## オーバーロード

``````public:
void AddCurve(cli::array <System::Drawing::PointF> ^ points, int offset, int numberOfSegments, float tension);``````
``public void AddCurve (System.Drawing.PointF[] points, int offset, int numberOfSegments, float tension);``
``member this.AddCurve : System.Drawing.PointF[] * int * int * single -> unit``
``Public Sub AddCurve (points As PointF(), offset As Integer, numberOfSegments As Integer, tension As Single)``

points
PointF[]

offset
Int32

numberOfSegments
Int32

tension
Single

### 注釈

ユーザーは、必要に応じて元のポイントを保持する必要があります。The user must keep the original points if they are needed. 元の点は、内部的に3次ベジエコントロールポイントに変換されるため、元の点を返す機構はありません。The original points are converted to cubic Bézier control points internally, therefore there is no mechanism for returning the original points.

### 適用対象

``````public:
void AddCurve(cli::array <System::Drawing::Point> ^ points, int offset, int numberOfSegments, float tension);``````
``public void AddCurve (System.Drawing.Point[] points, int offset, int numberOfSegments, float tension);``
``member this.AddCurve : System.Drawing.Point[] * int * int * single -> unit``
``Public Sub AddCurve (points As Point(), offset As Integer, numberOfSegments As Integer, tension As Single)``

points
Point[]

offset
Int32

numberOfSegments
Int32

tension
Single

### 例

• 4つの点の配列を作成します (カーディナルスプラインを表します)。Creates an array of four points (representing a cardinal spline).

• パスを作成し、ポイントの配列を使用して、曲線をパスに追加します。Creates a path and using the array of points, adds the curve to the path.

• 画面へのパスを描画します。Draws the path to the screen.

``````private:
{
// Create some points.
Point point1 = Point(20,20);
Point point2 = Point(40,0);
Point point3 = Point(60,40);
Point point4 = Point(80,20);

// Create an array of the points.
array<Point>^ curvePoints = {point1,point2,point3,point4};

// Create a GraphicsPath object and add a curve.
GraphicsPath^ myPath = gcnew GraphicsPath;
myPath->AddCurve( curvePoints, 0, 3, 0.8f );

// Draw the path to the screen.
Pen^ myPen = gcnew Pen( Color::Black,2.0f );
e->Graphics->DrawPath( myPen, myPath );
}
``````
``````private void AddCurveExample(PaintEventArgs e)
{

// Create some points.
Point point1 = new Point(20, 20);
Point point2 = new Point(40, 0);
Point point3 = new Point(60, 40);
Point point4 = new Point(80, 20);

// Create an array of the points.
Point[] curvePoints = {point1, point2, point3, point4};

// Create a GraphicsPath object and add a curve.
GraphicsPath myPath = new GraphicsPath();

// Draw the path to the screen.
Pen myPen = new Pen(Color.Black, 2);
e.Graphics.DrawPath(myPen, myPath);
}
``````
``````Public Sub AddCurveExample(ByVal e As PaintEventArgs)

' Create some points.
Dim point1 As New Point(20, 20)
Dim point2 As New Point(40, 0)
Dim point3 As New Point(60, 40)
Dim point4 As New Point(80, 20)

' Create an array of the points.
Dim curvePoints As Point() = {point1, point2, point3, point4}

' Create a GraphicsPath object and add a curve.
Dim myPath As New GraphicsPath

' Draw the path to the screen.
Dim myPen As New Pen(Color.Black, 2)
e.Graphics.DrawPath(myPen, myPath)
End Sub
``````

### 注釈

ユーザーは、必要に応じて元のポイントを保持する必要があります。The user must keep the original points if they are needed. 元の点は、内部的に3次ベジエコントロールポイントに変換されるため、元の点を返す機構はありません。The original points are converted to cubic Bézier control points internally, therefore there is no mechanism for returning the original points.

### 適用対象

``````public:
void AddCurve(cli::array <System::Drawing::PointF> ^ points, float tension);``````
``public void AddCurve (System.Drawing.PointF[] points, float tension);``
``member this.AddCurve : System.Drawing.PointF[] * single -> unit``
``Public Sub AddCurve (points As PointF(), tension As Single)``

points
PointF[]

tension
Single

### 注釈

ユーザーは、必要に応じて元のポイントを保持する必要があります。The user must keep the original points if they are needed. 元の点は、内部的に3次ベジエコントロールポイントに変換されるため、元の点を返す機構はありません。The original points are converted to cubic Bézier control points internally, therefore there is no mechanism for returning the original points.

### 適用対象

``````public:
``public void AddCurve (System.Drawing.PointF[] points);``
``member this.AddCurve : System.Drawing.PointF[] -> unit``
``Public Sub AddCurve (points As PointF())``

points
PointF[]

### 注釈

ユーザーは、必要に応じて元のポイントを保持する必要があります。The user must keep the original points if they are needed. 元の点は、内部的に3次ベジエコントロールポイントに変換されるため、元の点を返す機構はありません。The original points are converted to cubic Bézier control points internally, therefore there is no mechanism for returning the original points.

### 適用対象

``````public:
``public void AddCurve (System.Drawing.Point[] points);``
``member this.AddCurve : System.Drawing.Point[] -> unit``
``Public Sub AddCurve (points As Point())``

points
Point[]

### 注釈

ユーザーは、必要に応じて元のポイントを保持する必要があります。The user must keep the original points if they are needed. 元の点は、内部的に3次ベジエコントロールポイントに変換されるため、元の点を返す機構はありません。The original points are converted to cubic Bézier control points internally, therefore there is no mechanism for returning the original points.

### 適用対象

``````public:
void AddCurve(cli::array <System::Drawing::Point> ^ points, float tension);``````
``public void AddCurve (System.Drawing.Point[] points, float tension);``
``member this.AddCurve : System.Drawing.Point[] * single -> unit``
``Public Sub AddCurve (points As Point(), tension As Single)``

points
Point[]

tension
Single

### 注釈

ユーザーは、必要に応じて元のポイントを保持する必要があります。The user must keep the original points if they are needed. 元の点は、内部的に3次ベジエコントロールポイントに変換されるため、元の点を返す機構はありません。The original points are converted to cubic Bézier control points internally, therefore there is no mechanism for returning the original points.