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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • How do I disable animations in Preview in Lion?

    - by c00kiemonster
    For example, open up a pdf and set view to two pages and hit arrow key up/down. Is there a way to get rid of the animation? Preview feels really snappy and fast, and to have animations like that just spoils all the fun. Might seem like a proper first world problem, especially if you're just a casual user of pdfs. But I frequently have 10+ pdfs open for referencing purposes (that is, a lot of flicking back and fourth), and the animation just drives me nuts.

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  • jquery animation problem using stop

    - by Flanders
    Hi! When running a Jquery animation like slideDown(), it looks like a number of element-specific css properties is set to be updated at a specific interval and when the animation is complete these properties are unset and the display property is simply set to auto or whatever. At least in firebug you can't see those temporary properties any more. The problem I've encountered is the scenario where we stop the slide down with stop(). The element is then left with the current temporary css values. Which is fine because it has to, but let us say that I stoped the slidedown because I have decided to slide it back up again a bit prematurely. It would look something like this: $(this).slideDown(2000) //The below events is not in queue but will rather start execute almost simultaneously as the above line. (dont remember the exact syntax) $(this).delay(1000).stop().slideUp(2000) The above code might not make much sense, but the point is: After 1 second of sliding down the animation is stopped and it starts to slide back up. Works like a charm. BUT!!! And here is the problem. Once it it has slid back up the elements css properties are reset to the exact values it had 1000ms into the slideDown() animation (when stop() was called). If we now try to run the following: $(this).slideDown(2000) It will slide down to the very point the prior slideDown was aborted and not further at half the speed (since it uses the same time for approximately half the height). This is because the css properties were saved as I see it. But it is not especially wished for. Of course I want it to slide all the way down this time. Due to UI interaction that is hard to predict everything might soon break. The longer animations we use increases the risk of something like this happening. Is this to be considered a bug, or am I doing something wrong? Or maybe it's just a feature that is not supported? I guess I can use a callback function to reset the css properties, but depending on the animation used, different css properties are used to render it, and covering your back would result in quite a not-so-fancy solution.

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  • How is WPF Data Binding using Object Data Source in Visual Studio 2010 done?

    - by Rob Perkins
    This is probably mostly a question about how to use the VS 2010 IDE tools in a way the Microsofties didn't specifically intend. But since this is something I immediately tried without success. I have defined a .NET 4.0 WPF Application project with a simple class that looks like this: Public Class Class1 Public Property One As String = "OneString" Public Property Two As String = "TwoString" End Class I then defined it as an "Object Data Source" in VS2010, using the IDE's "Add New Data Source..." feature. This exposes the class members in a GUI element in the IDE as given in this image: Dragging "Class1" from that tool to the surface of "Window1.xaml" in a default "WPF Application" results in the design view looking like this: And generated XAML like this: <Window x:Class="Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="133" Width="170" xmlns:my="clr-namespace:WpfApplication1" mc:Ignorable="d" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" > <Window.Resources> <CollectionViewSource x:Key="Class1ViewSource" d:DesignSource="{d:DesignInstance my:Class1, CreateList=True}" /> </Window.Resources> <Grid DataContext="{StaticResource Class1ViewSource}" HorizontalAlignment="Left" Name="Grid1" VerticalAlignment="Top"> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="Auto" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> </Grid.RowDefinitions> <Label Content="One:" Grid.Column="0" Grid.Row="0" HorizontalAlignment="Left" Margin="3" VerticalAlignment="Center" /> <TextBlock Grid.Column="1" Grid.Row="0" Height="23" HorizontalAlignment="Left" Margin="3" Name="OneTextBlock" Text="{Binding Path=One}" VerticalAlignment="Center" /> <Label Content="Two:" Grid.Column="0" Grid.Row="1" HorizontalAlignment="Left" Margin="3" VerticalAlignment="Center" /> <TextBlock Grid.Column="1" Grid.Row="1" Height="23" HorizontalAlignment="Left" Margin="3" Name="TwoTextBlock" Text="{Binding Path=Two}" VerticalAlignment="Center" /> </Grid> Note the data bindings Text="{Binding Path=One}" and Text="{Binding Path=Two}" in the TextBlock elements. Code-behind for Window1.xaml has this in Window_Loaded: Class Window1 Private m_c1 As New Class1 Private Sub Window1_Loaded(ByVal sender As Object, ByVal e As System.Windows.RoutedEventArgs) Handles Me.Loaded Dim Class1ViewSource As System.Windows.Data.CollectionViewSource = CType(Me.FindResource("Class1ViewSource"), System.Windows.Data.CollectionViewSource) 'Load data by setting the CollectionViewSource.Source property: 'Class1ViewSource.Source = [generic data source] Me.DataContext = m_c1 End Sub End Class Running the application produces this output: The expected result was that "OneString" would appear next to "One" and "TwoString" next to "Two" in the running window. The question is: Why didn't this work? What will work instead? If I put bindings in a DataTemplate, it works. Blend, with its sample data stuff, implied that this should work, but it doesn't. I know I'm missing something pretty fundamental here; what is it?

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  • How Do I Bind a "selected Item" in a Listbox to a ItemsControl in WPF?

    - by Scott
    LowDown: I am trying to create a Document Viewer in WPF. It will allow the user to preview selected documents and if they want, compare the documents in WPF. So they can view them side by side. The layout is this: Left side is a full list box. On the right side is a Collection or an Items control. Inside the items control will be a collection of the "selected documents" in the list box. So A user can select multiple items in the list box and for each new item they select, they can add the item to the collection on the right. I want the collection to look like a image gallery that shows up in Google/Bing Image searches. Make sense? The problem I am having is I can't get the WPFPreviewer to bind correctly to the selected item in the list box under the itemscontrol. Side Note: The WPFPreviewer is something Micorosft puts out that allows us to preview documents. Other previewers can be built for all types of documents, but im going basic here until I get this working right. I have been successful in binding to the list box WITHOUT the items control here: <Window.Resources> <DataTemplate x:Key="listBoxTemplate"> <StackPanel Margin="3" > <DockPanel > <Image Source="{Binding IconURL}" Height="30"></Image> <TextBlock Text=" " /> <TextBlock x:Name="Title" Text="{Binding Title}" FontWeight="Bold" /> <TextBlock x:Name="URL" Visibility="Collapsed" Text="{Binding Url}"/> </DockPanel> </StackPanel> </DataTemplate> </Window.Resources> <Grid Background="Cyan"> <ListBox HorizontalAlignment="Left" ItemTemplate="{StaticResource listBoxTemplate}" Width="200" AllowDrop="True" x:Name="lbDocuments" ItemsSource="{Binding Path=DocumentElements,ElementName=winDocument}" DragEnter="documentListBox_DragEnter" /> <l:WPFPreviewHandler Content="{Binding ElementName=lbDocuments, Path=SelectedItem.Url}"/> </Grid> Though, once I add in the ItemsControl, I can't get it to work anymore: <Window.Resources> <DataTemplate x:Key="listBoxTemplate"> <StackPanel Margin="3" > <DockPanel > <Image Source="{Binding IconURL}" Height="30"></Image> <TextBlock Text=" " /> <TextBlock x:Name="Title" Text="{Binding Title}" FontWeight="Bold" /> <TextBlock x:Name="URL" Visibility="Collapsed" Text="{Binding Url}"/> </DockPanel> </StackPanel> </DataTemplate> </Window.Resources> <Grid> <ListBox HorizontalAlignment="Left" ItemTemplate="{StaticResource listBoxTemplate}" Width="200" AllowDrop="True" x:Name="lbDocuments" ItemsSource="{Binding Path=DocumentElements,ElementName=winDocument}" DragEnter="documentListBox_DragEnter" /> <ItemsControl x:Name="DocumentViewer" ItemsSource="{Binding ElementName=lbDocuments, Path=SelectedItem.Url}" > <ItemsControl.ItemTemplate> <DataTemplate> <Grid Background="Cyan"> <l:WPFPreviewHandler Content="{Binding Url}"/> </Grid> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl> </Grid> Can someone please help me out with trying to bind to the ItemsControl if I select one or even multiple items in the listbox.

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  • Windows 8 Windows Store (Metro/ModernUI) applications not working (just show 'busy' animation or white screen)

    - by davidm_uk
    I have a Dell XPS 15 which shipped with Windows 7 x64, which I recently upgraded to Windows 8. The process went surprisingly smoothly (given that this was an upgrade, not a complete re-install), and the system generally seems very stable. However, today I noticed that several of the Windows Store apps don't work: they all behave in the same way, launching but then showing a spinning 'wait' animation indefinitely. This is affecting the standard Microsoft Mail, Store, Weather, News, Travel, Finance, Sport, Games and Music apps. The Bing app just shows a Bing logo on a coloured background (but no wait animation). The Calendar, Photos and SkyDrive apps open but then show a white screen. The Maps and Camera apps work without problems. The live tiles on the Start screen are updating correctly, for example the Mail app's tile shows a summary of new mail despite the Mail app's problems. All of these applications were working correctly a few days ago. I'm sure I've used several without problems since the last Windows update occurred on 7th November. Any suggestions on what might have happened and/or how to fix it would be very welcome. I don't need these Windows Store applications, but the fact that they're not working is irritating me.

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  • Windows 7 black screen after boot animation

    - by t_virus
    This is happening with my windows 7 64-bit install frequently. Today i was trying to install an icon pack. There was already a restore point prior to it so i didn't feel like create one. I replaced the following system files in both system32 and sysWOW64 imageres.dll imagesp1.dll zipfldr.dll and shell32.dll After a reboot i see windows boot animation and then a black screen (with no mouse) I let it like that for 10 minutes and the laptop automatically went to sleep mode. I wake it up and see an error box this error "interactive logon failed to initialize" I close it and i'm left with a black screen again, this time with a mouse though. I tried using automatic system repair. It just tells me to remove any extra hardware (i have none attached atm) System restore finishes successfully but doesn't fix the problem. Safe mode doesn't work either. same black screen after boot animation Can someone help me with this? Also, I'll be grateful anyone can upload those default files (listed above) for both system32 and sysWOW64 from a windows 7 64bit install (no service pack)

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  • DataGrid : Binding with two different classes with lists ? WPF C#

    - by MyRestlessDream
    It is my first question on StackOverflow so I hope I am doing nothing wrong ! Sorry if it is the case ! I need some help because I can not find the solution of my problem. Of course I have searched everywhere on the web but I can not find it (can not post the links that I am using because of my low reputation :( ). Moreover, I am new in C# and WPF (and self-learning). I used to work in C++/Qt so I do not know how everything works in WPF. And sorry for my English, I am French. My problem My basic classes are that an Employee can use a computer. The id of the computer and the date of use are stored into the class Connection. I would like to display the list information in a DataGrid and in RowDetailsTemplate like here : http://i.stack.imgur.com/Bvn1z.png So it will do a binding to the Employee class but also to the Connection class with only the last value of the property (here the last value of the list "Computer ID" and the last value of the list "Connection Date" on this last computer). So it is a loop in the different lists. How can I do it ? Is it too much to do ? :( I succeed to get the Employee informations but I do not know how to bind the list of computer. When I am trying, it shows me "(Collection)" so it does not go inside the list :( Summary of Questions How to display/bind a value from a list AND from a different class in a DataGrid ? How to display all the values of a list into the RowDetailsTemplate ? Under Windows 7 and Visual Studio 2010 Pro version. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EDIT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Solution I have used the solution of Stefan Denchev. Here the modification of my class : http://i.stack.imgur.com/Ijx5i.png And the code used: <DataGrid ItemsSource="{Binding}" Name="table"> <DataGrid.Columns> <DataGridTextColumn Header="First Name" Binding="{Binding FirstName}"/> <DataGridTextColumn Header="Last Name" Binding="{Binding LastName}"/> <DataGridTextColumn Header="Gender" Binding="{Binding Gender}"/> <DataGridTextColumn Header="Last computer used" Binding="{Binding LastComputerID}"/> <DataGridTextColumn Header="Last connection date" Binding="{Binding LastDate}"/> </DataGrid.Columns> <DataGrid.RowDetailsTemplate> <DataTemplate> <DataGrid ItemsSource="{Binding ListOfConnection}"> <DataGrid.Columns> <DataGridTextColumn Header="Computer ID" Binding="{Binding ComputerID}"/> <DataGridTemplateColumn> <DataGridTemplateColumn.CellTemplate> <DataTemplate> <ListView ItemsSource="{Binding ListOfDate}"/> </DataTemplate> </DataGridTemplateColumn.CellTemplate> </DataGridTemplateColumn> </DataGrid.Columns> </DataGrid> </DataTemplate> </DataGrid.RowDetailsTemplate> </DataGrid> With in code behind : List<Employee> allEmployees = WorkflowMgr.Instance.AllEmployees; table.DataContext = allEmployees; And it works ! I have tryed to improve my fake example :) Hope it will help to another developer !

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  • jquery animation headache

    - by OneNerd
    Doing some jquery animation. I have certain divs set up with an attribute of ani_seq='x' where x is 1 to 9, and then have a class assigned of 'animate'. I am using the following code, which works fine, and fades in each item in sequence: function my_animate( in_wrapper_id ) { $j("#" + in_wrapper_id + " .animate").hide(); // hide all items to be animated // animate all seq1 items -- $j("#" + in_wrapper_id + " [ani_seq='1']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='2']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='3']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='4']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='5']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='6']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='7']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='8']").fadeIn( 1000, function() { $j("#" + in_wrapper_id + " [ani_seq='9']").fadeIn( 1000 ); }); }); }); }); }); }); }); }); } The problem I have is, some items are not just fade-in. Some should slide in from the left or right. So, I can certainly write a custom function to do that. What I do not know how to do is set up the custom function so it works like the fadeIn() function in that it accepts a callback function that will be executed when the animation is done. For example, lets say I i have a function like this (not sure this is the proper format): function custom_animate ( in_time_in_ms, in_callback_function ) { // get class of element, and based on class perform either // a fade-in, or a slide-in from left, or a slide-in from right // then after animation is done, return control back to calling // function so it can resume } I would want to replace all of the fadeIn() calls in the first piece of code with custom_animate(), and then inside that function, determine what kind of animation to perform. Can anyone help? Thanks -

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  • How to implement paging for datagrid using LINQ to Entities in wpf?

    - by Levelbit
    I'm new in wpf. My main problem is to understand how DataGrid works with its datacontext. It would help me a lot because I don't know how to make a universal paging usercontrol for all my datagrids in the projects for different database tables. DataGrid converts received DataContext from object to some kind of list. How it is implemented. I tried to do some casting from object to IQueryable to generalize thinig because base class of every entity in the entity model is EntityObject class. But it doesen't work in runtime although I don't receive complains at design time.

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  • Is there a WPF "WrapGrid" control available or an easy way to create one?

    - by Jason Coyne
    Essentially I want a wrapPanel, but I would like items to snap to a grid rather than be pressed up to the left, so I can get a nice uniform looking grid, that automatically consumes available space. WrapPanel handles the resize part. WPF.Contrib.AutoGrid handles a nice automatic grid. Anyone got a control that combines them? My use case is I have a series of somewhat irregularly shaped controls. I would like them to appear in nice columns so the wrap panel should snap to the next "tabstop" when placing a control

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  • WPF MVVM: how to bind GridViewColumn to ViewModel-Collection?

    - by Sam
    In my View I got a ListView bound to a CollectionView in my ViewModel, for example like this: <ListView ItemsSource="{Binding MyCollection}" IsSynchronizedWithCurrentItem="true"> <ListView.View> <GridView> <GridViewColumn Header="Title" DisplayMemberBinding="{Binding Path=Title}"/> <GridViewColumn Header="Name" DisplayMemberBinding="{Binding Path=Name}"/> <GridViewColumn Header="Phone" DisplayMemberBinding="{Binding Path=Phone}"/> <GridViewColumn Header="E-mail" DisplayMemberBinding="{Binding Path=EMail}"/> </GridView> </ListView.View> </ListView> Right now these GridViewColumns are fixed, but I'd like to be able to change them from the ViewModel. I'd guess I'll have to bind the GridViewColumn-collection to something in the ViewModel, but what, and how? The ViewModel does know nothing of WPF, so I got no clue how to achieve this in MVVM. any help here?

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  • How to generate and print large XPS documents in WPF?

    - by bitbonk
    I would like to generate (and then print or save) big XPS documents (400 pages) from my WPF application. We have some large amount of in-memory data that needs to be written to XPS. How can this be done without getting an OutOfMemoryException? Is there a way I can write the document in chunks? How is this usually done? Should I not be using XPS for large files in the first place? The root cause of the OutOfMemoryException seems to be the creation of the huge FlowDocument. I am creating the full FlowDocument and then sending it to the XPS document writer. Is this the wrong approach?

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  • Wpf datagrid row not updating when binded collection updated?

    - by RAJ K
    I have product class class Products { public int ProductID { get; set; } public int Quantity { get; set; } public string Description { get; set; } public decimal Price { get; set; } public decimal SubTotal { get; set; } } public List<Products> ProductsList = new List<Products>(); I have binded this "ProductList" to wpf datagrid. This datagrid shows item already in collection (before DataGrid.DataContext applied) but not showing new item added. I am using List< instead of ObservableCollection< because I want to update items if user changes quantity. I don't know how to do that using ObservableCollection<. Some code will help thanks

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  • How to get a tool window title bar height in WPF ?

    - by user275587
    WPF includes the title bar height in the total window height instead of using only the client content area height. Is there a way to disable this behaviour? If not, how can I get the height of a tool window title bar? I'm aware of the SystemParameters.CaptionHeight property and the SystemParameters.WindowCaptionHeight property but they both return the height of a regular window title bar. This is not the correct value for a tool window because the title bar is smaller for this type of window. I need something like SystemParameters.ToolWindowCaptionHeight Thanks.

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  • WPF assign Z-Order of owned windows without changing focus.

    - by Kamiikoneko
    Hi, Due to OpenGL airspace issues I have several windows that are owned by the main window but look and act like controls. I also have some data readout/sort windows that show real-time data and need to be normal floating windows, also owned by the main window so that they remain floating above the main window even while operations are performed in the main window. The issue: I open a data readout window (normal window) and am watching data change. Then I click on a text box to enter a value in one of the windows that acts as a control due to airspace issues, and it becomes activated, covering up my data readout window. This is bad because the airspace window is supposed to act like it is part of the main window. I tried some tricks with Activation and Deactivation, and it looks ok but then editing the airspace window at all is impossible because WPF only lets me edit the activated window. How can I ask that normal data readout window to please stay above all other windows owned by the main window, but still let other windows receive focus?

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  • How to bind Checked event for radio button in WPF?

    - by nullDev
    I am using the following markup in WPF: <StackPanel.Triggers> <EventTrigger RoutedEvent="RadioButton.Checked" SourceName="xmlRadioButton"> <EventTrigger.Actions> <BeginStoryboard Storyboard="{StaticResource ShowXmlPanel}"/> </EventTrigger.Actions> </EventTrigger> <EventTrigger RoutedEvent="RadioButton.Checked" SourceName="adiRadioButton"> <EventTrigger.Actions> <BeginStoryboard Storyboard="{StaticResource ShowAdiPanel}"/> </EventTrigger.Actions> </EventTrigger> </StackPanel.Triggers> Though this works fine when I run the code, I get the following error in the designer window of VS 2008: Value 'RadioButton.Checked' cannot be assigned to property 'RoutedEvent'. Invalid event name. Any idea why, and how can I fix this?

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  • iPhone like red badge notification in a WPF project?

    - by Norbert
    I have a C# WPF project which generates daily and weekly reports automatically. I want to inform the user when new reports are available, so I thought of a badge like on the iPhone where the number of new messages appears on a little red circle: I thought of three images: Two images with semi circles on the left and right if the number to display is small. And a third image for the middle for the case that the number is large (123) and wouldn't fit in a circle. I want a glossy effect, so I've thought of pictures. Does anyone have a good idea how to do this without pictures but programmatically?

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  • How do you draw a line on a canvas in WPF that is 1 pixel thick.

    - by xarzu
    The method for drawing a line on a canvas in WPF that uses the line class actually draws a line that is two pixels thick: Line myLine = new Line(); myLine.Stroke = System.Windows.Media.Brushes.Black; myLine.X1 = 100; myLine.X2 = 140; // 150 too far myLine.Y1 = 200; myLine.Y2 = 200; myLine.StrokeThickness = 1; graphSurface.Children.Add(myLine); Microsoft might have decided to set a standard for line thickness and the minimum is 2 pixels thick when you set the strockThickness to 1, but when you already have rectangles drawn in XAML and even error fonts using WingDings, it is an obvious miss-match. How do you draw a line that is truly 1 pixel thick?

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  • How to set a .PNG image as a TILED background image for my WPF Form?

    - by John McClane
    I'm learning WPF on my own and I can't seem to find a way to make this work. Here's my code: <Window x:Class="Test.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Test" Height="600" Width="800" > <DockPanel> <Menu DockPanel.Dock="Right" Height="30" VerticalAlignment="Top" Background="#2E404B" BorderThickness="2.6"> <Menu.BitmapEffect> <DropShadowBitmapEffect Direction="270" ShadowDepth="3" Color="#2B3841"/> </Menu.BitmapEffect> </Menu> </DockPanel> How can I make a .BackgroundImage thing appear? :D

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  • In WPF RichTextBox, does overriding of Underline/Strikethrough work?

    - by Daniel Earwicker
    In a WPF RichTextBox, the effective style of a Run of text is a result of combining the properties defined on the Run with the properties it "inherits" from the enclosing Paragraph and finally the styles on the Document. So you can set FontWeight to Bold at any of those levels. You can also set it Bold on the Paragraph and then switch it to Normal (override it) for a specific Run. However, underline and strikethrough are different. They are items that can optionally appear in a list of TextDecorations, which is a property of Inline (and hence Run) and of Paragraph, but not of Document. And you can switch on Underline in the Paragraph, and it gets inherited so that all Runs within that Paragraph default appear underlined by default. Is it possible to switch it off underline in a specific Run? i.e. is there a way to insert an entry into the list of TextDecorations which would mean "Don't underline", thus overriding the Paragraph's setting?

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  • WPF: "Items collection must be empty before using ItemsSource."

    - by Zack Peterson
    I'm trying to get images to display in a WPF ListView styled like a WrapPanel as described in this old ATC Avalon Team article: How to Create a Custom View. When I try to populate the ListView with a LINQ-to-Entities queried collection of ADO.NET Entity Framework objects I get the following exception: Exception Items collection must be empty before using ItemsSource. My code… Visual Basic Private Sub Window1_Loaded(...) Handles MyBase.Loaded ListViewImages.ItemsSource = From g In db.Graphic _ Order By g.DateAdded Ascending _ Select g End Sub XAML <ListView Name="ListViewImages" SelectionMode="Single" ItemsSource="{Binding}"> <local:ImageView /> </ListView> I put a breakpoint on that line. ListViewImages.ItemsSource is Nothing just before the LINQ assignment.

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  • Is it possible to have CommandManager requery only specific WPF command instead of all?

    - by aoven
    I'm trying to implement a highly responsive UI for my MVVM application, so I've chosen to have all command handlers automatically execute in a BackgroundWorker so they don't block the UI. But at the same time, I don't want the user to be able to execute the same command while it is still executing in the background. The solution seems obvious: When Executed handler is invoked, have the CanExecute handler return false Start the BackgroundWorker async When BackgroundWorker finishes, have the CanExecute handler return true again. Problem is, I need to notify WPF after step 1 and again after step 3 that CanExecute has changed and that it should be required. I know I can do it by calling CommandManager.InvalidateRequerySuggested, but that causes CanExecute handlers of all other commands to be requeried as well. Having a lot of commands, that's not good. Is there a way to ask for requery of a specific command - i.e. the one that is currently being executed? TIA

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