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  • ContentControl + RenderTargetBitmap + empty image

    - by Kellls
    Im trying to create some chart images without ever displaying those charts on the screen. I'v been at this for quite a while and tried a lot of different things but nothing seems to work. The code works perfectly if I display the chart in a window first, but if I don't display it in a window, the bitmap is just white with a black border (no idea why). I have tried adding the chart to a border before rendering and giving the border a green borderBrush. In the bitmap, I see the green borderBrush then the black border and white background but no chart. I don't know where the black border is coming from as the chart is not contained in a black border. I have tried adding the chart to a window without calling window.Show() and again just the black boarder and white background. However if I call window.Show() the bitmap contains the chart. I have tried using a drawingVisual as explained here, same result. Here is the code (not including adding the element to a border or window): private static BitmapSource CreateElementScreenshot(FrameworkElement element, int dpi) { if (!element.IsMeasureValid) { Size size = new Size(element.Width, element.Height); element.Measure(size); element.Arrange(new Rect(size)); } element.UpdateLayout(); var scale = dpi/96.0; var renderTargetBitmap = new RenderTargetBitmap ( (int)(scale * element.RenderSize.Width),(int)(scale * element.RenderSize.Height),dpi,dpi,PixelFormats.Default ); // this is waiting for dispatcher to perform measure, arrange and render passes element.Dispatcher.Invoke(((Action)(() => renderTargetBitmap.Render(element))), DispatcherPriority.Render); return renderTargetBitmap; } Note: The chart is a ContentControl. Is there anyway I can get the chart to render without displaying it in a window first?

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  • RenderTargetBitmap + Resource'd VisualBrush = incomplete image

    - by Will
    I've found a new twist on the "Visual to RenderTargetBitmap" question! I'm rendering previews of WPF stuff for a designer. That means I need to take a WPF visual and render it to a bitmap without that visual ever being displayed. Got a nice little method to do it like to see it here it goes private static BitmapSource CreateBitmapSource(FrameworkElement visual) { Border b = new Border { Width = visual.Width, Height = visual.Height }; b.BorderBrush = Brushes.Black; b.BorderThickness = new Thickness(1); b.Background = Brushes.White; b.Child = visual; b.Measure(new Size(b.Width, b.Height)); b.Arrange(new Rect(b.DesiredSize)); RenderTargetBitmap rtb = new RenderTargetBitmap( (int)b.ActualWidth, (int)b.ActualHeight, 96, 96, PixelFormats.Pbgra32); // intermediate step here to ensure any VisualBrushes are rendered properly DrawingVisual dv = new DrawingVisual(); using (var dc = dv.RenderOpen()) { var vb = new VisualBrush(b); dc.DrawRectangle(vb, null, new Rect(new Point(), b.DesiredSize)); } rtb.Render(dv); return rtb; } Works fine, except for one leeetle thing... if my FrameworkElement has a VisualBrush, that brush doesn't end up in the final rendered bitmap. Something like this: <UserControl.Resources> <VisualBrush x:Key="LOLgo"> <VisualBrush.Visual> <!-- blah blah --> <Grid Background="{StaticResource LOLgo}"> <!-- yadda yadda --> Everything else renders to the bitmap, but that VisualBrush just won't show. The obvious google solutions have been attempted and have failed. Even the ones that specifically mention VisualBrushes missing from RTB'd bitmaps. I have a sneaky suspicion this might be caused by the fact that its a Resource, and that lazy resource isn't being inlined. So a possible fix would be to, somehow(???), force resolution of all static resource references before rendering. But I have absolutely no idea how to do that. Anybody have a fix for this?

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  • WPF 3.5 RenderTargetBitmap memory hog

    - by kingRauk
    I have a 3.5 WPF application that use's RenderTargetBitmap. It eat's memory like a big bear. It's is a know problem in 3.5 that RenderTargetBitmap.Render has memory problems. Have find some solutions for it, but i doesnt help. https://connect.microsoft.com/VisualStudio/feedback/details/489723/rendertargetbitmap-render-method-causes-a-memory-leak Program takes too much memory And more... Does anyway have any more ideas to solve it... static Image Method(FrameworkElement e, int width, int height) { const int dpi = 192; e.Width = width; e.Height = height; e.Arrange(new Rect(0, 0, width, height)); e.UpdateLayout(); if(element is Graph) (element as Graph).UpdateComponents(); var bitmap = new RenderTargetBitmap((int)(width*dpi/96.0), (int)(height*dpi/96.0), dpi, dpi, PixelFormats.Pbgra32); bitmap.Render(element); var encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmap)); using (var stream = new MemoryStream()) { encoder.Save(stream); element.Clip = null; Dispose(element); bitmap.Freeze(); DisposeRender(bitmap); bitmap.Clear(); GC.Collect(); GC.WaitForPendingFinalizers(); return System.Drawing.Image.FromStream(stream); } } public static void Dispose(FrameworkElement element) { GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); } public static void DisposeRender(RenderTargetBitmap bitmap) { if (bitmap != null) bitmap.Clear(); bitmap = null; GC.Collect(); GC.WaitForPendingFinalizers(); }

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  • WPF texbox focus when render to offscreen buffer

    - by dr.mo
    i am rendering a textbox to an offscreen buffer using RenderTargetBitmap and i want to enter text into this textbox, however, i can't set the textbox focus (using Focus() has no effect - presumably because the canvas is not attached to a real window?) this has two consequenes: 1 the keyboard input doesn't get captured 2. even if i set the text manually using TextBox text and CaretIndex = index i dont get a caret because of the lack of focus. is there a way to make this focus somehow? and if not, i'd like to at least have the caret visible even if there is no focus, but can't see a way of doing this.

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  • Running multiple image manipulations in parallel causing OutOfMemory exception

    - by Tom
    I am working on a site where I need to be able to split and image around 4000x6000 into 4 parts (amongst many other tasks) and I need this to be as quick as possible for multiple users. My current code for doing this is var bitmaps = new RenderTargetBitmap[elements.Length]; using (var stream = blobService.Stream(key)) { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.StreamSource = stream; bi.EndInit(); for (var i = 0; i < elements.Length; i++) { var element = elements[i]; TransformGroup transformGroup = new TransformGroup(); TranslateTransform translateTransform = new TranslateTransform(); translateTransform.X = -element.Left; translateTransform.Y = -element.Top; transformGroup.Children.Add(translateTransform); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.PushTransform(transformGroup); cont.DrawImage(bi, new Rect(new Size(bi.PixelWidth, bi.PixelHeight))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); bitmaps[i] = rtb; } } for (var i = 0; i < bitmaps.Length; i++) { using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmaps[i])); encoder.Save(ms); var regionKey = WebPath.Variant(key, elements[i].Id); saveBlobService.Save("image/png", regionKey, ms); } } I am running multiple threads which take jobs off a queue. I am finding that if this part of code is hit by 4 threads at once I get an OutOfMemory exception. I can stop this happening by wrapping all the code above in a lock(obj) but this isn't ideal. I have tried wrapping just the first using block (where the file is read from disk and split) but I still get the out of memory exceptions (this part of the code executes quite quickly). I this normal considering the amount of memory this should be taking up? Are there any optimisations I could make? Can I increase the memory available? UPDATE: My new code as per Moozhe's help public static void GenerateRegions(this IBlobService blobService, string key, Element[] elements) { using (var stream = blobService.Stream(key)) { foreach (var element in elements) { stream.Position = 0; BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.SourceRect = new Int32Rect(element.Left, element.Top, element.Width, element.Height); bi.StreamSource = stream; bi.EndInit(); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.DrawImage(bi, new Rect(new Size(element.Width, element.Height))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(ms); var regionKey = WebPath.Variant(key, element.Id); blobService.Save("image/png", regionKey, ms); } } } }

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  • WriteableBitmap in .NET 4

    - by Jamie
    Hi there, I have got a problem: I would like to use a method Render() for WriteableBitmap object. However, as I noticed, the method is not available without using a Silverlight assembly System.Windows.dll. I need to use RenderTargetBitmap in my project (PresentationCore assembly for standard .net). Here is the problem - there are definitions of some classes in both assemblies, thus they are in conflict. Basically, I need to add some stuff to Bgra32 bitmap. However, RenderTargetBitmap works only with Pbgra32 ones. I found that using WriteableBitmap to render would be nice. Maybe I am wrong? Do you have any ideas? Thank you in advance for the reply! Cheers

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  • Generate BitmapSource from UIElement

    - by Joel
    I am attempting to generate a BitmapFrame that is based on a UIElement. Here is my function: private BitmapFrame RenderToBitmap2() { RenderTargetBitmap renderBitmap = new RenderTargetBitmap(200, 200, 96, 96, PixelFormats.Pbgra32); DrawingVisual drawingVisual = new DrawingVisual(); DrawingContext drawingContext = drawingVisual.RenderOpen(); VisualBrush aVisualBrush = new VisualBrush(GenerateTestStackPanel()); drawingContext.DrawRectangle(aVisualBrush, new Pen(Brushes.Green, 2), new Rect(new Size(150, 150))); drawingContext.Close(); renderBitmap.Render(drawingVisual); return BitmapFrame.Create(renderBitmap); } For testing and debugging purposes, I am using an additional function that creates a simple StackFrame that should create a valid visual element that can be represented: private StackPanel GenerateTestStackPanel() { // Create a red Ellipse. Ellipse myEllipse = new Ellipse(); myEllipse.Fill = Brushes.Green; myEllipse.StrokeThickness = 2; myEllipse.Stroke = Brushes.Black; // Set the width and height of the Ellipse. myEllipse.Width = 200; myEllipse.Height = 200; // Add the Ellipse to the StackPanel. StackPanel myStackPanel = new StackPanel(); myStackPanel.Children.Add(myEllipse); return myStackPanel; } For some reason, the VisualBrush is not being rendered in the DrawRetangle(...) function. I can see the green border but nothing else. In addition, if I swap out the VisualBrush with a standard brush, it works great: drawingContext.DrawRectangle(Brushes.Plum, new Pen(Brushes.Green, 2), new Rect(new Size(150, 150))); Thanks in advance! -Joel

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  • saving WPF InkCanvas to a JPG - image is getting cropped

    - by Jason
    I have a WPF InkCanvas control I'm using to capture a signature in my application. The control looks like this - it's 700x300 However, when I save it as a JPG, the resulting image looks like this, also 700x300 The code I'm using to save sigPath = System.IO.Path.GetTempFileName(); MemoryStream ms = new MemoryStream(); FileStream fs = new FileStream(sigPath, FileMode.Create); RenderTargetBitmap rtb = new RenderTargetBitmap((int)inkSig.Width, (int)inkSig.Height, 96d, 96d, PixelFormats.Default); rtb.Render(inkSig); JpegBitmapEncoder encoder = new JpegBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(fs); fs.Close(); This is the XAML I'm using: <Window x:Class="Consent.Client.SigPanel" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Background="Transparent" Topmost="True" AllowsTransparency="True" Title="SigPanel" Left="0" Top="0" Height="1024" Width="768" WindowStyle ="None" ShowInTaskbar="False" ResizeMode="NoResize" WindowStartupLocation="CenterScreen" > <Border BorderThickness="1" BorderBrush="Black" Background='#FFFFFFFF' x:Name='DocumentRoot' Width='750' Height='400' CornerRadius='10'> <StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"> <TextBlock Name="txtLabel" FontSize="24" HorizontalAlignment="Center" >Label</TextBlock> <InkCanvas Opacity="1" Background="Beige" Name="inkSig" Width="700" Height="300" /> <StackPanel HorizontalAlignment="Center" Orientation="Horizontal"> <Button FontSize="24" Margin="10" Width="150" Name="btnSave" Click="btnSave_Click">Save</Button> <Button FontSize="24" Margin="10" Width="150" Name="btnCancel" Click="btnCancel_Click">Cancel</Button> <Button FontSize="24" Margin="10" Width="150" Name="btnClear" Click="btnClear_Click">Clear</Button> </StackPanel> </StackPanel> </Border> In the past this worked perfectly. I can't figure out what changed that is causing the image to shift when it is saved.

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  • Textblock doesnt get updated when rendered in memory?

    - by veechi
    I have a text block which as part of a custom control.I added the custom control as a child of grid which in turn is added as child of a Canvas.All of these contorl are instantiated in memory and are not rendered on the UI.When I update the value of the TextBlock and emboss the canvas on an image, the updated value doesnt appear on the embossed image.Here is the code snippet:- System.Windows.Controls.Canvas embossCanvas = new System.Windows.Controls.Canvas(); System.Windows.Controls.Grid grid = new Grid(); MyControl myctrl= new MyControl(); int wd = (int)myctrl.ActualWidth; int ht = (int)myctrl.ActualHeight; embossCanvas.Width = wd; embossCanvas.Height = ht; grid.Children.Add(myctrl); embossCanvas.Children.Add(grid); myctrl.txtBlk.UpdateLayout(); grid.UpdateLayout(); embossCanvas.Measure(new System.Windows.Size(embossCanvas.Width, embossCanvas.Height)); embossCanvas.Arrange(new System.Windows.Rect(0, 0, embossCanvas.Width, (int)embossCanvas.Height)); embossCanvas.UpdateLayout(); RenderTargetBitmap renderBmp = new RenderTargetBitmap(wd, ht, 96, 96, System.Windows.Media.PixelFormats.Default); renderBmp.Render(embossCanvas);

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  • Drawing a WPF UserControl with DataBinding to an Image

    - by LorenVS
    Hey Everyone, So I'm trying to use a WPF User Control to generate a ton of images from a dataset where each item in the dataset would produce an image... I'm hoping I can set it up in such a way that I can use WPF databinding, and for each item in the dataset, create an instance of my user control, set the dependency property that corresponds to my data item, and then draw the user control to an image, but I'm having problems getting it all working (not sure whether databinding or drawing to the image is my problem) Sorry for the massive code dump, but I've been trying to get this working for a couple of hours now, and WPF just doesn't like me (have to learn at some point though...) My User Control looks like this: <UserControl x:Class="Bleargh.ImageTemplate" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:c="clr-namespace:Bleargh" x:Name="ImageTemplateContainer" Height="300" Width="300"> <Canvas> <TextBlock Canvas.Left="50" Canvas.Top="50" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.Customer,ElementName=ImageTemplateContainer}" /> <TextBlock Canvas.Left="50" Canvas.Top="100" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.Location,ElementName=ImageTemplateContainer}" /> <TextBlock Canvas.Left="50" Canvas.Top="150" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.ItemNumber,ElementName=ImageTemplateContainer}" /> <TextBlock Canvas.Left="50" Canvas.Top="200" Width="200" Height="25" FontSize="16" FontFamily="Calibri" Text="{Binding Path=Booking.Description,ElementName=ImageTemplateContainer}" /> </Canvas> </UserControl> And I've added a dependency property of type "Booking" to my user control that I'm hoping will be the source for the databound values: public partial class ImageTemplate : UserControl { public static readonly DependencyProperty BookingProperty = DependencyProperty.Register("Booking", typeof(Booking), typeof(ImageTemplate)); public Booking Booking { get { return (Booking)GetValue(BookingProperty); } set { SetValue(BookingProperty, value); } } public ImageTemplate() { InitializeComponent(); } } And I'm using the following code to render the control: List<Booking> bookings = Booking.GetSome(); for(int i = 0; i < bookings.Count; i++) { ImageTemplate template = new ImageTemplate(); template.Booking = bookings[i]; RenderTargetBitmap bitmap = new RenderTargetBitmap( (int)template.Width, (int)template.Height, 120.0, 120.0, PixelFormats.Pbgra32); bitmap.Render(template); BitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmap)); using (Stream s = File.OpenWrite(@"C:\Code\Bleargh\RawImages\" + i.ToString() + ".png")) { encoder.Save(s); } } EDIT: I should add that the process works without any errors whatsoever, but I end up with a directory full of plain-white images, not text or anything... And I have confirmed using the debugger that my Booking objects are being filled with the proper data... EDIT 2: Did something I should have done a long time ago, set a background on my canvas, but that didn't change the output image at all, so my problem is most definitely somehow to do with my drawing code (although there may be something wrong with my databinding too)

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  • Rendering WPF DrawingGroup to single ImageSource

    - by Xander
    Currently I'm using a System.Windows.Media.DrawingGroup to store some tiled images (ImageDrawing) inside the Children-DrawingCollection property. Well the problem is now, this method gets really slow if you display the entire DrawingGroup in an Image control, because my DrawingGroup can contain hundreds or even thousands of small images it can really mess up the performance. So my first thought was to somehow render a single image from all the small ones inside the DrawingGroup and then only display that image, that would be much faster. But as you might have figured out I haven't found any solution so simply combine several images with WPF Imaging. It would really be great if someone could help with this problem or tell me how i can improve the performance with the DrawingGroup or even use another approach. One last thing, currently I'm using a RenderTargetBitmap to generate a single BitmapSource from the DrawingGroup, this approach isn't really faster, but it makes the scrolling and working on the Image control at least a little smoother.

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  • WPF DataGrid Printing Scrolled Visuals

    - by RichS
    I've been using the DataGrid (from WPF Toolkit), and have successfully created all of my data. The next step is that I want to print the entire DataGrid (scaled to a single printed page), even though the visible DataGrid in my Window is currently scrolled. When I prepare the DataGrid for printing, I've tried setting the DesiredSize to PositiveInfinity, and then calling Measure(.), to get the needed size of the DataGrid. But, when I call Arrange(.), it only prints the part of the DataGrid control that is currently visible on-screen. I know how to scale it to the correct size, but can't get the non-visible part of the DataGrid to be output to the printer. I've tried rendering to a Bitmap (RenderTargetBitmap), but that has the same problem. I also tried setting the MinHeight and MinWidth to be the same as the DesiredSize to try to /force/ things. But that doesn't work either. All I ever see in my printed page, is what was visible on-screen. Does anyone know how to solve this?

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  • Render Silverlight Animation to video file

    - by VOliveira
    Hi guys I need to be able to render a silverlight storyboard animation to video. The animated content itself could be simple UIElements, Images or even two or more videos playing at the same time. Several ideas came to mind like RenderTargetBitmap on a single frame basis, but: 1) I've never tested this against video embedded content 2) Don't know how to actually compose the video from the generated images. Expression Encoder was also on my mind, but I don't know if it's possible to integrate it in a Silverlight/XBAP app to fulfill what's expected from it. What's your opinion on this?

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  • C# / Silverlight / WPF / Fast rendering lots of circles

    - by Walt W
    I want to render a lot of circles or small graphics within either silverlight or wpf (around 1000-10000) as fast and as frequently as possible. If I have to go to DX or OGL, that's fine, but I'm wondering about doing this within either of those two frameworks first (read: it's OK if an answer is WPF-only or Silverlight-only). Also, if there is a way to access DX through WPF and render on a surface that way, I would be interested in that as well. So, what's the fastest way to draw a load of circles? They can be as plain as necessary, but they do need to have a radius. Currently I'm using DrawingVisual and a DrawingContext.DrawEllipse() command for each circle, then rendering the visual to a RenderTargetBItmap, but it becomes very slow as the number of circles rises. By the way, these circles move every frame, so caching isn't really an option unless you're going to suggest caching the individual circles . . . But their sizes are dynamic, so I'm not sure that's a great approach.

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  • Random Access Violation Exception in WPF Application

    - by PT1984
    Hi, I am facing weird problem while running regression tests on my WPF Application. I am getting AccessViolationException with different stacktraces each time. First : Message :Attempted to read or write protected memory. This is often an indication that other memory is corrupt. StackTrace : at MS.Win32.PresentationCore.UnsafeNativeMethods.MILUnknown.Release(IntPtr pIUnkown) at MS.Win32.PresentationCore.UnsafeNativeMethods.MILUnknown.ReleaseInterface(IntPtr& ptr) at System.Windows.Media.SafeMILHandle.ReleaseHandle() at System.Runtime.InteropServices.SafeHandle.InternalFinalize() at System.Runtime.InteropServices.SafeHandle.Dispose(Boolean disposing) at System.Runtime.InteropServices.SafeHandle.Finalize() Source :PresentationCore Type : System.AccessViolationException. Second : Message :Attempted to read or write protected memory. This is often an indication that other memory is corrupt. StackTrace : at MS.Win32.PresentationCore.UnsafeNativeMethods.IMILBitmapEffect.GetOutput(SafeHandle THIS_PTR, UInt32 uiIndex, SafeMILHandle pContext, BitmapSourceSafeMILHandle& ppBitmapSource) at System.Windows.Media.Effects.BitmapEffect.GetOutput(SafeHandle unmanagedEffect, Int32 index, BitmapEffectRenderContext context) at System.Windows.Media.Effects.BitmapEffect.GetOutput(BitmapEffectInput input) at System.Windows.Media.Effects.BitmapEffectState.GetEffectOutput(Visual visual, RenderTargetBitmap& renderBitmap, Matrix worldTransform, Rect windowClip, Matrix& finalTransform) at System.Windows.Media.Effects.BitmapEffectVisualState.RenderBitmapEffect(Visual visual, Channel channel) at System.Windows.Media.Effects.BitmapEffectContent.ExecuteRealizationsUpdate() at System.Windows.Media.RealizationContext.RealizationUpdateSchedule.Execute() at System.Windows.Media.MediaContext.Render(ICompositionTarget resizedCompositionTarget) at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget) at System.Windows.Media.MediaContext.AnimatedRenderMessageHandler(Object resizedCompositionTarget) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Boolean isSingleParameter) at System.Windows.Threading.Dispatcher.Invoke(DispatcherPriority priority, Delegate method, Object arg) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg) at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.Run() at System.Windows.Application.RunDispatcher(Object ignore) at System.Windows.Application.RunInternal(Window window) at System.Windows.Application.Run(Window window) at System.Windows.Application.Run() at Main() Source :PresentationCore Type :System.AccessViolationException In Application Event Log I found following entries : Dispatcher processing has been suspended, but messages are still being processed. Faulting application **.exe, version 1.0.0.*, stamp 4c08d288, faulting module wpfgfx_v0300.dll, version 3.0.6920.1427, stamp 488f3056, debug? 0, fault address 0x0012ec36. My Application uses Dispatcher from another thread, to change the values of the controls , enable - disable those, change visibility etc., the thred is run multiple times in a second. Please let me know if anybody has faced this problem? Thanks in advance, -Prasad

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