The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers. A GDI is responsible for tasks such as drawing lines and curves, rendering fonts and handling palettes.
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| - The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers. A GDI is responsible for tasks such as drawing lines and curves, rendering fonts and handling palettes.
- The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers. GDI is responsible for tasks such as drawing lines and curves, rendering fonts and handling palettes. It is not directly responsible for drawing windows, menus, etc.; that task is reserved for the user subsystem, which resides in user32.dll and is built atop GDI. GDI is similar to Macintosh's QuickDraw and GNOME/GTK's GDK/Xlib.
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abstract
| - The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers. A GDI is responsible for tasks such as drawing lines and curves, rendering fonts and handling palettes.
- The Graphics Device Interface (GDI) is a Microsoft Windows application programming interface and core operating system component responsible for representing graphical objects and transmitting them to output devices such as monitors and printers. GDI is responsible for tasks such as drawing lines and curves, rendering fonts and handling palettes. It is not directly responsible for drawing windows, menus, etc.; that task is reserved for the user subsystem, which resides in user32.dll and is built atop GDI. GDI is similar to Macintosh's QuickDraw and GNOME/GTK's GDK/Xlib. Perhaps the most significant capability of GDI over more direct methods of accessing the hardware is its scaling capabilities, and abstraction of target devices. Using GDI, it is very easy to draw on multiple devices, such as a screen and a printer, and expect proper reproduction in each case. This capability is at the center of all What You See Is What You Get applications for Microsoft Windows. Simple games which do not require fast graphics rendering use GDI. However, GDI cannot animate properly (no notion of synchronizing with the framebuffer) and lacks rasterization for 3D. Modern games tend to use DirectX or OpenGL, which give programmers the capabilities to use features of modern hardware.
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