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Introduction to Ink
In Chapter 12, Obtaining the Tablet PC SDK, we looked at the InkEdit and InkPicture controls. Now, in this chapter, we learn how to utilize the controls to build fully aware ink applications.
The InkPicture and InkEdit controls allow a developer to quickly add ink capabilities to an application. Depending on the needs for a given project, a developer may need the ability to have ink conversion to text, ink for annotating an existing image, or countless other variations. These two controls provide enough functionality to take care of most of the projects you will develop.
Differences between the Controls
The InkEdit control was derived from the standard RichTextBox class and is the control of choice when you want to perform handwriting recognition. By default, the control recognizes the text as you enter it and automatically displays it within the text display area. If you are using a keyboard, you can also enter text into the control, which provides most of the functionality of the RichTextBox. In addition to collecting ink and recognizing and displaying it in text form, the InkEdit control also allows you to display ink as an embedded object, with text formatting options such as underline.
Like the InkEdit control, the InkPicture control is also derived from a standard control. This time, it's the Picture class and it offers an area on which you can annotate. This control is most often used when you do not have a need for ink recognition. Popular uses include capturing signatures, or because it includes the ability to display an image that the user can draw on, it can be used for marking up a scanned form or even drawing. The control accepts a variety of formats, such as jpg, bmp, gif, or png.
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