Friday, January 28, 2011

WPF Interview Questions ,When should I use WPF instead of DirectX?



DirectX is definitely not dead and is still more appropriate than WPF for advanced developers writing hard-core “twitch games” or applications with complex 3D models where you need maximum performance. That said, it’s easy to write a naive DirectX application that performs far worse than a similar WPF application. DirectX is a low-level interface to the graphics hardware that exposes all of the quirks of whatever GPU a particular computer has. DirectX can be thought of as assembly language in the world of graphics: You can do anything the GPU supports. WPF provides a high-level abstraction that takes a description of your scene and

figures out the best way to render it, given the hardware resources available. Internally, this

might involve using Shader Model 3.0, or the fixed-function pipeline, or software. (Don’t worry if you’re not familiar with these terms, but take it as a sign that you should be using WPF!).

The downside of choosing DirectX over WPF is a potentially astronomical increase in development cost. A large part of this cost is the requirement to test your application on each

driver/GPU combination you intend to support. One of the major benefits of building on top of WPF is that Microsoft has already done this testing for you! You can instead focus your

testing on low-end hardware for measuring performance. The fact that WPF applications can

even leverage the client GPU over Remote Desktop or in a partial-trust environment is also a

compelling differentiator.

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