FrameworkContentElement.BeginStoryboard Method (Storyboard, HandoffBehavior)
Begins the sequence of actions that are contained in the provided storyboard, with options specified for what should occur if the property is already animated.
Assembly: PresentationFramework (in PresentationFramework.dll)
public void BeginStoryboard( Storyboard storyboard, HandoffBehavior handoffBehavior )
For the signatures that do not use the isControllable, parameter, or when that parameter is specified false, the timeline clocks associated with the animation are removed as soon as it reaches the "Fill" period. Therefore the animation cannot be restarted after being run once. Note that controlling an animation also requires that the storyboard be named or accessible as an instance in code.
Using the Compose HandoffBehavior
When you apply a Storyboard, AnimationTimeline, or AnimationClock to a property by using the Compose HandoffBehavior, any Clock objects previously associated with that property continue to consume system resources; the timing system does not remove the clocks automatically.
To avoid performance issues when you apply a large number of clocks by using Compose, you should remove composing clocks from the animated property after they complete. There are several ways to remove a clock:
To remove all clocks from a property, use the ApplyAnimationClock(DependencyProperty, AnimationClock) or BeginAnimation(DependencyProperty, AnimationTimeline) method of the animated object. Specify the property being animated as the first parameter, and null as the second. This removes all animation clocks from the property.
To remove a specific AnimationClock from a list of clocks, use the Controller property of the AnimationClock to retrieve a ClockController, then call the Remove method of the ClockController. This is typically done in the Completed event handler for a clock. Note that only root clocks can be controlled by a ClockController; the Controller property of a child clock returns null. Note also that the Completed event is not raised if the effective duration of the clock is forever. In that case, the user must determine when to call Remove.
This is primarily an issue for animations on objects that have a long lifetime. When an object is garbage collected, its clocks are also disconnected and garbage collected.
For more information about clock objects, see Animation and Timing System Overview.