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  • Custom button with property as StaticResource

    - by alin
    I am trying to achieve the following thing: use an svg image into a custom button. In order to do this I created a Custom button: public class MainButton : Button { static MainButton() { DefaultStyleKeyProperty.OverrideMetadata(typeof(MainButton), new FrameworkPropertyMetadata(typeof(MainButton))); } public string Text { get { return (string)GetValue(TextProperty); } set { SetValue(TextProperty, value); } } public static readonly DependencyProperty TextProperty = DependencyProperty.Register("Text", typeof(string), typeof(MainButton), new UIPropertyMetadata("")); public object Image { get { return (object)GetValue(ImageProperty); } set { SetValue(ImageProperty, value); } } public static readonly DependencyProperty ImageProperty = DependencyProperty.Register("Image", typeof(object), typeof(MainButton), new UIPropertyMetadata("")); } I took a svg file, opened it in inkscape and saved it as xaml file. I opened Themes.xaml and added the created xaml image as a ControlTemplate And the button style is: Style TargetType="{x:Type local:MainButton}" <StackPanel Canvas.Top="12" Canvas.Left="0" Canvas.ZIndex="2" Width="80"> <ContentControl x:Name="Img" Template="{StaticResource Home}" /> </StackPanel> <StackPanel x:Name="spText" Canvas.Top="45" Canvas.Left="1" Canvas.ZIndex="1" Width="80"> <TextBlock x:Name="Txt" Text="{Binding Path=(local:MainButton.Text), RelativeSource ={RelativeSource FindAncestor, AncestorType ={x:Type Button}}}" VerticalAlignment="Center" HorizontalAlignment="Center" Foreground="White" FontSize="14"/> </StackPanel> ... As you can see I have hardcoded the StaticResource name I want to be able to have a binding with property Image on this Template, something like So that I can set the Image property of the button with the name of the StaticResource I want. For example, having beside "Home" image, another one "Back" I would have two buttons in MainWindow declared like this: Any advice is kindly taken. Thank you for your time.

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  • How to make groupbox invisble on select of a radiobutton

    - by Aditya
    Hi, I am doing an Windows Application using XAML ,WPF in C#. I have 2 radio buttons called "WriteData" and "ReadData". when writeData is selected, I need groupbox with a textbox and browse button inside it to be displayed at a particular location, (this i have already designed in UI..) <GroupBox Header="Browse Data" Name="grpBrowseData" Height="78" VerticalAlignment="Top" HorizontalAlignment="Left" Width="1030"> <Grid Name="grdBrowse" Height="60" Width="1030"> <Button x:Name="btnBrowseButton" Margin="0,7.5,45,20" Content="Browse" Click="BrowseButton_Click" HorizontalAlignment="Right" Width="111" /> <TextBox x:Name="txtBxBrowseTB" Margin="46,13.993,185,17.5" Text="TextBox" TextWrapping="Wrap" TextChanged="BrowseTB_TextChanged" ></TextBox> <Label HorizontalAlignment="Left" Margin="-1.25,8.75,0,15" Name="label1" Width="47.5" FontSize="13" VerticalContentAlignment="Center" HorizontalContentAlignment="Center">Path:</Label> Now, if I select "ReadData" radio button, a combo box should be visible in the SAME LOCATION where the above groupbox is displayed, the xaml code for this <GroupBox Header="Select the Project" Name="grpSelectProject" Height="78" VerticalAlignment="Top" HorizontalAlignment="Left" Width="1030" Visibility="Visible" Margin="-1030,0,0,0"> <Grid Name="grdSelectProject" Height="60" Width="1030"> <Label HorizontalAlignment="Left" VerticalContentAlignment="Center" HorizontalContentAlignment="Center" Margin="0,11.662,0,20.825" Width="95.103">Select the Project</Label> <ComboBox Margin="119.952,13.994,493.969,16.66"></ComboBox> </Grid></GroupBox> so, how do I make only one visible as per the radio button selected. In the ReadData_click event i tried to make other groupbox invisble. but I wasnt able to do that. please help me. Thanks Ramm

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • User interface for messaging app for WP7

    - by ArtWorkAD
    I have a Message.xaml file that should display a recipient field and a message field like this: The user can add multiple recipients, so the TextBox should be flexible in height. I managed this with following code: <TextBox FontSize="24" Margin="0,0,80,532" Name="absenderField" AcceptsReturn="True" TextWrapping="Wrap" Height="auto" MinHeight="30" MaxWidth="375"> </TextBox> Now the recipient field is growing in height when text is added that does not fit into it. The other TextBox is for the message. The markup is the same as for the recipient field, just the height is different. The first problem is, that when the recipient field growes it goes over the message field but the message field should be aligned at the bottom of the recipient field and move down. how can I achieve that? Now the other problem. When I enter a lot of text to make the message field grow, the recipient field will grow too. This is very strange. Why does this happen? Is it possible to make the text scroll inside the text box? Whole xaml: http://pastebin.com/xPg7rV9e

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  • Google Charts - Adding Tooltip to Colorized Column Chart

    - by David K
    I created a column chart with google charts that has a different color assigned to each column using the following posting: Assign different color to each bar in a google chart But now I'm trying to figure out how to customize the tooltips for each column to also include the number of users in addition to the percent, so "raw_data[i][1]" I would like it to look like "70% (80 Users)" I understand that there is "data.addColumn({type:'number',role:'tooltip'});" but I'm having trouble understanding how to implement it for this use-case. function drawAccountsChart() { var data = new google.visualization.DataTable(); var raw_data = [ ['Parents', 80, 160], ['Students', 94, 128], ['Teachers', 78, 90], ['Admins', 68, 120], ['Staff', 97, 111] ]; data.addColumn('string', 'Columns'); for (var i = 0; i < raw_data.length; ++i) { data.addColumn('number', raw_data[i][0]); } data.addRows(1); for (var i = 0; i < raw_data.length; ++i) { data.setValue(0, i+1, raw_data[i][1]/raw_data[i][2]*100); } var options = { height:220, chartArea: { left:30, width: "70%", height: "70%" }, backgroundColor: { fill:"transparent" }, tooltop:{ textStyle: {fontSize: "12px",}}, vAxis: {minValue: 0} }; var formatter = new google.visualization.NumberFormat({ suffix: '%', fractionDigits: 1 }); formatter.format(data, 1); formatter.format(data, 2); formatter.format(data, 3); formatter.format(data, 4); formatter.format(data, 5); var chart = new google.visualization.ColumnChart(document.getElementById('emailAccountsChart')); chart.draw(data, options); }

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  • Wpf ItemsControl with datatemplate, problem with doubled border for some items

    - by ksirg
    Hi, I have simple ItemsControl with custom datatemplate, template contains only textblock with border. All items should be displayed vericaly one after another, but some items have extra border. How can I remove it? I want to achieve something similar to enso launcher, it looks like My implementation looks like this here is my xaml code: <Window x:Class="winmole.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" x:Name="hostWindow" Height="Auto" MinHeight="100" MinWidth="100" Width="Auto" Padding="10" AllowsTransparency="True" WindowStyle="None" Background="Transparent" Top="0" Left="0" SizeToContent="WidthAndHeight" Topmost="True" Loaded="Window_Loaded" KeyUp="Window_KeyUp" > <Window.Resources> <!--Simple data template for Items--> <DataTemplate x:Key="itemsTemplate"> <Border Background="Black" Opacity="0.9" HorizontalAlignment="Left" CornerRadius="0,2,2,0"> <TextBlock Text="{Binding Path=Title}" TextWrapping="Wrap" FontFamily="Georgia" FontSize="30" Height="Auto" HorizontalAlignment="Left" VerticalAlignment="Stretch" TextAlignment="Left" Padding="5" Margin="0" Foreground="Yellow"/> </Border> </DataTemplate> </Window.Resources> <DockPanel> <ItemsControl DockPanel.Dock="Bottom" Name="itcPrompt" ItemsSource="{Binding ElementName=hostWindow, Path=DataItems}" ItemTemplate="{StaticResource itemsTemplate}" > <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <WrapPanel Orientation="Vertical" /> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> </ItemsControl> </DockPanel>

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  • Cannot change font size /type in plots

    - by Sameet Nabar
    I recently had to re-install my operating system (Ubuntu). The only thing I did differently is that I installed Matlab on a separate partition, not the main Ubuntu partition. After re-installing, the fonts in my plots are no longer configurable. For example, if I ask the title font to be bold, it doesn't happen. I ran the sample code below on my computer and then on my colleague's computer and the 2 results are attached. This cannot be a problem with the code; rather in the settings of Matlab. Could somebody please tell me what settings I need to change? Thanks in advance for your help. Regards, Sameet. x1=-pi:.1:pi; x2=-pi:pi/10:pi; y1=sin(x1); y2=tan(sin(x2)) - sin(tan(x2)); [AX,H1,H2]=plotyy(x1,y1,x2,y2); xlabel ('Time (hh:mm)'); ylabel (AX(1), 'Plot1'); ylabel (AX(2), 'Plot2'); axes(AX(2)) set(H1,'linestyle','none','marker','.'); set(H2,'linestyle','none','marker','.'); title('Plot Title','FontWeight','bold'); set(gcf, 'Visible', 'off'); [legh, objh] = legend([H1 H2],'Plot1', 'Plot2','location','Best'); set(legend,'FontSize',8); print -dpng Trial.png; Bad image: http://imageshack.us/photo/my-images/708/trial1u.png/ Good image: http://imageshack.us/photo/my-images/87/trial2.png/

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  • Update text on CCLabelTFF end in bad access?

    - by TheDeveloper
    I'm doing a little game in Coco2D and I have a countdown clock Note: As I am just trying to fix a bug, I am not working on cleanup so the timer can stop, etc. Here is my code I'm using to setup the label and start the timer: timer = [CCLabelTTF labelWithString:@"10.0000" fontName:@"Helvetica" fontSize:20]; timerDisplay = timer; timerDisplay.position = ccp(277,310); [self addChild:timerDisplay]; timeLeft = 10; timerObject = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(updateTimer) userInfo:nil repeats:YES]; Note: timeLeft is a double This is updateTimers's code: -(void)updateTimer { NSLog(@"Got Called!"); timeLeft = timeLeft -0.1; [timer setString:[NSString stringWithFormat:@"%f",timeLeft]]; timerDisplay = timer; timerDisplay.position = ccp(277,310); [self removeChild:timerDisplay cleanup:YES]; //[self addChild:timerDisplay]; if (timeLeft <= 0) { [timerObject invalidate]; } } When I run this I toggle between crashing on this this: [timer setString:[NSString stringWithFormat:@"%f",timeLeft]]; and in the green arrow thing it gives Thread 1: EXEC_BAD_ACCESS (code=2, address=0x8) and 0x197a7ff: movl 16(%edi), %esi and in the green arrow thing it gives Thread 1: EXEC_BAD_ACCESS (code=2, address=0x8)

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  • inserting time delay with cocos2d

    - by KDaker
    I am trying to add several labels that appear sequentially with a time delay between each. The labels will display either 0 or 1 and the value is calculated randomly. I am running the following code: for (int i = 0; i < 6; i++) { NSString *cowryString; int prob = arc4random()%10; if (prob > 4) { count++; cowryString = @"1"; } else { cowryString = @"0"; } [self runAction:[CCSequence actions:[CCDelayTime actionWithDuration:0.2] ,[CCCallFuncND actionWithTarget:self selector:@selector(cowryAppearWithString:data:) data:cowryString], nil]]; } the method that makes the labels appear is this: -(void)cowryAppearWithString:(id)sender data:(NSString *)string { CCLabelTTF *clabel = [CCLabelTTF labelWithString:string fontName:@"arial" fontSize:70]; CGSize screenSize = [[CCDirector sharedDirector] winSize]; clabel.position = ccp(200.0+([cowries count]*50),screenSize.height/2); id fadeIn = [CCFadeIn actionWithDuration:0.5]; [clabel runAction:fadeIn]; [cowries addObject:clabel]; [self addChild:clabel]; } The problem with this code is that all the labels appear at the same moment with the same delay. I understand that if i use [CCDelayTime actionWithDuration:0.2*i] the code will work. But the problem is that i might also need to iterate this entire for loop and have the labels appear again after they have appeared the first time. how is it possible to have actions appear with delay and the actions dont always follow the same order or iterations???

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  • Why the databinding fails in ListView (WPF) ?

    - by Ashish Ashu
    I have a ListView of which ItemSource is set to my Custom Collection. I have defined a GridView CellTemplate that contains a combo box as below : <ListView MaxWidth="850" Grid.Row="1" SelectedItem="{Binding Path = SelectedCondition}" ItemsSource="{Binding Path = Conditions}" FontWeight="Normal" FontSize="11" Name="listview"> <ListView.View> <GridView> <GridViewColumn Width="175" Header="Type"> <GridViewColumn.CellTemplate> <DataTemplate> <ComboBox Style="{x:Null}" x:Name="TypeCmbox" Height="Auto" Width="150" SelectedValuePath="Key" DisplayMemberPath="Value" SelectedItem="{Binding Path = MyType}" ItemsSource="{Binding Path = MyTypes}" HorizontalAlignment="Center" /> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> </ListView> My Custom collection is the ObservableCollection. I have a two buttons - Move Up and Move Down on top of the listview control . When user clicks on the Move Up or Move Down button I call MoveUp and MoveDown methods of Observable Collection. But when I Move Up and Move Down the rows then the Selected Index of a combo box is -1. I have ensured that selectedItem is not equal to null when performing Move Up and Move Down commands. Please Help!!

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  • How to make a transition in flex 4 on a fill that contains a linear gradient?

    - by Totty
    <?xml version="1.0" encoding="utf-8"?> <s:Rect id="background" top="0" right="0" bottom="0" left="0" height="30"> <s:fill> <s:SolidColor color="#000000"/> </s:fill> <s:fill.over> <s:LinearGradient rotation="90"> <s:GradientEntry color="#FF5800" alpha="1.0" ratio="0"/> <s:GradientEntry color="#EE0202" alpha="1.0" ratio="1"/> </s:LinearGradient> </s:fill.over> <s:fill.down> <s:LinearGradient rotation="90"> <s:GradientEntry color="#EE0202" alpha="1.0" ratio="0"/> <s:GradientEntry color="#AF0000" alpha="1.0" ratio="1"/> </s:LinearGradient> </s:fill.down> </s:Rect> <s:RichText id="labelDisplay" paddingLeft="10" paddingRight="10" textAlign="center" fontFamily="Myriad Pro" fontSize="16" tabStops="S0 S50 S100 S150" color="#FFFFFF" y="8" color.over="#000000" tabStops.over="S0 S50 S100 S150" color.down="#000000" tabStops.down="S0 S50 S100 S150" color.disabled="#EE0202" tabStops.disabled="S0 S50 S100 S150" color.up="#EE0202" tabStops.up="S0 S50 S100 S150"> <s:filters> <s:DropShadowFilter includeIn="over" blurX="0" blurY="0" distance="1" hideObject="false" inner="false" color="#FFFFFF" strength="1" alpha="1" quality="2" knockout="false" angle="45.0"/> <s:DropShadowFilter includeIn="down" blurX="0" blurY="0" distance="1" hideObject="false" inner="false" color="#CCCCCC" strength="1" alpha="1" quality="2" knockout="false" angle="45.0"/> <s:BlurFilter includeIn="disabled" blurX="4.0" blurY="4.0" quality="2"/> </s:filters> </s:RichText> here is the code, I would like to make a smooth transition when enters the "over" state. any help?

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  • Silverlight: Why doesn't this binding expression work?

    - by Rosarch
    I'm having difficulty with a binding expression in Silverlight 3 for the Windows Phone 7. <Grid x:Name="LayoutRoot" Background="Transparent"> <controls:Pivot ItemsSource="{Binding SectionViewModels}"> <!-- ... --> <controls:Pivot.ItemTemplate> <DataTemplate> <Grid> <!-- this is the troublesome binding --> <TextBlock Style="{StaticResource disabledText}" Visibility="{Binding ElementName=LayoutRoot, Path=DataContext.NoStoryContent}"> Do you have a network connection? </TextBlock> <!-- ... --> The style, in app.xaml: <Style x:Key="disabledText" TargetType="TextBlock"> <Setter Property="Foreground" Value="{StaticResource PhoneDisabledBrush}" /> <Setter Property="TextWrapping" Value="Wrap" /> <Setter Property="FontSize" Value="{StaticResource PhoneFontSizeLarge}" /> </Style> Code behind: public Visibility NoStoryContent { get { // trivial return value for debugging // no breakpoint here is hit return Visibility.Collapsed; } } public Sections() { InitializeComponent(); LayoutRoot.DataContext = this; } What am I doing wrong here? I suspect I have a mistake in the binding expression, but I'm not sure where.

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  • Python "callable" attribute (pseudo-property)

    - by mgilson
    In python, I can alter the state of an instance by directly assigning to attributes, or by making method calls which alter the state of the attributes: foo.thing = 'baz' or: foo.thing('baz') Is there a nice way to create a class which would accept both of the above forms which scales to large numbers of attributes that behave this way? (Shortly, I'll show an example of an implementation that I don't particularly like.) If you're thinking that this is a stupid API, let me know, but perhaps a more concrete example is in order. Say I have a Document class. Document could have an attribute title. However, title may want to have some state as well (font,fontsize,justification,...), but the average user might be happy enough just setting the title to a string and being done with it ... One way to accomplish this would be to: class Title(object): def __init__(self,text,font='times',size=12): self.text = text self.font = font self.size = size def __call__(self,*text,**kwargs): if(text): self.text = text[0] for k,v in kwargs.items(): setattr(self,k,v) def __str__(self): return '<title font={font}, size={size}>{text}</title>'.format(text=self.text,size=self.size,font=self.font) class Document(object): _special_attr = set(['title']) def __setattr__(self,k,v): if k in self._special_attr and hasattr(self,k): getattr(self,k)(v) else: object.__setattr__(self,k,v) def __init__(self,text="",title=""): self.title = Title(title) self.text = text def __str__(self): return str(self.title)+'<body>'+self.text+'</body>' Now I can use this as follows: doc = Document() doc.title = "Hello World" print (str(doc)) doc.title("Goodbye World",font="Helvetica") print (str(doc)) This implementation seems a little messy though (with __special_attr). Maybe that's because this is a messed up API. I'm not sure. Is there a better way to do this? Or did I leave the beaten path a little too far on this one? I realize I could use @property for this as well, but that wouldn't scale well at all if I had more than just one attribute which is to behave this way -- I'd need to write a getter and setter for each, yuck.

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  • Composing Silverlight Applications With MEF

    - by PeterTweed
    Anyone who has written an application with complexity enough to warrant multiple controls on multiple pages/forms should understand the benefit of composite application development.  That is defining your application architecture that can be separated into separate pieces each with it’s own distinct purpose that can then be “composed” together into the solution. Composition can be useful in any layer of the application, from the presentation layer, the business layer, common services or data access.  Historically people have had different options to achieve composing applications from distinct well known pieces – their own version of dependency injection, containers to aid with composition like Unity, the composite application guidance for WPF and Silverlight and before that the composite application block. Microsoft has been working on another mechanism to aid composition and extension of applications for some time now – the Managed Extensibility Framework or MEF for short.  With Silverlight 4 it is part of the Silverlight environment.  MEF allows a much simplified mechanism for composition and extensibility compared to other mechanisms – which has always been the primary issue for adoption of the earlier mechanisms/frameworks. This post will guide you through the simple use of MEF for the scenario of composition of an application – using exports, imports and composition.  Steps: 1.     Create a new Silverlight 4 application. 2.     Add references to the following assemblies: System.ComponentModel.Composition.dll System.ComponentModel.Composition.Initialization.dll 3.     Add a new user control called LeftControl. 4.     Replace the LayoutRoot Grid with the following xaml:     <Grid x:Name="LayoutRoot" Background="Beige" Margin="40" >         <Button Content="Left Content" Margin="30"></Button>     </Grid> 5.     Add the following statement to the top of the LeftControl.xaml.cs file using System.ComponentModel.Composition; 6.     Add the following attribute to the LeftControl class     [Export(typeof(LeftControl))]   This attribute tells MEF that the type LeftControl will be exported – i.e. made available for other applications to import and compose into the application. 7.     Add a new user control called RightControl. 8.     Replace the LayoutRoot Grid with the following xaml:     <Grid x:Name="LayoutRoot" Background="Green" Margin="40"  >         <TextBlock Margin="40" Foreground="White" Text="Right Control" FontSize="16" VerticalAlignment="Center" HorizontalAlignment="Center" ></TextBlock>     </Grid> 9.     Add the following statement to the top of the RightControl.xaml.cs file using System.ComponentModel.Composition; 10.   Add the following attribute to the RightControl class     [Export(typeof(RightControl))] 11.   Add the following xaml to the LayoutRoot Grid in MainPage.xaml:         <StackPanel Orientation="Horizontal" HorizontalAlignment="Center">             <Border Name="LeftContent" Background="Red" BorderBrush="Gray" CornerRadius="20"></Border>             <Border Name="RightContent" Background="Red" BorderBrush="Gray" CornerRadius="20"></Border>         </StackPanel>   The borders will hold the controls that will be imported and composed via MEF. 12.   Add the following statement to the top of the MainPage.xaml.cs file using System.ComponentModel.Composition; 13.   Add the following properties to the MainPage class:         [Import(typeof(LeftControl))]         public LeftControl LeftUserControl { get; set; }         [Import(typeof(RightControl))]         public RightControl RightUserControl { get; set; }   This defines properties accepting LeftControl and RightControl types.  The attrributes are used to tell MEF the discovered type that should be applied to the property when composition occurs. 14.   Replace the MainPage constructore with the following code:         public MainPage()         {             InitializeComponent();             CompositionInitializer.SatisfyImports(this);             LeftContent.Child = LeftUserControl;             RightContent.Child = RightUserControl;         }   The CompositionInitializer.SatisfyImports(this) function call tells MEF to discover types related to the declared imports for this object (the MainPage object).  At that point, types matching those specified in the import defintions are discovered in the executing assembly location of the application and instantiated and assigned to the matching properties of the current object. 15.   Run the application and you will see the left control and right control types displayed in the MainPage:   Congratulations!  You have used MEF to dynamically compose user controls into a parent control in a composite application model. In the next post we will build on this topic to cover using MEF to compose Silverlight applications dynamically in download on demand scenarios – so .xap packages can be downloaded only when needed, avoiding large initial download for the main application xap. Take the Slalom Challenge at www.slalomchallenge.com!

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  • Styles for XAML (Silverlight &amp; WPF)

    - by GeekAgilistMercenary
    This is a quick walk through of how to setup things for skinning within a XAML Application.  First thing, find the App.xaml file within the WPF or Silverlight Project. Within the App.xaml file set some default styles for your controls.  I set the following for a button, label, and border control for an application I am creating. Button Control <Style x:Key="ButtonStyle" TargetType="Button"> <Setter Property="FontFamily" Value="Arial" /> <Setter Property="FontWeight" Value="Bold" /> <Setter Property="FontSize" Value="14" /> <Setter Property="Width" Value="180" /> <Setter Property="Height" Value="Auto" /> <Setter Property="Margin" Value="8" /> <Setter Property="Padding" Value="8" /> <Setter Property="Foreground" Value="AliceBlue" /> <Setter Property="Background" > <Setter.Value> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="Black" Offset="0" /> <GradientStop Color="#FF5B5757" Offset="1" /> </LinearGradientBrush> </Setter.Value> </Setter> </Style> Label Control <Style x:Key="LabelStyle" TargetType="Label"> <Setter Property="Width" Value="Auto"/> <Setter Property="Height" Value="28" /> <Setter Property="Foreground" Value="Black"/> <Setter Property="Margin" Value="8"/> </Style> Border Control <Style x:Key="BorderStyle" TargetType="Border"> <Setter Property="BorderThickness" Value="4"/> <Setter Property="Width" Value="Auto"/> <Setter Property="Height" Value="Auto" /> <Setter Property="Margin" Value="0,8,0,0"/> <Setter Property="CornerRadius" Value="18"/> <Setter Property="BorderBrush"> <Setter.Value> <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="CornflowerBlue" Offset="0" /> <GradientStop Color="White" Offset="1" /> </LinearGradientBrush> </Setter.Value> </Setter> </Style> These provide good examples of setting individual properties to a default, such as; <Setter Property="Width" Value="Auto"/> <Setter Property="Height" Value="Auto" /> Also for settings a more complex property, such as with a LinearGradientBrush; <Setter Property="BorderBrush"> <Setter.Value> <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="CornflowerBlue" Offset="0" /> <GradientStop Color="White" Offset="1" /> </LinearGradientBrush> </Setter.Value> </Setter> These property setters should be located between the opening and closing <Application.Resources></Application.Resources> tags. <Application x:Class="ScorecardAndDashboard.App" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" StartupUri="MainWindow.xaml"> <Application.Resources> </Application.Resources> </Application> Now in the pages, user controls, or whatever you are marking up with XAML, for the Style Property just set a StaticResource such as shown below. <!-- Border Control --> <Border Name="borderPollingFrequency" Style="{StaticResource BorderStyle}"> <!-- Label Control --> <Label Content="Trigger Name:" Style="{StaticResource LabelStyle}"></Label> <!-- Button Control --> <Button Content="Save Schedule" Name="buttonSaveSchedule" Style="{StaticResource ButtonStyle}" HorizontalAlignment="Right"/> That's it.  Simple as that.  There are other ways to setup resource files that are separate from the App.xaml, but the App.xaml file is always a good quick place to start.  As moving the styles to a specific resource file later is a mere copy and paste. Original post is available along with other technical ramblings.

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  • Can't create a fullscreen WPF popup

    - by Scrappydog
    Using WPF .NET 4.0 in VS2010 RTM: I can't create a fullscreen WPF popup. If I create a popup that is sized 50% width and 100% height everything works fine, but if I try to create a "full screen" popup sized to 100% width and height it ends up displaying at 100% width and 75% height... the bottom is truncated. Note: The width and height are actually being expressed in pixels in code, I'm using percent to make the situation a little more understandable... It "feels" like there is some sort of limit preventing the area of a popup from exceeding ~75% of the total area of the screen. UPDATE: Here is a Hello World example that shows the problem. <Window x:Class="TechnologyVisualizer.PopupTest" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="PopupTest" WindowStyle="None" WindowState="Maximized" Background="DarkGray"> <Canvas x:Name="MainCanvas" Width="1920" Height="1080"> <Popup Placement="Center" VerticalAlignment="Center" HorizontalAlignment="Center" Width="1900" Height="1060" Name="popContent"> <TextBlock Background="Red">Hello World</TextBlock> </Popup> <Button Canvas.Left="50" Canvas.Top="50" Content="Menu" Height="60" Name="button1" Width="80" FontSize="22" Foreground="White" Background="Black" Click="button1_Click" /> </Canvas> </Window> using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Shapes; namespace TechnologyVisualizer { /// <summary> /// Interaction logic for PopupTest.xaml /// </summary> public partial class PopupTest : Window { public PopupTest() { InitializeComponent(); } private void button1_Click(object sender, RoutedEventArgs e) { popContent.IsOpen = true; } } } If you run this the bottom 25% of the popup is missing if you change the width of the popup to 500 then it will go full height

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  • WPF CommandParameter is NULL first time CanExecute is called

    - by Jonas Follesø
    I have run into an issue with WPF and Commands that are bound to a Button inside the DataTemplate of an ItemsControl. The scenario is quite straight forward. The ItemsControl is bound to a list of objects, and I want to be able to remove each object in the list by clicking a Button. The Button executes a Command, and the Command takes care of the deletion. The CommandParameter is bound to the Object I want to delete. That way I know what the user clicked. A user should only be able to delete their "own" objects - so I need to do some checks in the "CanExecute" call of the Command to verify that the user has the right permissions. The problem is that the parameter passed to CanExecute is NULL the first time it's called - so I can't run the logic to enable/disable the command. However, if I make it allways enabled, and then click the button to execute the command, the CommandParameter is passed in correctly. So that means that the binding against the CommandParameter is working. The XAML for the ItemsControl and the DataTemplate looks like this: <ItemsControl x:Name="commentsList" ItemsSource="{Binding Path=SharedDataItemPM.Comments}" Width="Auto" Height="Auto"> <ItemsControl.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal"> <Button Content="Delete" FontSize="10" Command="{Binding Path=DataContext.DeleteCommentCommand, ElementName=commentsList}" CommandParameter="{Binding}" /> </StackPanel> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl> So as you can see I have a list of Comments objects. I want the CommandParameter of the DeleteCommentCommand to be bound to the Command object. So I guess my question is: have anyone experienced this problem before? CanExecute gets called on my Command, but the parameter is always NULL the first time - why is that? Update: I was able to narrow the problem down a little. I added an empty Debug ValueConverter so that I could output a message when the CommandParameter is data bound. Turns out the problem is that the CanExecute method is executed before the CommandParameter is bound to the button. I have tried to set the CommandParameter before the Command (like suggested) - but it still doesn't work. Any tips on how to control it. Update2: Is there any way to detect when the binding is "done", so that I can force re-evaluation of the command? Also - is it a problem that I have multiple Buttons (one for each item in the ItemsControl) that bind to the same instance of a Command-object? Update3: I have uploaded a reproduction of the bug to my SkyDrive: http://cid-1a08c11c407c0d8e.skydrive.live.com/self.aspx/Code%20samples/CommandParameterBinding.zip

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  • Can't cast treeviewitem as treeviewitem in wpf

    - by phenevo
    Hi, I've got webservice asmx, and there are classes: Country public string Name {get;set;} public string Code {get;set;} public List<Area> Areas {get;set;} Area public string Name {get;set;} public string Code {get;set;} public List<Regions> Provinces {get;set;} Provinces public string Name {get;set;} public string Code {get;set;} I bind it to mz TreeView WPF: Country[] items = new MyService().GetListOfCountries(); structureTree.ItemsSource = items; Code of myTree: <UserControl x:Class="ObjectsAndZonesSimpleTree" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" <Grid> <StackPanel Name="stackPanel1"> <GroupBox Header="Choose" Height="354" Name="groupBox1" Width="Auto"> <TreeView Name="structureTree" SelectedItemChanged="structureTree_SelectedItemChanged" Grid.Row="0" Grid.Column="0" ItemsSource="{Binding}" Height="334" ScrollViewer.VerticalScrollBarVisibility="Visible" ScrollViewer.HorizontalScrollBarVisibility="Visible" Width="Auto" PreviewMouseRightButtonUp="structureTree_PreviewMouseRightButtonUp" FontFamily="Verdana" FontSize="12" BorderThickness="1" MinHeight="0" Padding="1" Cursor="Hand" Margin="-1"> <TreeView.Resources> <HierarchicalDataTemplate DataType="{x:Type MyService:Country}" ItemsSource="{Binding Path=ListOfRegions}"> <StackPanel Orientation="Horizontal"> <TextBlock TextAlignment="Justify" VerticalAlignment="Center" Text="{Binding Path=Name}"/> </StackPanel> </HierarchicalDataTemplate> <HierarchicalDataTemplate DataType="{x:Type MyService:Region}" ItemsSource="{Binding Path=Provinces}"> <StackPanel Orientation="Horizontal"> <TextBlock TextAlignment="Justify" VerticalAlignment="Center" Text="{Binding Path=Name}"/> </StackPanel> </HierarchicalDataTemplate> <DataTemplate DataType="{x:Type MyService:Province}" ItemsSource="{Binding Path=ListOfCities}"> <StackPanel Orientation="Horizontal"> <TextBlock TextAlignment="Justify" VerticalAlignment="Center" Text="{Binding Path=Name}"/> </StackPanel> </DataTemplate> </TreeView.Resources> </TreeView> </GroupBox> </StackPanel> </Grid> </UserControl> This gives me null: private void structureTree_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e) { TreeViewItem treeViewItem = structureTree.SelectedItem as TreeViewItem; }

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  • WPF Beginner - A simple XAML layout not working as expected

    - by OrWhen
    Hi, I've just started learning WPF, and followed a book to make this sample calculator application in XAML. The XAML code is attached below. I don't have any UI specific code in the xaml.cs file. However, I'm seeing a difference between design time and runtime. As you can see in the attached screenshot, the upper left button of the calculator is bigger than the rest. Even more confusingly, the designer when I edit the XAML shows the button correctly. I've tried to determine why is that, and I'm stumped. Can anyone help? I'm using VS2008, targeting framework 3.5, if it's any help. Here's the XAML: <TextBlock Grid.Row="0" Grid.Column="0" Grid.ColumnSpan="4" FontSize="24" Name="Header" VerticalAlignment="Center" HorizontalAlignment="Center">Calculator</TextBlock> <TextBox Grid.ColumnSpan="4" Grid.Column="0" Grid.Row="1" Name="Display" HorizontalContentAlignment="Left" Margin="5" /> <Button Grid.Row="2" Grid.Column="0" Click="Button_Click">7</Button> <Button Grid.Row="2" Grid.Column="1" Click="Button_Click">8</Button> <Button Grid.Row="2" Grid.Column="2" Click="Button_Click">9</Button> <Button Grid.Row="3" Grid.Column="0" Click="Button_Click">4</Button> <Button Grid.Row="3" Grid.Column="1" Click="Button_Click">5</Button> <Button Grid.Column="2" Grid.Row="3" Click="Button_Click">6</Button> <Button Grid.Row="4" Grid.Column="0" Click="Button_Click">1</Button> <Button Grid.Row="4" Grid.Column="1" Click="Button_Click">2</Button> <Button Grid.Row="4" Grid.Column="2" Click="Button_Click">3</Button> <Button Grid.Row="5" Grid.Column="0" Click="Button_Click">0</Button> <Button Grid.Row="5" Grid.Column="3" Tag="{x:Static local:Operation.PLUS}" Click="Op_Click">+</Button> <Button Grid.Row="4" Grid.Column="3" Tag="{x:Static local:Operation.MINUS}" Click="Op_Click">-</Button> <Button Grid.Row="3" Grid.Column="3" Tag="{x:Static local:Operation.TIMES}" Click="Op_Click">*</Button> <Button Grid.Row="2" Grid.Column="3" Tag="{x:Static local:Operation.DIVIDE}" Click="Op_Click">/</Button> <Button Grid.Row="5" Grid.Column="1" >.</Button> <Button Grid.Row="5" Grid.Column="2" Tag="{x:Static local:Operation.EQUALS}" Click="Op_Click">=</Button> </Grid>

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  • How to call function that inside JQuery Plugin From outside the plugin?

    - by CaTz
    hi, i am using textarea elastic plugin JQuery. this is the plugin (function(jQuery){ jQuery.fn.extend({ elastic: function() { // We will create a div clone of the textarea // by copying these attributes from the textarea to the div. var mimics = [ 'paddingTop', 'paddingRight', 'paddingBottom', 'paddingLeft', 'fontSize', 'lineHeight', 'fontFamily', 'width', 'fontWeight']; return this.each( function() { // Elastic only works on textareas if ( this.type != 'textarea' ) { return false; } var $textarea = jQuery(this), $twin = jQuery('<div />').css({'position': 'absolute','display':'none','word-wrap':'break-word'}), lineHeight = parseInt($textarea.css('line-height'),10) || parseInt($textarea.css('font-size'),'10'), minheight = parseInt($textarea.css('height'),10) || lineHeight*3, maxheight = parseInt($textarea.css('max-height'),10) || Number.MAX_VALUE, goalheight = 0, i = 0; // Opera returns max-height of -1 if not set if (maxheight < 0) { maxheight = Number.MAX_VALUE; } // Append the twin to the DOM // We are going to meassure the height of this, not the textarea. $twin.appendTo($textarea.parent()); // Copy the essential styles (mimics) from the textarea to the twin var i = mimics.length; while(i--){ $twin.css(mimics[i].toString(),$textarea.css(mimics[i].toString())); } // Sets a given height and overflow state on the textarea function setHeightAndOverflow(height, overflow){ curratedHeight = Math.floor(parseInt(height,10)); if($textarea.height() != curratedHeight){ $textarea.css({'height': curratedHeight + 'px','overflow':overflow}); } } // This function will update the height of the textarea if necessary function update() { // Get curated content from the textarea. var textareaContent = $textarea.val().replace(/&/g,'&amp;').replace(/ /g, '&nbsp;').replace(/<|>/g, '&gt;').replace(/\n/g, '<br />'); var twinContent = $twin.html(); if(textareaContent+'&nbsp;' != twinContent){ // Add an extra white space so new rows are added when you are at the end of a row. $twin.html(textareaContent+'&nbsp;'); // Change textarea height if twin plus the height of one line differs more than 3 pixel from textarea height if(Math.abs($twin.height()+lineHeight/3 - $textarea.height()) > 3){ var goalheight = $twin.height()+lineHeight/3; if(goalheight >= maxheight) { setHeightAndOverflow(maxheight,'auto'); } else if(goalheight <= minheight) { setHeightAndOverflow(minheight,'hidden'); } else { setHeightAndOverflow(goalheight,'hidden'); } } } } // Hide scrollbars $textarea.css({'overflow':'hidden'}); // Update textarea size on keyup $textarea.keyup(function(){ update(); }); $textarea.focus(function(){ update(); }); // And this line is to catch the browser paste event $textarea.live('input paste',function(e){ setTimeout( update, 250); }); // Run update once when elastic is initialized update(); }); } }); })(jQuery); How can i call from the outside of the plugin to the update function that is inside?

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  • Qt4: QPrinter / QPainter only prints the first document

    - by hurikhan77
    The problem is that my application only prints the first document fine. The second document is empty, only the page number is printed, the rest of the page is empty. In Qt4, I'm initializing the printer in the main.cpp in the following way: mw->printer = new QPrinter(QPrinter::HighResolution); mw->printer->setPaperSize(QPrinter::A5); mw->printer->setNumCopies(2); mw->printer->setColorMode(QPrinter::GrayScale); QPrintDialog *dialog = new QPrintDialog(mw->printer, mw); dialog->setWindowTitle(QObject::tr("Printer Setup")); if (dialog->exec() == QDialog::Accepted) { mw->printer->setFullPage(TRUE); return a.exec (); } This works fine for printing the first document from the application: qDebug("Printing"); QPainter p; if (!p.begin(printer)) { qDebug("Printing aborted"); return; } Q3PaintDeviceMetrics metrics(p.device()); int dpiy = metrics.logicalDpiY(); int dpix = metrics.logicalDpiX(); int tmargin = (int) ((marginTop / 2.54) * dpiy); int bmargin = (int) ((marginBottom / 2.54) * dpiy); int lmargin = (int) ((marginLeft / 2.54) * dpix); int rmargin = (int) ((marginRight / 2.54) * dpix); QRect body(lmargin, tmargin, metrics.width() - (lmargin + rmargin), metrics.height() - (tmargin + bmargin)); QString document; /* ... app logic to write a richtext document */ Q3SimpleRichText richText(QString("<qt>%1</qt>").arg(document), QFont("Arial", fontSize)); richText.setWidth(&p, body.width()); QRect view(body); int page = 1; do { // draw text richText.draw(&p, body.left(), body.top(), view, colorGroup()); view.moveBy(0, body.height()); p.translate(0, -body.height()); // insert page number p.drawText(view.right() - p.fontMetrics().width(QString::number(page)), view.bottom() + p.fontMetrics().ascent() + 5, QString::number(page)); // exit loop on last page if (view.top () >= richText.height ()) break; printer->newPage(); page++; } while (TRUE); if (!p.end()) qDebug("Print painter yielded failure"); But when this routine runs the second time, it does not print the document. It will just print an empty page but still with the page number on it. This worked fine before with Qt3.

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  • How to bind a WPF CustomControl to a ListBox

    - by VivyG
    I've just started to learn WPF this week so please accept my apologies if I am being stupid or missing fundamental points! Iam trying to build a very simple Contact browser. I have a Collection of Contact objects that displayed in a ListBox control which shows the FullName of the Contact and to the right I have a customControl called BasicContactCard. This is the XAML for the ContacWindow that displays the ListBox: <DockPanel Width="auto" Height="auto" Margin="8 8 8 8"> <Border Height="56" HorizontalAlignment="Stretch" VerticalAlignment="Top" BorderThickness="1" CornerRadius="8" DockPanel.Dock="Top" Background="Beige"> <TextBox Height="32" Margin="23,5,135,5" Text="Search for contact here" FontStyle="Italic" Foreground="#FFAD9595" FontSize="14" BorderBrush="LightGray"/> </Border> <ListBox x:Name="contactList" DockPanel.Dock="Left" Width="192" Height="auto" Margin="5 4 0 8" /> <Grid> <Grid.RowDefinitions> <RowDefinition Height="1*" /> <RowDefinition Height="0.125*" /> </Grid.RowDefinitions> <local:BasicContactCard Margin="8 8 8 8" /> <Button Grid.Row="1" x:Name="exit" Content="Exit" HorizontalAlignment="Right" Width="50" Height="25" Click="exit_Click" /> </Grid> </DockPanel> and this is the XAML for the CustomControl: <DockPanel Width="auto " Height="auto" Margin="8,8,8,8"> <Grid Width="auto" Height="auto" DockPanel.Dock="Top"> <Grid.RowDefinitions> <RowDefinition Height="1*" /> <RowDefinition Height="1*" /> <RowDefinition Height="1*" /> <RowDefinition Height="1*" /> </Grid.RowDefinitions> <TextBlock x:Name="companyField" Grid.Row="0" Width="auto" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Margin="8,8,8,8" Text="Company"/> <TextBlock x:Name="contactField" Grid.Row="1" Width="auto" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Margin="8,8,8,8" Text="Contact"/> <TextBlock x:Name="phoneField" Grid.Row="2" Width="auto" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Margin="8,8,8,8" Text="Phone"/> <TextBlock x:Name="emailField" Grid.Row="3" Width="auto" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Margin="8,8,8,8" Text="email"/> </Grid> </DockPanel> The problem I have is how do I bind the individual elements of the CustomControl to the object behind the SelectedItem in the ListBox?

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  • Binding Silverlight UserControl custom properties to its' elements

    - by ghostskunks
    Hi. I'm trying to make a simple crossword puzzle game in Silverlight 2.0. I'm working on a UserControl-ish component that represents a square in the puzzle. I'm having trouble with binding up my UserControl's properties with its' elements. I've finally (sort of) got it working (may be helpful to some - it took me a few long hours), but wanted to make it more 'elegant'. I've imagined it should have a compartment for the content and a label (in the upper right corner) that optionally contains its' number. The content control probably be a TextBox, while label control could be a TextBlock. So I created a UserControl with this basic structure (the values are hardcoded at this stage): <UserControl x:Class="XWord.Square" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" FontSize="30" Width="100" Height="100"> <Grid x:Name="LayoutRoot" Background="White"> <Grid.ColumnDefinitions> <ColumnDefinition Width="*"/> <ColumnDefinition Width="Auto"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <TextBlock x:Name="Label" Grid.Row="0" Grid.Column="1" Text="7"/> <TextBox x:Name="Content" Grid.Row="1" Grid.Column="0" Text="A" BorderThickness="0" /> </Grid> </UserControl> I've also created DependencyProperties in the Square class like this: public static readonly DependencyProperty LabelTextProperty; public static readonly DependencyProperty ContentCharacterProperty; // ...(static constructor with property registration, .NET properties // omitted for brevity)... Now I'd like to figure out how to bind the Label and Content element to the two properties. I do it like this (in the code-behind file): Label.SetBinding( TextBlock.TextProperty, new Binding { Source = this, Path = new PropertyPath( "LabelText" ), Mode = BindingMode.OneWay } ); Content.SetBinding( TextBox.TextProperty, new Binding { Source = this, Path = new PropertyPath( "ContentCharacter" ), Mode = BindingMode.TwoWay } ); That would be more elegant done in XAML. Does anyone know how that's done?

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  • WPF Pass MenuItem selected as MethodParameter to ObjectDataProvider

    - by Shravan
    I am trying to pass Selected MenuItem's Text/Header string as the MethodParameter to my ObjectDataProvider. I have seen examples like these on the internet but haven't been able to adapt it to the Menu Control specifically. I am new to WPF and need some help accomplish this. Any help would be greatly appreciated. Below is the code snippet, XAML for the ObjectDataProvider <Window.Resources> <ObjectDataProvider x:Key="NMInfo" ObjectType="{x:Type local:NMInfoProvider}" MethodName="GetDcmsInfomation" IsAsynchronous="True"> <ObjectDataProvider.MethodParameters> <x:Static Member="system:String.Empty" /> </ObjectDataProvider.MethodParameters> </ObjectDataProvider> </Window.Resources> XAML for the Menu control <Menu Name="nmMenu" Height="25" HorizontalAlignment="Stretch" VerticalAlignment="Top" FontSize="12" DockPanel.Dock="Top"> <Menu.BitmapEffect> <DropShadowBitmapEffect/> </Menu.BitmapEffect> <MenuItem Header="File"> <MenuItem Header="SNYC12P10650" IsCheckable="True" ToolTip="Production" Click="MenuItem_Clicked"> <MenuItem.IsChecked> <Binding Source="{StaticResource NMInfo}" Path="MethodParameters[0]" BindsDirectlyToSource="True" Mode="OneWayToSource"/> </MenuItem.IsChecked> </MenuItem> <MenuItem Header="GPRI12D10217" IsCheckable="True" ToolTip="QA" Click="MenuItem_Clicked"> <MenuItem.IsChecked> <Binding Source="{StaticResource NMInfo}" Path="MethodParameters[0]" BindsDirectlyToSource="True" Mode="OneWayToSource"/> </MenuItem.IsChecked> </MenuItem> <MenuItem Header="GPRI12D10219" IsCheckable="True" ToolTip="Dev" Click="MenuItem_Clicked"> <MenuItem.IsChecked> <Binding Source="{StaticResource NMInfo}" Path="MethodParameters[0]" BindsDirectlyToSource="True" Mode="OneWayToSource"/> </MenuItem.IsChecked> </MenuItem> <Separator/> <MenuItem Header="Close"/> </MenuItem> </Menu>

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  • Is this slow WPF TextBlock performance expected?

    - by Ben Schoepke
    Hi, I am doing some benchmarking to determine if I can use WPF for a new product. However, early performance results are disappointing. I made a quick app that uses data binding to display a bunch of random text inside of a list box every 100 ms and it was eating up ~15% CPU. So I made another quick app that skipped the data binding/data template scheme and does nothing but update 10 TextBlocks that are inside of a ListBox every 100 ms (the actual product wouldn't require 100 ms updates, more like 500 ms max, but this is a stress test). I'm still seeing ~10-15% CPU usage. Why is this so high? Is it because of all the garbage strings? Here's the XAML: <Grid> <ListBox x:Name="numericsListBox"> <ListBox.Resources> <Style TargetType="TextBlock"> <Setter Property="FontSize" Value="48"/> <Setter Property="Width" Value="300"/> </Style> </ListBox.Resources> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> <TextBlock/> </ListBox> </Grid> Here's the code behind: public partial class Window1 : Window { private int _count = 0; public Window1() { InitializeComponent(); } private void OnLoad(object sender, RoutedEventArgs e) { var t = new DispatcherTimer(TimeSpan.FromSeconds(0.1), DispatcherPriority.Normal, UpdateNumerics, Dispatcher); t.Start(); } private void UpdateNumerics(object sender, EventArgs e) { ++_count; foreach (object textBlock in numericsListBox.Items) { var t = textBlock as TextBlock; if (t != null) t.Text = _count.ToString(); } } } Any ideas for a better way to quickly render text? My computer: XP SP3, 2.26 GHz Core 2 Duo, 4 GB RAM, Intel 4500 HD integrated graphics. And that is an order of magnitude beefier than the hardware I'd need to develop for in the real product.

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