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  • Including non-Python files with setup.py

    - by cool-RR
    How do I make setup.py include a file that isn't part of the code? (Specifically, it's a license file, but it could be any other thing.) I want to be able to control the location of the file. In the original source folder, the file is in the root of the package. (i.e. on the same level as the topmost __init__.py.) I want it to stay exactly there when the package is installed, regardless of operating system. How do I do that?

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  • AS2: How do I swapDepth of a Shape and a TextField?

    - by Alex Jordan
    AS2 this.createTextField("lbl_txt", this.getNextHighestDepth(), 70, 5, 150, 30) lbl_txt.autoSize = true; lbl_txt.text = "Hello"; var fmt:TextFormat = new TextFormat(); fmt.bold = true; fmt.color = 0x000000; fmt.underline = true; fmt.font = "Arial"; lbl_txt.setTextFormat(fmt); Timeline Layers action button_layer (button_layer is a animation on rollOver) arrow background Desired Result button_layer and action to be topmost layers and cursor to remain a pointer and not switch to text cursor on rollOver. action button_layer arrow lbl_txt (TextField created by AS) background

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  • Do not want Form to display over other application windows

    - by Cat
    I am displaying a Form from one process by passing the Show method a window handle from another process. I only want this new Form to display above the passed Form, like a MessageBox. However, this newly launched Form appears above other application windows, despite: Setting Process.WindowStyle.Hidden to the Form-displaying process Overriding the ShowWithoutActivation and CreateParams properties of the Form. Making sure Form.TopMost is not true I have checked that the window handle is valid from the second process. Focus is not stolen, however. Process A: Pass (Form) window handle to a new Process B via the command line Process B: Display a new Form using Form.Show(anotherProcessWindowHandle)

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Keeping up with New Releases

    - by Jeremy Smyth
    You can keep up with the latest developments in MySQL software in a number of ways, including various blogs and other channels. However, for the most correct (if somewhat dry and factual) information, you can go directly to the source.  Major Releases  For every major release, the MySQL docs team creates and maintains a "nutshell" page containing the significant changes in that release. For the current GA release (whatever that is) you'll find it at this location: https://dev.mysql.com/doc/mysql/en/mysql-nutshell.html  At the moment, this redirects to the summary notes for MySQL 5.6. The notes for MySQL 5.7 are also available at that website, at the URL http://dev.mysql.com/doc/refman/5.7/en/mysql-nutshell.html, and when eventually that version goes GA, it will become the currently linked notes from the URL shown above. Incremental Releases  For more detail on each incremental release, you can have a look at the release notes for each revision. For MySQL 5.6, the release notes are stored at the following location: http://dev.mysql.com/doc/relnotes/mysql/5.6/en/ At the time I write this, the topmost entry is a link for MySQL 5.6.15. Each linked page shows the changes in that particular version, so if you are currently running 5.6.11 and are interested in what bugs were fixed in versions since then, you can look at each subsequent release and see all changes in glorious detail. One really clever thing you can do with that site is do an advanced Google search to find exactly when a feature was released, and find out its release notes. By using the preceding link in a "site:" directive in Google, you can search only within those pages for an entry. For example, the following Google search shows pages within the release notes that reference the --slow-start-timeout option:     site:http://dev.mysql.com/doc/relnotes/mysql/ "--slow-start-timeout" By running that search, you can see that the option was added in MySQL 5.6.5 and also rolled into MySQL 5.5.20.   White Papers Also, with each major release you can usually find a white paper describing what's new in that release. In MySQL 5.6 there was a "What's new" whitepaper at this location: http://www.mysql.com/why-mysql/white-papers/whats-new-mysql-5-6/ You'll find other white papers at: http://www.mysql.com/why-mysql/white-papers/ Search the page for "5.6" to see any papers dealing specificallly with that version.

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  • Working with Reporting Services Filters – Part 3: The TOP and BOTTOM Operators

    - by smisner
    Thus far in this series, I have described using the IN operator and the LIKE operator. Today, I’ll continue the series by reviewing the TOP and BOTTOM operators. Today, I happened to be working on an example of using the TOP N operator and was not successful on my first try because the behavior is just a bit different than we find when using an “equals” comparison as I described in my first post in this series. In my example, I wanted to display a list of the top 5 resellers in the United States for AdventureWorks, but I wanted it based on a filter. I started with a hard-coded filter like this: Expression Data Type Operator Value [ResellerSalesAmount] Float Top N 5 And received the following error: A filter value in the filter for tablix 'Tablix1' specifies a data type that is not supported by the 'TopN' operator. Verify that the data type for each filter value is Integer. Well, that puzzled me. Did I really have to convert ResellerSalesAmount to an integer to use the Top N operator? Just for kicks, I switched to the Top % operator like this: Expression Data Type Operator Value [ResellerSalesAmount] Float Top % 50 This time, I got exactly the results I expected – I had a total of 10 records in my dataset results, so 50% of that should yield 5 rows in my tablix. So thinking about the problem with Top N some  more, I switched the Value to an expression, like this: Expression Data Type Operator Value [ResellerSalesAmount] Float Top N =5 And it worked! So the value for Top N or Top % must reflect a number to plug into the calculation, such as Top 5 or Top 50%, and the expression is the basis for determining what’s in that group. In other words, Reporting Services will sort the rows by the expression – ResellerSalesAmount in this case – in descending order, and then filter out everything except the topmost rows based on the operator you specify. The curious thing is that, if you’re going to hard-code the value, you must enter the value for Top N with an equal sign in front of the integer, but you can omit the equal sign when entering a hard-coded value for Top %. This experience is why working with Reporting Services filters is not always intuitive! When you use a report parameter to set the value, you won’t have this problem. Just be sure that the data type of the report parameter is set to Integer. Jessica Moss has an example of using a Top N filter in a tablix which you can view here. Working with Bottom N and Bottom % works similarly. You just provide a number for N or for the percentage and Reporting Services works from the bottom up to determine which rows are kept and which are excluded.

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  • how to group data in a list

    - by prince23
    I need to group data of a list in c# ex: i have a data like this in a list c# i have a class called information.cs with these properties name,school, parent ex data name school parent kumar fes All manju fes kumar anu frank kumar anitha jss All rohit frank manju anill vijaya manju vani jss kumar soumya jss kumar madhu jss rohit shiva jss rohit vanitha jss anitha anu jss anitha now taking this as an input i wanted the output to be formated with a Hierarchical data when parent is all means it is the topmost level kumar fes All. what i need to do here is i need to create an object[0] and then check in list whether kumar exists as a parent in the list if it exista then add those items as under the object[0] as a parent i need to create one more oject under **manju fes kumar anu frank kumar** what i wanted do here is iterate through the list anD then check the parent level based on name school parent kumar fes All -->obj[0] manju fes kumar -->obj1[0] anu frank kumar -->obj1[1] for obj1-- obj[0] will be parent like this i need to genarte a list or observation class anitha jss All-->obj[1] vanitha jss anitha -->obj1[0] anu jss vanitha -->obj2[0] here obj2[0]--obj1[0]--obj[1] will be an parent like this i need to create a list or an observationclass hope my Question is clear what i am trying ask you people. i wanted to know how i can create an observationclass. any help would be really great. hope my question is clear

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  • saving WPF InkCanvas to a JPG - image is getting cropped

    - by Jason
    I have a WPF InkCanvas control I'm using to capture a signature in my application. The control looks like this - it's 700x300 However, when I save it as a JPG, the resulting image looks like this, also 700x300 The code I'm using to save sigPath = System.IO.Path.GetTempFileName(); MemoryStream ms = new MemoryStream(); FileStream fs = new FileStream(sigPath, FileMode.Create); RenderTargetBitmap rtb = new RenderTargetBitmap((int)inkSig.Width, (int)inkSig.Height, 96d, 96d, PixelFormats.Default); rtb.Render(inkSig); JpegBitmapEncoder encoder = new JpegBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(fs); fs.Close(); This is the XAML I'm using: <Window x:Class="Consent.Client.SigPanel" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Background="Transparent" Topmost="True" AllowsTransparency="True" Title="SigPanel" Left="0" Top="0" Height="1024" Width="768" WindowStyle ="None" ShowInTaskbar="False" ResizeMode="NoResize" WindowStartupLocation="CenterScreen" > <Border BorderThickness="1" BorderBrush="Black" Background='#FFFFFFFF' x:Name='DocumentRoot' Width='750' Height='400' CornerRadius='10'> <StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"> <TextBlock Name="txtLabel" FontSize="24" HorizontalAlignment="Center" >Label</TextBlock> <InkCanvas Opacity="1" Background="Beige" Name="inkSig" Width="700" Height="300" /> <StackPanel HorizontalAlignment="Center" Orientation="Horizontal"> <Button FontSize="24" Margin="10" Width="150" Name="btnSave" Click="btnSave_Click">Save</Button> <Button FontSize="24" Margin="10" Width="150" Name="btnCancel" Click="btnCancel_Click">Cancel</Button> <Button FontSize="24" Margin="10" Width="150" Name="btnClear" Click="btnClear_Click">Clear</Button> </StackPanel> </StackPanel> </Border> In the past this worked perfectly. I can't figure out what changed that is causing the image to shift when it is saved.

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  • how to group data in a list c#

    - by prince23
    hi, i need to group data of a list in c# ex: i have a data like this in a list c# i have a class called information.cs with these properties name,school, parent ex data name school parent kumar fes All manju fes kumar anu frank kumar anitha jss All rohit frank manju anill vijaya manju vani jss kumar soumya jss kumar madhu jss rohit shiva jss rohit vanitha jss anitha anu jss anitha now taking this as an input i wanted the output to be formated with a Hierarchical data when parent is all means it is the topmost level kumar fes All. what i need to do here is i need to create an object[0] and then check in list whether kumar exists as a parent in the list if it exista then add those items as under the object[0] as a parent i need to create one more oject under **manju fes kumar anu frank kumar** what i wanted do here is iterate through the list anD then check the parent level based on name school parent kumar fes All -->obj[0] manju fes kumar -->obj1[0] anu frank kumar -->obj1[1] for obj1-- obj[0] will be parent like this i need to genarte a list or observation class anitha jss All-->obj[1] vanitha jss anitha -->obj1[0] anu jss vanitha -->obj2[0] here obj2[0]--obj1[0]--obj[1] will be an parent like this i need to create a list or an observationclass hope my Question is clear what i am trying ask you people. i wanted to know how i can create an observationclass any help would be really great thanks prince hope my question is clear

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  • issue in ObservableCollection

    - by prince23
    hi, i have an lsit with these data i have a class called information.cs with these properties name,school, parent ex data name school parent kumar fes All manju fes kumar anu frank kumar anitha jss All rohit frank manju anill vijaya manju vani jss kumar soumya jss kumar madhu jss rohit shiva jss rohit vanitha jss anitha anu jss anitha now taking this as an input i wanted the output to be formated with a Hierarchical data when parent is all means it is the topmost level kumar fes All. what i need to do here is i need to create an object[0] and then check in list whether kumar exists as a parent in the list if it exista then add those items as under the object[0] as a parent i need to create one more oject under **manju fes kumar anu frank kumar** if you see this class file its shows how data is formatted. public class SampleProjectData { public static ObservableCollection GetSampleData() { DateTime dtS = DateTime.Now; ObservableCollection<Product> teams = new ObservableCollection<Product>(); teams.Add(new Product() { PDName = "Product1", OverallStartTime = dtS, OverallEndTime = dtS + TimeSpan.FromDays(3), }); Project emp = new Project() { PName = "Project1", OverallStartTime = dtS + TimeSpan.FromDays(1), OverallEndTime = dtS + TimeSpan.FromDays(6) }; emp.Tasks.Add(new Task() { StartTime = dtS, EndTime = dtS + TimeSpan.FromDays(2), TaskName = "John's Task 3" }); emp.Tasks.Add(new Task() { StartTime = dtS + TimeSpan.FromDays(3), EndTime = dtS + TimeSpan.FromDays(4), TaskName = "John's Task 2" }); teams[0].Projects.Add(emp); } return teams; }

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  • #indent "off" in F#

    - by anta40
    I just started learning F#, and tried a code from the wiki: I prefer tabs to spaces, so I change the code a bit into this: #indent "off" open System open System.Windows.Forms let form = new Form(Visible=true, TopMost=true, Text="Welcome to F#") let label = let temp = new Label() let x = 3 + (4 * 5) temp.Text <- sprintf "x = %d" x temp form.Controls.Add(label) [<STAThread>] Application.Run(form) The output is: Microsoft (R) F# 2.0 Compiler build 4.0.30319.1 Copyright (c) Microsoft Corporation. All Rights Reserved. fstest2.fs(1,1): warning FS0062: This construct is for ML compatibility. Conside r using a file with extension '.ml' or '.mli' instead. You can disable this warn ing by using '--mlcompatibility' or '--nowarn:62'. fstest2.fs(9,2): error FS0010: Unexpected keyword 'let' or 'use' in expression. Expected 'in' or other token. fstest2.fs(13,1): error FS0597: Successive arguments should be separated by spac es or tupled, and arguments involving function or method applications should be parenthesized fstest2.fs(9,14): error FS0374: Invalid expression on left of assignment fstest2.fs(16,1): error FS0010: Unexpected identifier in definition Guess the error is somewhere in the let label block, but couldn't figure it out.

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  • Getting Safari document title/location with Scripting Bridge does not work in full-screen mode

    - by Mark
    I'm trying to get the URL and document title from the topmost Safari document/tab. I have an AppleScript and an objective-c version using Apple's Scripting Bridge framework. Both versions work fine for most web pages, however when I open a Youtube video in full-screen mode, the Scripting Bridge based version fails. The Apple Script works fine for "normal" and full-screen Safari windows. Can anyone see what is wrong with the Scripting Bridge code below to cause it to fail for full-screen Safari windows? Here the code (I omitted error checking for brevity): AppleScript: tell application "Safari" # Give us some time to open video in full-screen mode delay 10 do JavaScript "document.title" in document 0 end tell Scripting Bridge: SafariApplication* safari = [SBApplication applicationWithBundleIdentifier:@"com.apple.Safari"]; SBElementArray* windows = [safari windows]; SafariTab* currentTab = [[windows objectAtIndex: 0] currentTab]; // This fails when in full-screen mode: id result = [safari doJavaScript: @"document.title" in: currentTab]; NSLog(@"title: %@", result); Scripting Bridge error (with added line breaks): Apple event returned an error. Event = 'sfri'\'dojs'{ '----':'utxt'("document.title"), 'dcnm':'obj '{ 'want':'prop', 'from':'obj '{ 'want':'cwin', 'from':'null'(), 'form':'indx', 'seld':1 }, 'form':'prop', 'seld':'cTab' } } Error info = { ErrorNumber = -1728; ErrorOffendingObject = <SBObject @0x175c2de0: currentTab of SafariWindow 0 of application "Safari" (238)>; } I could not find details about the given error code. It complains about 'currentTab' which shows that the JavaScript event at least made it all the way to Safari. I assume that the current tab receives the event, but refuses to run the JS code, because it is in full-screen mode. However, why does this work for an AppleScript? Don't they use the same code path eventually? Any suggestions are greatly appreciated. Thanks!

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  • Mac OS X linker error in Qt; CoreGraphics & CGWindowListCreate

    - by Jake Petroules
    Here is my .mm file #include "windowmanagerutils.h" #ifdef Q_OS_MAC #import </System/Library/Frameworks/ApplicationServices.framework/Frameworks/CoreGraphics.framework/Headers/CGWindow.h> QRect WindowManagerUtils::getWindowRect(WId windowId) { CFArrayRef windows = CGWindowListCreate(kCGWindowListOptionOnScreenOnly, kCGNullWindowID); return QRect(); } QRect WindowManagerUtils::getClientRect(WId windowId) { return QRect(); } QString WindowManagerUtils::getWindowText(WId windowId) { return QString(); } WId WindowManagerUtils::rootWindow() { QApplication::desktop()->winId(); } WId WindowManagerUtils::windowFromPoint(const QPoint &p, WId parent, bool(*filterFunction)(WId)) { return NULL; } void WindowManagerUtils::setTopMostCarbon(const QWidget *const window, bool topMost) { if (!window) { return; } // Find a Cocoa equivalent for this Carbon function // [DllImport("/System/Library/Frameworks/Carbon.framework/Versions/Current/Carbon")] // OSStatus ret = HIViewSetZOrder(this->winId(), kHIViewZOrderAbove, NULL); } #endif The linker is telling me "_CGWindowListCreate" is undefined. What libraries must I link to? Apple's documentation is not very helpful on telling what to include or link to, like MSDN is. Also I couldn't just do #import <CGWindow.h>, I had to specify the absolute path to it... any way around that?

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  • Binding event handlers to specific elements, using bubbling (JavaScript/jQuery)

    - by Bungle
    I'm working on a project that approximates the functionality of Firebug's inspector tool. That is, when mousing over elements on the page, I'd like to highlight them (by changing their background color), and when they're clicked, I'd like to execute a function that builds a CSS selector that can be used to identify them. However, I've been running into problems related to event bubbling, and have thoroughly confused myself. Rather than walk you down that path, it might make sense just to explain what I'm trying to do and ask for some help getting started. Here are some specs: I'm only interested in elements that contain a text node (or any descendant elements with text nodes). When the mouse enters such an element, change its background color. When the mouse leaves that element, change its background color back to what it was originally. When an element is clicked, execute a function that builds a CSS selector for that element. I don't want a mouseover on an element's margin area to count as a mouseover for that element, but for the element beneath (I think that's default browser behavior anyway?). I can handle the code that highlights/unhighlights, and builds the CSS selector. What I'm primarily having trouble with is efficiently binding event handlers to the elements that I want to be highlightable/clickable, and avoiding/stopping bubbling so that mousing over a (<p>) element doesn't also execute the handler function on the <body>, for example. I think the right way to do this is to bind event handlers to the document element, then somehow use bubbling to only execute the bound function on the topmost element, but I don't have any idea what that code looks like, and that's really where I could use help. I'm using jQuery, and would like to rely on that as much as possible. Thanks in advance for any guidance!

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  • Windows Screensaver Multi Monitor Problem

    - by Bryan
    I have a simple screensaver that I've written, which has been deployed to all of our company's client PCs. As most of our PCs have dual monitors, I took care to ensure that the screensaver ran on both displays. This works fine, however on some systems, where the primary screen has been swapped (to the left monitor), the screensaver only works on the left (primary) screen. The offending code is below. Can anyone see anything I've done wrong, or a better way of handling this? For info, the context of "this", is the screensaver form itself. // Make form full screen and on top of all other forms int minY = 0; int maxY = 0; int maxX = 0; int minX = 0; foreach (Screen screen in Screen.AllScreens) { // Find the bounds of all screens attached to the system if (screen.Bounds.Left < minX) minX = screen.Bounds.Left; if (screen.Bounds.Width > maxX) maxX = screen.Bounds.Width; if (screen.Bounds.Bottom < minY) minY = screen.Bounds.Bottom; if (screen.Bounds.Height > maxY) maxY = screen.Bounds.Height; } // Set the location and size of the form, so that it // fills the bounds of all screens attached to the system Location = new Point(minX, minY); Height = maxY - minY; Width = maxX - minX; Cursor.Hide(); TopMost = true;

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  • How to create a semi transparent window in WPF that allows mouse events to pass through

    - by RMK
    I am trying to create an effect similar to the Lights out /lights dim feature in Adobe Lightroom (http://www.youtube.com/watch?v=87hNd3vaENE) except in WPF. What I tried was to create another window over-top of my existing window, make it transparent and put a semi transparent Path geometry on it. But I want mouse events to be able to pass through this semi transparent window (on to windows below). This is a simplified version of what I have: <Window x:Class="LightsOut.MaskWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" AllowsTransparency="True" WindowStyle="None" ShowInTaskbar="False" Topmost="True" Background="Transparent"> <Grid> <Button HorizontalAlignment="Left" Height="20" Width="60">click</Button> <Path IsHitTestVisible="False" Stroke="Black" Fill="Black" Opacity="0.3"> <Path.Data> <RectangleGeometry Rect="0,0,1000,1000 "/> </Path.Data> </Path> </Grid> The window is fully transparent, so on places where the Path doesn't cover, mouse events pass right through. So far so good. The IsHitTestvisible is set to false on the path object. So mouse events will pass through it to other controls on the same form (ie you can click on the Button, because it is on the same form). But mouse events wont pass through the Path object onto windows that are below it. Any ideas? Or better ways to solve this problem? Thanks.

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  • Practiaal rules for Django MiddleWare ordering?

    - by o_O Tync
    The official documentation is a bit messy: 'before' & 'after' are used for ordering MiddleWare in a tuple, but in some places 'before'&'after' refers to request-response phases. Also, 'should be first/last' are mixed and it's not clear which one to use as 'first'. I do understand the difference.. however it seems to complicated for a newbie in Django. Can you suggest some correct ordering for builtin MiddleWare classes (assuming we enable all of them) and — most importantly — explain WHY one goes before/after other ones? here's the list, with the info from docs I managed to find: UpdateCacheMiddleware Before those that modify 'Vary:' SessionMiddleware, GZipMiddleware, LocaleMiddleware GZipMiddleware Before any MW that may change or use the response body After UpdateCacheMiddleware: Modifies 'Vary:' ConditionalGetMiddleware Before CommonMiddleware: uses its 'Etag:' header when USE_ETAGS=True SessionMiddleware After UpdateCacheMiddleware: Modifies 'Vary:' Before TransactionMiddleware: we don't need transactions here LocaleMiddleware, One of the topmost, after SessionMiddleware, CacheMiddleware After UpdateCacheMiddleware: Modifies 'Vary:' After SessionMiddleware: uses session data CommonMiddleware Before any MW that may change the response (it calculates ETags) After GZipMiddleware so it won't calculate an E-Tag on gzipped contents Close to the top: it redirects when APPEND_SLASH or PREPEND_WWW CsrfViewMiddleware AuthenticationMiddleware After SessionMiddleware: uses session storage MessageMiddleware After SessionMiddleware: can use Session-based storage XViewMiddleware TransactionMiddleware After MWs that use DB: SessionMiddleware (configurable to use DB) All *CacheMiddleWare is not affected (as an exception: uses own DB cursor) FetchFromCacheMiddleware After those those that modify 'Vary:' if uses them to pick a value for cache hash-key After AuthenticationMiddleware so it's possible to use CACHE_MIDDLEWARE_ANONYMOUS_ONLY FlatpageFallbackMiddleware Bottom: last resort Uses DB, however, is not a problem for TransactionMiddleware (yes?) RedirectFallbackMiddleware Bottom: last resort Uses DB, however, is not a problem for TransactionMiddleware (yes?) (I will add suggestions to this list to collect all of them in one place)

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  • How to prevent my C# winforms application from stealing focus when I set the visible properly to tru

    - by Fopedush
    I've got a C# winforms application that runs in the background, listening for hotkeys to be pressed. When a hotkey is pressed, my form makes a brief appearance. The form is always running, but set to hidden until I receive a hotkey event, at which time I set the visible property to true. The code looks like this: void hook_volumeDown(object sender, KeyPressedEventArgs e) { this.Visible = true; } It should be noted that the topmost property of this form is set to true. The really odd part is, after my C# app has stolen focus from another application, it will never do it again. For example: I launch my app, then launch some fullscreep app like Team Fortress 2. Then I press my hotkey. Team Fortress 2 minimizes, and I see my form. Then, however, I can restore TF2, and press my hotkey again all I want (with the desired effect), and TF2 will remain focused. At any rate, I'm looking for a way to fix this. I've found a lot of questions here covering similar problems, but all of them are related to creating/launching a new form, not making an existing one visible (unless I missed something). I could rework the application to create a new form every time I need one, but that would entail creating yet another form to be invisible all the time just to wait for hotkey events, so I'd rather leave it as it is. Any ideas?

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  • Delphi fsstayontop oddity

    - by TallGuy
    Here is the deal. Main form set to fsnormal. This main form is maximized full screen with a floating toolbar. Toolbar is normal form with style set to fsstayontop. Most fo the time this works as expected. The mainform displays and the toolbar floats over on top of it. Sometimes (this is a bugger to find a reproducable set of steps) when alt-tabbing to and from other apps (or when clicking the delphi app icon on the taskbar) the following symptoms can happen... When alt-tabbing away from the delphi app the floating topmost fsstayontop form stays on top of the other apps. So if I alt-tab to firefox then the floating menu stays on top of firefox too. When alt-tabbing from another app to the delphi app the flaoting menu is not visible (as it is behhind the fsnormal mainform). Is there a known bug or any hacks to force it to work? This also seems to happen most when mutliple copies of the app are running (they have no interaction between them and should be running in their own windows "sandbox"). It is as if delphi gets confused which window is meant to be on top and swaps them or changes the floating form to stayontopofeverything mode. Or have I misunderstood fsstayontop? I am assuming setting a form style to fsstayontop makes it stay on top of all other forms within the current app and not all windows across other running apps. Thanks for any tips or workarounds.

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  • Where to prompt for required file location at start of Win Forms application

    - by Murph
    I have an application that uses a file to store its data. I store the location of the file in the app settings so have two tests at startup: Do I have a setting for the file and Does the file (if I have a setting) exist If I fail either test I want to prompt the user for the file location - the mechanics of the are not the problem, I can read and write the app settings, fire off dialogs and otherwise request the data. If the user refuses to choose a file (or at least a file location) I want to exit the app. My problem is where to do this i.e. at what point in the flow of code. In an ideal world you start the app, show a splash screen, load the main form and run from there... I'm looking for a general pattern that allows me to slot the test for parameters into the right place so that I can prompt the user for whatever (and allowing that I have to worry about the fact that my splash screen is currently topmost for my app). I appreciate that this is a bit vague so will update this with code as we go along.

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  • iPhone development - app design patterns

    - by occulus
    There are tons of resources concerning coding on the iPhone. Most of them concern "how do I do X", e.g. "setup a navigation controller", or "download text from a URL". All good and fine. What I'm more interested in now are the questions that follow the simpler stuff - how to best structure your complex UI, or your app, or the common problems that arise. To illustrate: a book like "Beginning iPhone 3 Development" tells you how to set up a multi viewcontroller app with an top 'switcher' viewcontroller that switches between views owned by other view controllers. Fine, but you're only told how to do that, and nothing about the problems that can follow: for example, if I use their paradigm to switch to a UINavigationViewController, the Navigation bar ends up too low on the screen, because UINavigationViewController expects to be the topmost UIViewController (apparently). Also, delegate methods (e.g. relating to orientation changes) go to the top switcher view controller, not the actual controller responsible for the current view. I have fixes for these things but they feel like hacks which makes me unhappy and makes me feel like I'm missing something. One productive thing might be to look at some open source iPhone projects (see this question). But aside from that?

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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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  • Why is only the first shown window focusable

    - by Miha Markic
    Imagine the code below. Only the first window appears on the top, all of subsequent windows won't nor can they be programatically focused for some reason (they appear in the background). Any idea how to workaround this? BTW, static methods/properties are not allowed nor is any global property. [STAThread] static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Thread t1 = new Thread(CreateForm); t1.SetApartmentState(ApartmentState.STA); t1.Start(); t1.Join(); t1 = new Thread(CreateForm); t1.SetApartmentState(ApartmentState.STA); t1.Start(); t1.Join(); } private static void CreateForm() { using (Form f = new Form()) { System.Windows.Forms.Timer t = new System.Windows.Forms.Timer { Enabled = true, Interval = 2000 }; t.Tick += (s, e) => { f.Close(); t.Enabled = false; }; f.TopMost = true; Application.Run(f); } }

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  • C# cross thread dialogue co-operation

    - by John Attridge
    K I am looking at a primarily single thread windows forms application in 3.0. Recently my boss had a progress dialogue added on a separate thread so the user would see some activity when the main thread went away and did some heavy duty work and locked out the GUI. The above works fine unless the user switches applications or minimizes as the progress form sits top most and will not disappear with the main application. This is not so bad if there are lots of little operations as the event structure of the main form catches up with its events when it gets time so minimized and active flags can be checked and thus the dialog thread can hide or show itself accordingly. But if a long running sql operation kicks off then no events fire. I have tried intercepting the WndProc command but this also appears queued when a long running sql operation is executing. I have also tried picking up the processes, finding the current app and checking various memory values isiconic and the like inside the progress thread but until the sql operation finishes none of these get updated. Removing the topmost causes the dialog to disappear when another app activates but if the main app is then brought back it does not appear again. So I need a way to find out if the other thread is minimized or no longer active that does not involve querying the actual thread as that locks until the sql operation finishes. Now I know that this is not the best way to write this and it would be better to have all the heavy processing on separate threads leaving the GUI free but as this is a huge ancient legacy app the time to re-write in that fashion will not be provided so I have to work with what I have got. Any help is appreciated

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  • Is this good code? Linked List Stack Implementation

    - by Quik Tester
    I have used the following code for a stack implementation. The top keeps track of the topmost node of the stack. Now since top is a data member of the node function, each node created will have a top member, which ideally we wouldn't want. Firstly, is this good approach to coding? Secondly, will making top as static make it a better coding practice? Or should I have a global declaration of top? #include<iostream> using namespace std; class node { int data; node *top; node *link; public: node() { top=NULL; link=NULL; } void push(int x) { node *n=new node; n->data=x; n->link=top; top=n; cout<<"Pushed "<<n->data<<endl; } void pop() { node *n=new node; n=top; top=top->link; n->link=NULL; cout<<"Popped "<<n->data<<endl; delete n; } void print() { node *n=new node; n=top; while(n!=NULL) { cout<<n->data<<endl; n=n->link; } delete n; } }; int main() { node stack; stack.push(5); stack.push(7); stack.push(9); stack.pop(); stack.print(); } Any other suggestions welcome. I have also seen codes where there are two classes, where the second one has the top member. What about this? Thanks. :)

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