Microsoft Windows Vista Unveiled
All the interface changes that come in the Vista package are a direct or indirect result of Vista's new graphical subsystem. Code-named Avalon but now officially called Windows Presentation Foundation (WPF), Vista's graphical underpinnings should prove to be a boon to both developers and end users. But it won't be just the Vista community that benefits from WPF because Microsoft has decided to backport WPF for Windows XP and Windows Server 2003. Developers will (and, by all accounts, already do) love WPF because it provides a one-stop shop for all their graphical needs. Before WPF, developers had to work with a rather alarming number of technologies and application programming interfaces (APIs). For example, to draw a simple 2D shape, they called on the Graphics Device Interface (GDI); for 3D objects, they used Direct3D or OpenGL; for media objects, they used DirectShow; and for user interface objects, they used USER32 or Windows Forms, to name just a few. Some of these technologies (such as the GDI) have been around since Windows 1.0. Clearly, it was time for a change. With WPF, developers can do 2D, 3D, animation, imaging, video, audio, special effects, and text rendering using a single API that works consistently no matter what type of object the developer is working with. This greatly simplifies user interface programming, resulting in more robust applications that are delivered to market faster than ever. WPF also introduced a new markup language called XAMLeXtensible Application Markup Languagewhich acts as a kind of front end for building application interfaces. The idea here is that by using relatively simple markup code, developers and designers can work together to build user interfaces. From the user's perspective, the main problem has been that although our graphics processing units (GPUs) have been getting ever more powerful, and our video adapters have been populated with more graphics memory, our operating systems and applicationswith the notable exception of the gaming spherehave not been programmed to take advantage of all this powerful hardware. WPF changes all that by implementing a new graphics model that can take full advantage of today's powerful GPUs and scads of video RAM. With WPF, all output goes through the powerful Direct3D layer, which means that all graphical work is offloaded to the GPU, thus saving the CPU for more important tasks. (Technically, WPF will only pass the graphics load to the GPU in video adapters that support DirectX 7 or later.) Also, the output uses vector graphics, a rendering technology in which each image on the screen is composed of points, lines, polygons, and curves (these are called primitives). Unlike raster graphics, in which each screen image is composed of pixels, vector graphics support extremely high-resolution images and are completely scalable (that is, you can zoom in and zoom out) without any loss of quality in the image. Also, WPF implements a new technology called the Desktop Window Manager (DWM), which assumes complete control over what's displayed on the screen. In previous versions of Windows, applications used APIs to display their graphics directly on the screen. Now the DWM takes over that chore. Each application draws its graphics to an off-screen buffer, and then the DWM composites the buffer contents on the screen. All this means that WPF brings some significant changes to Windows graphics:
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