This article has been excerpted
from book "Graphics Programming with GDI+".
Now it's time to use GDI+ in Web applications. First we'll write some code and
then we'll discuss how GDI+ Web applications work.
In this application we will draw a few simple graphics objects, including lines
and rectangles. First we create a Web Application using Visual Studio .NET.
After creating a Web application, we need to add a GDI+-related namespace to the
project. We import namespaces as follows:
using
System.Drawing;
using
System.Drawing.Drawing2D;
using
System.Drawing.Imaging;
NOTE
If you use Visual Studio .NET to create your Web application, the wizard will
add System and System.Drawing namespace references automatically.
Now we add code to draw graphics objects. Listing 12.2 draws two lines and a
rectangle. You can write the code on the page-load event handler or on a button
click event handler.
LISTING 12.2: Drawing simple graphics objects on the Web
private void
Page_Load(object sender, System.EventArgs
e)
{
//Create pens and brushes
Pen redPen =
new Pen(color.Red,
3);
HatchBrush brush =
new HatchBrush(HatchStyle.Cross,
Color.Red,
Color.Yello);
//Create a Bitmap object
Bitmap curBitmap =
new Bitmap(200,
200);
//Create a Graphics FromImage (curBitmap);
//Draw and fill rectangle
g.FillRectangle(brush, 50, 50, 100, 100);
g.DrawLine(Pens.WhiteSmoke, 10,
10, 180, 10);
g.DrawLine(Pens.White, 10, 10,
10, 180);
//Save the Bitmap object and send response
to the browser
curBitmap.Save(Response.OutputStream,
ImageFormat.Jpeg);
//Dispose of Graphics and Bitmap objects
curBitmap.Dispose();
g.Dispose();
}
We will discuss this code in more detail in the following section. If you are
using a text editor to write your applications, you can write the code given in
Listing 12.3.
LISTING 12.3: Using a text editor to draw simple graphics
<%@ Import
Namespace="System" %>
<%@ Import Namespace="System".Drawing %>
<%@ Import Namespace="System".Drawing.Drawing2D %>
<%@ Import Namespace="System".Drawing.Imaging %>
<script language ="C#"
runat="server">
void
Page_Load (object sender,
EventArgs e)
{
Pen
redPen = new Pen(Color.Red,
3);
HatchBrush brush = new HatchBrush (HatchStyle.Cross,
Color.Red,
color.Yellow);
Bitmap
curBitmap = new
Bitmap(200, 200);
Graphics g =
Graphics.FromImage (curBitmap);
g.FillRectangle (brush, 50, 50, 100, 100);
g.DrawLine (Pens.WhiteSmoke, 10, 10, 180,
10);
g.DrawLine (Pens.White, 10, 10, 10, 180);
curBitmap.Save (Response.OutputStream,
ImageFormat.Jpeg);
g.Dispose();
}
</script>
FIGURE 12.9: Drawing simple graphics objects on the Web
Now when we run our application, the output generated by Listing 12.2 or 12.3
should look like Figure 12.9.
How Does It Work?
Let's break down the code shown in Listings 12.2 and 12.3. We begin by importing
GDI+-related namespaces in the application: System, System.Drawing,
System.Drawing.Drawing2D, and System.Drawing.Drawing.Imaging. If we were using
Visual Studio .NET, we would simply use the using directive followed by the
namespace name.
Next we have a Page_Load event, which is executed when a Web page is loaded. We
create a pen and brush using the Pen and HatchBrush classes.
Pen redPen = new
Pen(Color.Red,
3);
HatchBrush brush = new
HatchBrush(HatchStyle.Cross,
Color.Red,
Color.Yellow);
One important limitation of Web applications is Web browser capability. A Web
browser can display only certain objects. For example, all graphics objects in a
Web browser will be displayed as images. So before a Web browser can display
graphics objects, we need to convert them into images that can be displayed by
the browser. Our next step, then, is to create a Bitmap object. The following
line creates a 200X200 Bitmap object.
Bitmap curBitmap = new Bitmap (200, 200);
You already know that the Graphics object functions as a canvas and provides
members to draw lines, shapes, and images. Now we need to create a Graphics
object from the bitmap:
Graphcs g = Graphics.FromImage (curBitmap);
Once we have a Graphics object, we can draw shapes, lines and images. In the
following code we use the DrawLine and FillRectangle methods to draw lines and a
gilled rectangle:
g.FillRectangle
(brush, 50, 50, 100, 100);
g.DrawLine (Pens.WhiteSmoke, 10, 10, 180,
10);
g.DrawLine (Pens.White, 10, 10, 10, 180);
We're almost done. So far we have created Bitmap and Graphics objects, and we
have drawn lines and a rectangle. Because a Web browser can display only images
(not pixels), we need to convert the bitmap into an image. The Save method of
the Bitmap object does the trick for us. The following line is responsible for
rendering a bitmap and sending it to the browser:
curBitmap.Save (Response.OutputStream,
ImageFormat.Jpeg);
Finally, we dispose of the Bitmap and Graphics objects:
curBitmap.Dispose();
g.Dispose();
Understanding the Save Method
The Bitmap class is inherited from the Image Class, which defines the Save
method. This method saves an image to the specified Stream object in the
specified format. For example, in our code the Save method takes the following
two arguments: Response.OutputStream and ImageFormat:
curBitmap.Save (Response.OutStream,
ImageFormat.Jpeg);
The Response property of the page class returns the HttpResponse object
associated with the page, which allows us to send HTTP response data to the
client and contains information about the response. The OutputStream property of
HttpResponse enables binary output to the outgoing HTTP content body. In other
words, Page.Response.OutputStream sends the images to the browser in a
compatible format. The second parameter is of ImageFormat.
The Save method also allows us to save an image on a local physical hard drives.
The following code saves the bitmap on the C:\\drive.
curBitmap.Save ("C:\\TempImg.gif",
ImageFormat.Jpeg);