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WinG
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==Implementation== WinG introduced a new type of DC called a WinGDC,<ref name="microsoft-125928">{{cite web |url=http://support.microsoft.com/kb/125928 |title=HOWTO: How to Mix GDI and WinG (MSKB125928) |work=Knowledge Base |publisher=[[Microsoft]] |access-date=2009-01-19 }}</ref> which allowed programmers to both read and write to it directly using [[device-independent bitmap]]s (DIBs) with the wingdib.drv driver. Effectively, it gave programmers the ability to do with Windows what they'd been doing without hardware access limitations in [[DOS]] for years. Programmers could write DIBs to the WinGDC, yet would still have access to the individual bits of the image data. This meant that fast graphics [[algorithms]] could be written to allow fast scrolling, overdraw, dirty rectangles, [[double buffering]], and other animation techniques. WinG also provided much better performance when [[blitting]] graphics data to physical graphics device memory. Since WinG used the DIB format, it was possible to mix original GDI API calls and WinG calls.<ref name="microsoft-125928"/> WinG would also perform a graphics hardware/driver profiling test on the first execution of the program in order to determine the best way to draw DIBs. This test showed a window full of red curved lines, sections of which would wobble as performance was tested. Once WinG had determined the fastest calls that did not cause graphics corruption, a profile would be saved so that the test would not need to be performed again.
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