BufferedGraphicsContext Class
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BufferedGraphicsContext Class


Provides methods for creating graphics buffers that can be used for double buffering.

Namespace:   System.Drawing
Assembly:  System.Drawing (in System.Drawing.dll)


public sealed class BufferedGraphicsContext : IDisposable


Initializes a new instance of the BufferedGraphicsContext class.


Gets or sets the maximum size of the buffer to use.

System_CAPS_pubmethodAllocate(Graphics, Rectangle)

Creates a graphics buffer of the specified size using the pixel format of the specified Graphics.

System_CAPS_pubmethodAllocate(IntPtr, Rectangle)

Creates a graphics buffer of the specified size using the pixel format of the specified Graphics.


Releases all resources used by the BufferedGraphicsContext.


Determines whether the specified object is equal to the current object.(Inherited from Object.)


(Overrides Object.Finalize().)


Serves as the default hash function. (Inherited from Object.)


Gets the Type of the current instance.(Inherited from Object.)


Disposes of the current graphics buffer, if a buffer has been allocated and has not yet been disposed.


Returns a string that represents the current object.(Inherited from Object.)

The BufferedGraphicsContext class allows you to implement custom double buffering for your graphics. Graphics that use double buffering can reduce or eliminate flicker that is caused by redrawing a display surface.


The simplest way to use double buffering is to set the OptimizedDoubleBuffer control style flag on a control using the SetStyle method. Setting the OptimizedDoubleBuffer control styles flag for a control redirects all painting for the control through a default graphics buffer, without requiring any additional code. This flag is set to true by default.

The BufferedGraphicsContext class provides methods for creating and configuring a graphics buffer. The Allocate method creates a BufferedGraphics, which is a wrapper for a graphics buffer that also provides methods you can use to write to the buffer and render its contents to an output device.

You can retrieve the BufferedGraphicsContext for the current application domain from the static BufferedGraphicsManager.Current property. For graphically intensive applications such as animation, you can create a dedicated BufferedGraphicsContext using the constructor, but for most applications the BufferedGraphicsManager.Current property will be sufficient.

For more information on drawing buffered graphics and custom buffering implementations, see Double Buffered Graphics and How to: Manually Manage Buffered Graphics.

The following code example demonstrates how to acquire the BufferedGraphicsContext for the current application domain. This code is part of a larger example provided for the BufferedGraphics class.

// Retrieves the BufferedGraphicsContext for the 
// current application domain.
BufferedGraphicsContext appDomainGraphicsContext = 

.NET Framework
Available since 2.0

Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.

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