new features.
using System.Net;
using System.Text; // For class Encoding
using System.IO; // For StreamReader
POST
var request = (HttpWebRequest)WebRequest.Create("http://www.example.com/recepticle.aspx");
var postData = "thing1=" + Uri.EscapeDataString("hello");
postData += "&thing2=" + Uri.EscapeDataString("world");
var data = Encoding.ASCII.GetBytes(postData);
request.Method = "POST";
request.ContentType = "application/x-www-form-urlencoded";
request.ContentLength = data.Length;
using (var stream = request.GetRequestStream())
{
stream.Write(data, 0, data.Length);
}
var response = (HttpWebResponse)request.GetResponse();
var responseString = new StreamReader(response.GetResponseStream()).ReadToEnd();
GET
var request = (HttpWebRequest)WebRequest.Create("http://www.example.com/recepticle.aspx");
var response = (HttpWebResponse)request.GetResponse();
var responseString = new StreamReader(response.GetResponseStream()).ReadToEnd();
Method D: WebClient (Not recommended for new work)
This is a wrapper around HttpWebRequest
. Compare with HttpClient
.
Available in: .NET Framework 1.1+
, NET Standard 2.0+
, .NET Core 2.0+
using System.Net;
using System.Collections.Specialized;
POST
using (var client = new WebClient())
{
var values = new NameValueCollection();
values["thing1"] = "hello";
values["thing2"] = "world";
var response = client.UploadValues("http://www.example.com/recepticle.aspx", values);
var responseString = Encoding.Default.GetString(response);
}
GET
using (var client = new WebClient())
{
var responseString = client.DownloadString("http://www.example.com/recepticle.aspx");
}
Best Answer
It sounds like you are both decoding and resizing the jpeg at the same time. The resizing can be expensive too. Try separating decoding and resizing (using the cheapest algorithm available) the jpegs. Use something like FreeImage with "JPEG_FAST" to decompress and "FILTER_BOX" to resize.
For display, TinyPTC is simple and fast. (a wrapper around DirectDraw) It is C, but it is pretty easy to write a wrapper for and compile to a dll you can reference.