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[.net] PaintEventArgs ARRRGH!

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This is probably a newb question but, I am using Managed DirectX and I am invalidating OnPaint() to draw each frame for my engine and it all works great. However, when I profile my app with the CLR profiler I see that each frame it is allocating space in the heap for PaintEventArgs and I can't seem to do anything about it. Do I have to use a message pump? I would like to avoid using unsafe code as much as possible. Is there a way for me to manually deallocate the PaintEventArgs? Or not allocate them in the first place?

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