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Yesterday, I released Paint.NET v3.5.9, which has some good bug fixes, as well as adding back the Korean translation and mapping Ctrl+0 to the View –> Actual Size command. Ctrl+0 is now the “primary” shortcut key listed in the View menu. As it turns out, I forgot to do one small thing. You see, Ctrl+1 through Ctrl+9 are shortcut keys for “switch to image 1” through “switch to image 9.”

As it turns out, I forgot to deactivate Ctrl+0 as a shortcut key for “switch to image 10.” So, if you have 10 or more images open, Ctrl+0 will not work for View –> Actual Size. Thankfully, it does not perform both actions in this case, and you can still use Ctrl+Shift+A or Ctrl+Alt+0. I will be rolling out an update called, you guessed it, Paint.NET v3.5.10, to fix this.

In the meantime, my recommendation is to install v3.5.9. However, if you’re planning on a deployment and would like to save some effort, I advise you to hold off until v3.5.10 is available. It should be next weekend (October 8th/9th) or the following (October 15th/16th). I may take the opportunity to fix another bug if any are found, or maybe to bundle in a performance improvement or two.

For some reason, I didn’t even think of this until precisely 5 minutes after I had finished releasing v3.5.9. Why is it that things always seem to work out like that? Smile

I just recently finished a whole lot of code whereby the canvas in 4.0 is now rendering via Direct2D. This has numerous advantages: layer composition is finally off the UI thread, it’s faster, CPU usage is lower, and I even added back those darned “dancing ants” that everyone seems to be so fond of from ye ol’ version 3.36, etc. etc. Not to mention the next set of changes … which I won’t mention yet. Ok I will: I’m planning to move all rendering off the UI thread. I’m maybe 1/4th of the way there since layer composition is off of it, and now I have to get all of the tools to do the same (much of the rendering code in is multithreaded, but it still forks/joins/blocks on the UI thread, so the logic is still inherently single threaded).


It’s neat when ATI and NVIDIA keep one-upping each other by adding fancy antialiasing and other gizmo settings into their control panels. It’s fun to download a new game and then shoehorn whatever antialiasing and anisotropic filtering settings you want to use with it. Booting up the original Deus Ex and forcing it to use 131,072x antialiasing is a treat (for about 5 minutes anyway). However, it would be smart if they would not apply those settings to regular desktop applications.

Case in point. If you try to turn on “morphological filtering” on an ATI Radeon 5850 with the absolutely latest drivers downloaded just yesterday from their website: (click for full size)

I wish I had written a filter that made the text look that way. It’s supposed to be normal Calibri, but this “morphological filtering” makes the canvas look like an oil painting that’s being rained on. It’s fully animated and very trippy (hmm, I have some friends who may be interested in this). This also happens with other Direct2D-based applications, such as Windows Live Messenger 2011, so I’m quite sure it’s not some bit of wonky code I checked into 4.0.

So, here’s my plea to ATI: please fix your drivers so that this doesn’t happen with Direct2D-based desktop applications. I don’t want to add code that detects an ATI video card, and then snoops the registry or whatever you store configuration into, detects this morpho-whatever thing, and then forces software rendering. From what I can tell, all this setting really does is make games blurry and slow, and it’s worse than that “Quincunx” stuff that NVIDIA had on the GeForce 3/4.

And NVIDIA, I’m keeping my eye on you too …

Anyway this Radeon has got to go. My workstation had a GeForce GTX 260 Core 216 in it, and I’ll be reverting to it. I upgraded my gaming PC from the Radeon 5850 to a GeForce GTX 570, and figured why not put the Radeon in the workstation? (which has a Core i7-980x at 4.0GHz btw, mwahaha) The benchmarks show it’s quite a bit faster. Unfortunately this card is just glitchy, for additional reasons other than the LSD setting shown above. I don’t know if it’s because I’m running dual monitors in a weird configuration (one landscape, one portrait), or if I’m just unlucky. It never had any problems playing games. Oh well.

If you’re using the latest version of .NET Reflector, 7.1, then you are probably experiencing much slower startup times compared to 6.x and earlier. On my system, it takes about 15 seconds for it to start! RedGate is aware of the problem and are burning the midnight oil in order to fix it.

I did some quick profiling using xperf, aka Windows Performance Analyzer, and found an issue that accounted for 7 seconds of CPU usage on a Xeon W3520 (basically a Core i7-920 2.66GHz). Thankfully, no update is needed to work around the issue while RedGate comes up with an official solution. I’ve posted my findings and the quick fix to the RedGate forum. Try it out, and let the RedGate guys know if it helps! There is still much work to be done here, but the quick fix I’ve posted will hopefully provide relief in the meantime.

tl;dr … If you install the Reflector assemblies to the GAC using gacutil.exe, and run NGEN on them, then the startup time is significantly improved.

Here’s a screenshot (click for full size):

A summary of the changes so far:

  1. Window, Utilities, and Help menus are now button menus in the top-right corner. They are still menus, and behave as such (as in, they are not some weird custom button control).
  2. The floating tool window now use a more compact, glass-less styling.
  3. The image list has been “pulled up” into the title bar area. This has several advantages. First, if follows the Fitts-Law-friendly convention that Firefox and Chrome have employed whereby the tabs are docked to the top edge of the screen when the window is maximized (the title area is always draggable, for all of us Aero Snap fans). This ensures that the image list does not get “shoved around” when a tool needs more horizontal area (such as the Text tool). And, it ensures more horizontal space for toolbar controls (which will become important later!). 
  4. The zoom and controls have moved to the status bar area, and use a slider instead of a text combo box. It works much like the one in Windows Live Photo Gallery. The units selector has also moved to the status bar.
  5. “Paint.NET” is now “”

Some things probably not apparent in the static screenshot:

  1. The image list supports drag-and-drop reordering. The dragging is live (I don’t employ an “insertion arrow” ala Firefox), and sports the same types of reshuffling animations you see in the Windows 7 task bar. Fade in animations are also used when opening or creating an image.
  2. Speaking of Windows 7, each image shows up in the task bar thumbnail list. If you hover over the Paint.NET icon, you’ll see a list of images instead of just 1 thumbnail for the main window. This can be disabled in Settings, just like in Firefox, at which point you’ll get 1 tab for the main window instead of 1 per image.

These are just some of the cosmetic changes. There are, of course, many other little and not-to-little changes.

Multithreaded code is easy. And very hard. It’s easy when you learn a few patterns and perfect your use of them. And then it’s wickedly difficult anytime you get confident and stray outside of those bounds and try to do something awesome. This seems to happen a few times per year.

I recently had a deadlock in my Paint.NET 4.0 code that I’m still untangling*. I have a custom interop layer for handling Direct2D, DirectWrite, UI Animation Manager, and Windows Imaging Component. There are 3 systems that constantly headbutt into each other:

  1. RCW caching. “RCW” stands for Runtime Callable Wrapper, where “runtime” refers to “.NET Runtime.” These is a managed object that holds onto a COM object reference, and provides proxy methods and properties. Whenever a COM object passes over into .NET land, a wrapper must be created. However, in order to maintain object identity, you need to cache these. This way, you can use Object.ReferenceEquals(a, b) to see if ‘a’ and ‘b’ refer to the same COM object. This RCW cache became especially important when I added support for the UI Animation Manager. It raises a lot of events, and you need to be able to know which object is raising the event in order to determine what to do. That isn’t possible if every ‘sender’ object is a brand new RCW.
  2. Deferred resource initialization and caching. In Direct2D, when you create a “solid color brush” (for example), you’re allocating a resource on a specific render target. You can think of this as a “physical” resource. However, managing the lifetime of these can get a bit tedious. You have two choices. The first is to create the resource, draw with it, and then immediately delete it. This results in simple, clear code, but it’s not very good for performance. So, you want to reuse these resources across your OnPaint() calls, and you need to dispose them whenever the render target needs to be recreated. This isn’t difficult, but multiplied across a lot of code, you end up with a lot of bug hazards. So, I came up with a system whereby I can just create a brush descriptor, which implements the same ISolidColorBrush managed interface, and pass it to the same methods on the Direct2D render target wrapper which take “physical” resources. Before the real drawing calls are invoked (e.g., ID2D1RenderTarget::FillRectangle(brush, rect)), it first checks to see if it’s a deferred resource and whether the physical counterpoint is in the cache.
  3. Change notification for deferred resources. Some deferred resources must encapsulate other deferred resources. For instance, a LinearGradientBrush contains a GradientStopCollection. In my deferred resource system you can make changes to the deferred resource (“Color” has a property setter, etc.), whereas the hardware resources are read-only (as per Direct2D’s definition). When you make a change to a GradientStopCollection, it invalidates itself and must also cause its containing LinearGradientBrush (if any) to be invalidated. In order to simplify object lifetime management and avoid memory leaks, this uses resource IDs and weak references. These events go through an event router, e.g. “I’m resource #15, please send a NotifyChanged event to my subscribers.” as well as, “I’m resource #16 and I want to know whenever resource #15 is changed or disposed.” The router then has a list of weak references to resources which it notifies.

All of these caches use reader/writer locks. Usually a resource has already been created, so we can just grab the read lock and be done with it. The problem I ran into, once I started to use Direct2D across multiple threads, was that my “GetPhysicalResource” method in the resource cache looked something like this:

private ReaderWriterLockSlim rwLock;
private Dictionary<ResourceDescriptor, Resource> cache;

Resource GetPhysicalResource(ResourceDescriptor key)

        Resource resource;
        if (this.cache.TryGetValue(key, out resource))
            return resource;



        Resource resource;
        if (this.cache.TryGetValue(key, out resource))
            return resource;
            resource = key.CreatePhysicalResource(this); // ruh roh
            this.cache.Add(key, resource);
            return resource;

I’ve highlighted the problematic piece of code (well, I tried to). The reason this line of code is bad is because it’s invoking a callback method while holding a lock (it’s a virtual method). The method it’s calling may need to create RCWs, or create other physical resources, etc. in order to finish the request. When this is happening on multiple threads we wind up with these 3 systems all trying to enter various locks in various orders. Woops. And, I might add, duh.

It took me awhile to figure out what was going on, and it was a face palm moment when I finally did: I had just committed a Multithreading 101 fallacy. It was just a simple deadlock, and nothing nefarious such as a bug in ReaderWriterLockSlim, or a solar flare, or a glitch hiding somewhere in ~250,000 lines of code. Nope, it was right there, plain as day, and easy to understand. Sometimes it really is the simplest answer possible. It’s like the guy who can’t get his car to start, and is trying and trying and trying, but he just can’t get it to start and can’t figure out why. Then his 8-year old daughter comes outside and says something simple like, “Maybe it’s out of gas!” And it is. Derp de derp.

Clearly, we don’t want to invoke the callback method while holding the lock. But, we must update the cache! Tossing ‘null’ in there as a placeholder isn’t really going to work well, as we’ll just have 2 problems at that point (lots of extra synchronization, and messy error handling).

.NET 4.0 introduces a class called Lazy<T>. You give it a Func<T> in the constructor, and it provides a Value property for you to retrieve the result of executing that delegate. However, it won’t execute the delegate until the Value property’s getter is called for the first time.

Let’s use it:

private ReaderWriterLockSlim rwLock;
private Dictionary<ResourceDescriptor, Lazy<Resource>> cache;

Resource GetPhysicalResource(ResourceDescriptor key)

    Lazy<Resource> lazyResource;
        this.cache.TryGetValue(key, out lazyResource);


    if (lazyResource != null)
        return lazyResource.Value;


        if (!this.cache.TryGetValue(key, out lazyResource))
            lazyResource = new Lazy<Resource>(() => key.CreatePhysicalResource(this)); // better!
            this.cache.Add(key, lazyResource);

    if (lazyResource!= null)
        return lazyResource.Value;

This solves the problem. Locks are only used when working with the cache itself, and never while doing other work. The callback is always called outside of holding a lock, and there’s no hijinks involved in checking to see whether something is null (as a placeholder), and no need for complicated synchronization if you retrieve the resource from the Dictionary while it’s still being created by another thread (Lazy<T>.Value will block other threads). Error handling is also simple. If the value generator throws an exception, well then we’ll crash (ok ok, my error handling is actually a little more interesting than that – you don’t want a “broken” resource to remain in the cache, for instance.)

There is one bit of weirdness with this system. If thread 1 creates the Lazy<T> and adds it to the cache, it’s possible that thread 2 will retrieve it from the cache and use Lazy<T>.Value before thread 1 gets to it. So, you may end up with misattribution for an error in case your Func<T> throws an exception. However, this seems minor – all requests for the same resource descriptor can be treated as equivalent, so it really doesn’t matter which thread gets the exception. (Ok, I’m simplifying, because this depends heavily on context. I’ve made the executive decision to live with thread misattribution of exceptions instead of deadlocks.)

This code is, of course, abbreviated. I’m actually using a custom class I wrote called LazyResult<T, TArg> because I don’t want to allocate a new anonymous delegate every time I need to create a resource. It uses a Func<TArg, T> instead of a Func<T>, and you provide a TArg to its constructor. With this class I’m able to allocate one delegate per cache, and each LazyResult<T, TArg> takes that same delegate but with a different “TArg” (either the ResourceDescriptor for the resource cache, or a pointer to the COM object for the RCW cache). This cuts the object allocations in half. There is a bit more error handling involved, and I’m also using WeakReferences to LazyResult.

Anyway, I found this useful. Hopefully someone else will too.

* mostly because I haven’t had much time to work on it😦

tl;dr: Bing Translation + 500 lines of new code + my old ResXCheck project = Paint.NET now has its own Tower of Babel factory.

Currently, Paint.NET ships in 9 languages. Soon, that number may jump all the way up to 33*.

Earlier today I needed to figure out what some short phrase in Spanish meant because the 2 years I took in high school were completely lost to me. After I learned what the now-forgotten phrase meant, further curiosity took over and I thought, “Don’t they have an API for this? Hmm … maybe I can use it to translate Paint.NET. I really doubt it’ll be that easy though, but why not check it out.”

As some quick background, a group within Microsoft Developer Division had handled translation for about 4 years, spanning versions 3.0 through 3.5 of Paint.NET. It was a volunteer effort done in their precious free time, and the impact has been enormous. Once 3.5 was done, shifting priorities and responsibilities led us to amicably part ways, leaving me without their graciously offered translation abilities. This is the reason why all updates to 3.5 (currently up to 3.5.8) have had almost no changes to the string resources**. New features need new translations, and even new error messages need them. I was in a bit of bind: not only could I not add new features, but I couldn’t even improve error handling! My plan was to hire a translation agency to handle things for the release of 4.0, as it would be cost prohibitive to do incremental translation updates (let’s say ~10 words for every minor update, on average). Anyway, back to the main plot.

I found the API documentation for Bing Translation, signed up for an API Key or whatever they’re calling it nowadays, and started up a new C# command-line project in Visual Studio. I added a “service reference” to their SOAP API and it all magically fell into place with a simple, imperative .NET API. I could create a service object and send queries and get results. It even worked.

“This can’t be that easy. No way.” But it was. I already had a paragraph of code to parse out a RESX file into a key/value pair list (no really, it’s a paragraph of LINQ-to-XML: check out the method “FromResX” from my old ResXCheck project), so I was already halfway there (so to speak).

I didn’t want to retranslate everything that I already had; human translation is usually better than machine translation. So the first requirement was to support incremental translation. This necessitated the ability to specify the source ResX file (English in my case), the previous version of the source ResX, and the latest translation of the source ResX for a given language. With this it’s a few simple LINQ queries and set algebra to determine which strings are new, which are changed, and which ones already have translations (provided they are neither new nor changed). The bulk of the code is devoted to keeping count of these and printing it to the console, for funsies.

As another quick backgrounder for those who haven’t worked with localization: string resources are specified as a name and a value. In code, you use the name in order to lookup the localized text, e.g. Resources.GetString(“MainWindow.FileMenu.Text”) which nets you “File” for English, or whatever is appropriate for the chosen language. It really is just a key/value dictionary and normal set algebra applies. Also, this is all stuffed into an XML file with the extension “resx.” Now you know.

The next hurdle was handling keyboard accelerators, which are specified in WinForms with an ampersand. For instance, the “File” menu’s name is stored as “&File” to indicate that F is the keyboard key you use to access it. This was done by figuring out what the accelerator was (String.IndexOf), removing it, and then adding it back into the translated text. If the translated string had that character in it, then I used it (I inserted an ampsersand at the appropriate spot). Otherwise, I employed the convention of adding “ (&X)” to the string, where ‘X’ is the accelerator key (you see this, for instance, in Japanese translations.) This would be trivial to adopt for WPF which uses a single underscore instead of the ampersand, presumably because ampersands are obnoxious to type in XAML or something.

Another problem I ran into, comically enough, were blank strings. Bing doesn’t like to translate String.Empty, and Paint.NET has a few of those for enumeration values which don’t actually show up in the UI. They are present in the strings file because I have a utility class for handling enumeration value localization lookup, EnumLocalizer, and it requires all enumeration values to be accounted for. I was able to handle this with my own proprietary translation algorithm (hint: copy by value).

One hurdle I was expecting and dreading didn’t turn out to be a problem at all. If you’ve worked with localization in .NET then you know that many strings contain placeholders. For instance, “There are {0} files.” The goofy looking {0} is a placeholder for an integer in this case, e.g. “There are 23 files.” For some reason, and much to my pleasant surprise, these almost all survived translation. There were only 7 instances that required manual fixing: 3 for each of the Chinese variants, and 1 in another language where it goofed up a URL suffix. I highly doubt these were translated with perfect grammar, but I wasn’t really expecting that anyway. I can live with having to manage 7 fixups out of ~24,000 strings. (This also improves the case for wanting incremental translation: these fixups will survive the next time I update the translations, since it will only translate strings which are new or changed.)

The last hurdle was that the Bing API limits you to 50 requests per minute before it starts giving you a Denial-of-Service error. Throttling is easy enough with Thread.Sleep(), along with retry logic in case that doesn’t work.

At this point it took 23 minutes to translate ~1000 strings from English to any other language. Since 8 languages are already done, that gives a running time of about ~9 hours. That’s a long time! Still, that’s much shorter and much cheaper than human translation, so it would’ve still counted as success for me. Fortunately, Bing Translation provides a method overload for doing a batch query, so I was able to knock the time down to about 23 seconds. Yes, seconds. Per language. ~9 minutes total. It would be even faster if the API (or protocol? I don’t know) wasn’t limited to a 64KB query string.

Along with ResXCheck, which lets me verify the structural correctness of a translation, I now have an almost completely automated method of bootstrapping a new language for Paint.NET. I currently have a small group of private testers checking out a beta version of what I’m tentatively calling the “Paint.NET Bing Translation Pack”. We’ve run into a few crashes, but these are the result of my goofy aforementioned EnumLocalizer class, and it will be easy enough to fix (although it will require a 3.5.9 release, eventually). If things go well then I’ll start to include them in the main release as-is, after which I can periodically collect proofreading fixes and incorporate them. It’s hardly perfect, but good enough for the usual “ship now and improve next week” cycle that we’ve all grown accustomed to.

This is one of those magical moments in software development where you write code for an hour or two, fueled only by a Red Bull (or 2***) and some new music, and are amazed that not only does it compile … but it works. At this point my main question is why I didn’t think of this sooner. You don’t often get this kind of bang for the buck.

I may even release this “BingTranslateResX” utility, complete with source code, on its own. Yes there are other automatic ResX translator apps out there, but I didn’t think to look until after I’d already written the code to my exact requirements. And, the ones that I found didn’t handle my need for incremental translation, which makes mine the only utility I know of that can work well in real, production projects. I think Paint.NET is a pretty good litmus test.

Hopefully now I can appease all the e-mails I’ve been getting with requests for Dutch and Czech translations.

* The diligent reader will note that Bing Translation currently supports 34 languages, and will reasonably ask “Why only 33?” The answer: the Thai translation goofs up all of the formatting codes, such as {0} and {1} placeholders, within the strings.

** The only change was to “XP SP2” and “Vista” in the installer’s error message stating the minimum system requirements. They were updated to “XP SP3” and “Vista SP1”. I handled that … all by myself!

*** or 3

I’ve been getting numerous crash reports that Paint.NET’s text tool does not work, or that the font list only includes a few usable fonts. These are actually caused by the same thing, which is a recent Windows Update that went out affecting Direct2D and DirectWrite. The update in question is KB2505438, “Slow performance in applications that use the DirectWrite API on a computer that is running Windows 7 or Windows Server 2008 R2.”

The update contains a newer version of d2d1.dll (Direct2D) and dwrite.dll (DirectWrite), but for some reason only the newer version of d2d1.dll is being loaded by Paint.NET. I’m still trying to figure out why this is happening and what the ultimate fix should be, but in the meantime I have determined several different ways that you can fix this by yourself.

Windows 7 and Windows Server 2008 R2 are affected by this, both 32-bit x86 and 64-bit x64. Windows XP is not affected, since it only has GDI for text rendering. I have a report (see comments below) that this affects Windows Vista, and I also have a fix (see below).

Here’s the fix:

If you’re seeing this problem, you can choose from one of the following fixes, depending on which version of Windows you’re using:

Windows Vista or Windows Server 2008:

  1. Install the “Platform Update Supplement,” which you can get via Windows Update, or you can download it from Microsoft.
  2. or install Internet Explorer 9, which you can download from Microsoft. (I think it’s available via Windows Update, too.)

Windows 7 or Windows Server 2008 R2:

  1. Install Windows Update KB2454826, which you can get via Windows Update, or go download it from Microsoft.
  2. or uninstall the offending update, KB2505438. To do this, you should:
    1. Open the “Programs and Features” control panel.
    2. On the left pane of the window, click on the “View installed updates” link.
    3. Find the update titled “Update for Microsoft Windows (KB2505438)”. (you can type KB2505438 in the search box at the top right, which makes this much easier)
    4. Right click on it, and then click Uninstall.
  3. or install Service Pack 1 for Windows 7. This is something you can do with the Windows Update applet, or you can download it from Microsoft.
  4. or install Internet Explorer 9. You can also get this via Windows Update, or just go and download it from Microsoft. 

My personal preference is that everyone have the latest versions of everything, so I recommend both fix #3 and fix #4. However, if you can’t/won’t install SP1 or IE9, then the first option works just fine too. Windows 7 SP1 and Internet Explorer 9 both contain updated DLLs for Direct2D and DirectWrite which do not cause this problem.

The few usable fonts in this situation are all the bitmap fonts such as Courier and Fixedsys. These are rendered using GDI, not DirectWrite, so that is why they work.

I’m currently talking with some folks at Microsoft to figure out what else can be done so that a manual fix isn’t necessary. This may involve a new update to Paint.NET, or something else. (edit: new fixes have surfaced, see the new #1 for Win7 above, and the options for Vista users, also above)

If you’re interested, the forum thread discussing this is here:

Hope this helps.

Edit on 2011-03-24: Added details on KB2454826 for Windows 7/Server 2008 R2, and fixes for Windows Vista/Server 2008.

First order of business: I just wanted to let everyone know that forum-goer “null54” has published a new Paint.NET effect called PSFilterPdn. It lets you use Photoshop filters in Paint.NET. Pretty swank, and clearly the guy has put a lot of work into it. There are still rough edges since the two plugin models are not a match made in heaven, but it ranks quite high on the Very Cool And Also Useful Scale.

Now on to the other stuff.

Every so often I get an e-mail asking me to bundle stuff with Paint.NET. “You’ll make $999999999 per month guaranteed!” I usually ignore or just say, “no thanks.” Here’s a recent one, paraphrased and redacted to protect the innocent guilty:


We believe your software is of high quality. [rick: Thanks!] Our Firefox addon, whatever, provides whatever. Our team is currently working on a new installer that will include a collection of high quality software. We want to offer you various partnership options with whatever or one of our other products, either as an advertiser or publisher.

… other stuff removed …

Please contact us for further details.

Best wishes,


This time I decided to have a little fun though.

Why on earth would I bundle a Firefox addin with Paint.NET? Maybe I should start bundling pictures of kittens too, or maybe the latest Lady Gaga single.



Although apologies to Lady Gaga and kittens everywhere: the retort was meant to imply how unrelated the items are to Paint.NET, and not to be a statement on their level of quality or cuteness. I personally like both cute kittens and Lady Gaga’s music.

Clearly both of these are way cooler than a Firefox addon whose job is to offer up ads for more addons. (Cue the Mitch Hedberg joke: “I want a vending machine that sells vending machines … it’d have to be really freakin’ big!”)

One thing I really detest in the Windows freeware scene is the alarming rate that crapware gets bundled into apps. Not just crapware, but unrelated crapware. It’d be one thing if I were to bundle, say, a free trial of WindowClippings – it’s good, high quality, and I use it myself and think it pairs nicely with Paint.NET (especially with the “Send to Paint.NET” feature). Or, maybe a game you download includes a few offers for other games.

Browser addons though? Give me a break. Why must everyone bundle unrelated toolbars, antivirus scanners (*cough* Flash *cough*), or homepage hijackers? It bugs me to no end when I look at my mom’s computer and she has 4 new Internet Explorer toolbars and has no idea where they came from, simply because she clicked “next next next next next.”

I may have said this before, but I promise Paint.NET will never bundle unrelated crap that requires you to babysit the installer in order to opt-out of it. When you get an update for Paint.NET, it will only be Paint.NET. It’ll never install something else or hijack your browser’s homepage, all because you forgot to babysit the installer and missed a checkbox that defaulted to the “checked” state. (From a business standpoint I can’t promise I’ll never bundle. But I do promise it will be opt-in if that ever happens. The checkboxes will default to “unchecked,” in other words. I have no plans for anything right now, by the way.)

I can understand why many other applications publishers choose to do this: money, and lots of it. Each crapware installation usually nets a bounty of $1 or $2, and with millions of installations it adds up fast. I already have money though and see no reason to be greedy about it, especially since the cost is to flush the good will of the user base along with my reputation. That’s no way to build a career. Now, I don’t have millions packed into suitcases and buried in the backyard like, say, Notch … but there’s clearly better ways to make money than installing junk on people’s PC (as Notch has proven by writing a fun game that he sells for cheap that hundreds of thousands have paid for).

Sometimes I reply by saying they must provide me with their source code so that I can do a security-focused code review on it. That usually shuts them up fast too. And to be honest, I would require this of any code added to the Paint.NET installation: if I can’t review it, then I can’t vouch for it, but ultimately I’d be responsible for it.

I don’t often make “publicity posts” but I know a lot of people have been waiting for this. Microsoft just released the official Ribbon control for WPF (download link). It’s 100% WPF – it isn’t sitting on top of the Windows 7 or MFC Ribbon control, in other words.

This is not the same as what was released about 2 years ago in CTP form. This is brand new, released today. Samples and source code are included!

Office Word style UI using Microsoft Ribbon for WPF

Question I know people will ask: “Will you be using this in Paint.NET!?!?!?!”

Pre-emptive answer: Probably not. Paint.NET is based on WinForms, not WPF, and will likely remain that way. Plus, I have other ideas for what to do with the UI in v4. I’m not convinced the Ribbon is what I want to use. If I did use the Microsoft WPF Ribbon (and I’m not saying that I will, remember), I’d have to be very careful since correctly mixing WinForms and WPF can be a bit delicate. Stay tuned of course.

Bruce Bowyer-Smith has gone to the extraordinary effort to write a pack of GPU-accelerated effects for Paint.NET. It started out with a preview discussion in Plugin Developer’s Central that eventually led to a recent “public” release over in the normal Plugin publishing section.

The pack contains GPU accelerated versions of Gaussian Blur, Motion Blur, Radial Blur, Zoom Blur, as well as a new Channel Blur.

A GPU that supports DirectCompute is required along with Windows 7, or Windows Vista SP2 with the Platform Update (it needs DirectX 11, in other words). Most recent NVIDIA and ATI/AMD cards support this, although Intel’s do not. The latter is a big reason why I have not properly pursued this for Paint.NET yet – there is no high-performance software fallback for DirectCompute. (The “reference driver” does work, but is very slow because it’s intended to render “perfectly” without any regard to performance, and is mostly useful for GPU and driver engineers to make sure they are on the right track.)

It’s interesting to watch these effects execute, because they aren’t any faster on smaller images (and often slower). However, as the size of the image increases, the performance delta becomes very dramatic. The GPU versions just don’t seem to run any slower, while the CPU-based effects quickly lag far behind. These effects are probably hindered by Paint.NETs CPU-centric rendering model, so I wouldn’t be surprised if further performance jumps are possible.

The only downside I’m seeing is that, so far, it is limited to handling images that fit within the maximum texture size that your GPU supports. On a high end video card, that means 8,192 x 8,192 pixels (IIRC).


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