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  • How update dataset with datagrid view C#

    - by Paul
    I am beginner and I have this problem. How can I can update dataset with datagridview? I binding dataset in datagrid. Edit datagrid. At finish I want update dataset with datagridview. Thank you form any advice Sory, I use Winforms. Example: I bind dataset in datagridview. dataGridViewCustomers.DataSource = _ds.Tables[0]; //edit datagridview //on this place I want update dataset with datagrid view

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  • Frustrated With Wpf DataGrid

    - by user197373
    Hello Experts, I have a tabcontrol and I place datagrid inside a tabcontrol... But I could not focus that Datagrid at the load event ... Focus means I couldn't navigate through keyboard into it... I'm getting this problem only inside of the tab control otherwise it works fine...my sample project link as follows.. http://cid-0255f3152326d2b1.skydrive.live.com/browse.aspx/WPF%20Datagrid%20Problem?uc=1&nl=1 (1) Please remember note that focus means I couldn't navigate a datagrid through keyboard (2) It should be in load event......Because it works fine in other events... (3) Datagrid should be placed inside a tab control... Because it works fine outside a tab control..... I hope u wil help me... please help me out Thanks in Advance

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  • Don't show Data in DataGrid

    - by mSafdel
    Hi in my app, I used WCF Services for load data from SQL DB then in Completed Event Handler of my ServiceClient write this code: void svc_GetOrdersCompleted(object sender, GetOrdersCompletedEventArgs e) { if (e.Error == null) { dgOrders.ItemsSource = e.Result; txtStatus.Text = ""; } else txtStatus.Text = "Error occured while loading orders from database"; } dgOrders is my DataGrid and And AutoGenerateColumns set to True. in line 5: eResult have a number of Order objects but after this code DataGrid can't show data. Why? this ia my xaml for dgOrders: <data:DataGrid x:Name="dgOrders" Grid.Row="0" Grid.Column="1" AutoGenerateColumns="True" SelectionChanged="dgOrders_SelectionChanged" Foreground="Green"> </data:DataGrid> this is my Source code please guide me.

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  • Window opened from DataGrid is placed in background

    - by 0xddr
    One column in DataGrid looks like that: <DataTemplate> <StackPanel> <Image MouseDown="OpenWindow" /> <Image MouseDown="func2"/> </StackPanel> </DataTemplate> In OpenWindow window is opened: it starts opening in foreground (in front of the window with DataGrid), but when creating UI ends it is placed behind window with DataGrid, which is not expected behavior. When I changed Image to Button and MouseDown to Click everything works as it should (opened window is placed in front of the one with DataGrid).

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  • WPF toolkit DataGrid show filds even with browsable attribute set to false

    - by Jonathan
    Hi Hi have an observable collection that I bind to a DataGrid using the itemsource property of the DataGrid. All the properties of the class inside the collection are displayed properly in the DataGrid. Now, I want to hide some fields to the DataGrid using the browsable attribute [Browsable(false)] in the class. It works well in winforms, but it seems not working in WPF. Someone knows why? I can hide the columns later, but I don't want to loss performance in this way. Is there any other solution? Thanks.

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  • Parallel prologue and epilogue in Grid Engine

    - by ajdecon
    We have a cluster being used to run MPI jobs for a customer. Previously this cluster used Torque as the scheduler, but we are transitioning to Grid Engine 6.2u5 (for some other features). Unfortunately, we are having trouble duplicating some of our maintenance scripts in the Grid Engine environment. In Torque, we have a prologue.parallel script which is used to carry out an automated health-check on the node. If this script returns a fail condition, Torque will helpfully offline the node and re-queue the job to use a different group of nodes. In Grid Engine, however, the queue "prolog" only runs on the head node of the job. We can manually run our prologue script from the startmpi.sh initialization script, for the mpi parallel environment; but I can't figure out how to detect a fail condition and carry out the same "mark offline and requeue" procedure. Any suggestions?

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  • How do I use Compiz on Linux to achieve what WinSplit revolution does on Windows?

    - by Bryce Thomas
    Hi there, I've used WinSplit Revolution for quite some time on Windows and have become attached to it. I'm now trying out a Linux OS (Ubuntu 10.04) and would really like to get the same functionality back again. After searching on the net I found a "grid" plugin (http://wiki.compiz.org/Plugins/Grid) for compiz which says that it was inspired by WinSplit revolution. I haven't installed the Grid plugin yet, because under the install section on that page, it says "Note that grid is now included in compiz so you're unlikely to need to fetch from git unless you've an old version of compiz", which would seem to suggest that the grid functionality has now been built into compiz somewhere. The thing is, I don't know where to find it in the CompizConfig Settings Manager nor how to set it up. All I want to have happen is that I get identical functionality to WinSplit revolution, where I press Ctrl + Alt + [some numpad key] to position a window on a screen and press Ctrl + Alt + [left or right arrow] to shift a window between dual screens.

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  • What do I use if a CSS framework or grid is bad?

    - by johnny
    Reference this question: http://stackoverflow.com/questions/203069/what-is-the-best-css-framework-and-are-they-worth-the-effort Do I go back to the "old" way of manually creating a template or downloading free ones again. For a little bit I thought a grid was the new thing and the best, now it appears I am wrong after all and not sure of best practice. And, yes, I can write my own CSS but didn't want to create the infrastructure if I didn't have to.

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  • Databind a datagrid header combobox from ViewModel

    - by Mike
    I've got a Datagrid with a column defined as this: <Custom:DataGridTextColumn HeaderStyle="{StaticResource ComboBoxHeader}" Width="Auto" Header="Type" Binding="{Binding Path=Type}" IsReadOnly="True" /> The ComboBoxHeader style is defined in a resource dictionary as this: <Style x:Key="ComboBoxHeader" TargetType="{x:Type my:DataGridColumnHeader}"> <Setter Property="VerticalContentAlignment" Value="Center"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type my:DataGridColumnHeader}"> <ControlTemplate.Resources> <Storyboard x:Key="ShowFilterControl"> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="filterComboBox" Storyboard.TargetProperty="(UIElement.Visibility)"> <DiscreteObjectKeyFrame KeyTime="00:00:00" Value="{x:Static Visibility.Visible}"/> <DiscreteObjectKeyFrame KeyTime="00:00:00.5000000" Value="{x:Static Visibility.Visible}"/> </ObjectAnimationUsingKeyFrames> <ColorAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="filterComboBox" Storyboard.TargetProperty="(Panel.Background).(SolidColorBrush.Color)"> <SplineColorKeyFrame KeyTime="00:00:00" Value="Transparent"/> <SplineColorKeyFrame KeyTime="00:00:00.5000000" Value="White"/> </ColorAnimationUsingKeyFrames> </Storyboard> <Storyboard x:Key="HideFilterControl"> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="filterComboBox" Storyboard.TargetProperty="(UIElement.Visibility)"> <DiscreteObjectKeyFrame KeyTime="00:00:00.4000000" Value="{x:Static Visibility.Collapsed}"/> </ObjectAnimationUsingKeyFrames> <ColorAnimationUsingKeyFrames BeginTime="00:00:00" Storyboard.TargetName="filterComboBox" Storyboard.TargetProperty="(UIElement.OpacityMask).(SolidColorBrush.Color)"> <SplineColorKeyFrame KeyTime="00:00:00" Value="Black"/> <SplineColorKeyFrame KeyTime="00:00:00.4000000" Value="#00000000"/> </ColorAnimationUsingKeyFrames> </Storyboard> </ControlTemplate.Resources> <my:DataGridHeaderBorder x:Name="dataGridHeaderBorder" Margin="0" VerticalAlignment="Top" Height="31" IsClickable="{TemplateBinding CanUserSort}" IsHovered="{TemplateBinding IsMouseOver}" IsPressed="{TemplateBinding IsPressed}" SeparatorBrush="{TemplateBinding SeparatorBrush}" SeparatorVisibility="{TemplateBinding SeparatorVisibility}" SortDirection="{TemplateBinding SortDirection}" Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Padding="{TemplateBinding Padding}" Grid.ColumnSpan="1"> <Grid x:Name="grid" Width="Auto" Height="Auto" RenderTransformOrigin="0.5,0.5"> <Grid.RenderTransform> <TransformGroup> <ScaleTransform/> <SkewTransform/> <RotateTransform/> <TranslateTransform/> </TransformGroup> </Grid.RenderTransform> <Grid.ColumnDefinitions> <ColumnDefinition Width="*"/> </Grid.ColumnDefinitions> <ContentPresenter x:Name="contentPresenter" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" VerticalAlignment="{TemplateBinding VerticalContentAlignment}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" ContentStringFormat="{TemplateBinding ContentStringFormat}" ContentTemplate="{TemplateBinding ContentTemplate}"> <ContentPresenter.Content> <MultiBinding Converter="{StaticResource headerConverter}"> <MultiBinding.Bindings> <Binding ElementName="filterComboBox" Path="Text" /> <Binding RelativeSource="{RelativeSource TemplatedParent}" Path="Content" /> </MultiBinding.Bindings> </MultiBinding> </ContentPresenter.Content> </ContentPresenter> <ComboBox ItemsSource="{Binding Path=Types}" x:Name="filterComboBox" VerticalAlignment="Center" HorizontalAlignment="Right" MinWidth="20" Height="Auto" OpacityMask="Black" Visibility="Collapsed" Text="" Grid.Column="0" Grid.ColumnSpan="1"/> </Grid> </my:DataGridHeaderBorder> <ControlTemplate.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Trigger.EnterActions> <BeginStoryboard x:Name="ShowFilterControl_BeginStoryboard" Storyboard="{StaticResource ShowFilterControl}"/> <StopStoryboard BeginStoryboardName="HideFilterControl_BeginShowFilterControl"/> </Trigger.EnterActions> <Trigger.ExitActions> <BeginStoryboard x:Name="HideFilterControl_BeginShowFilterControl" Storyboard="{StaticResource HideFilterControl}"/> <StopStoryboard BeginStoryboardName="ShowFilterControl_BeginStoryboard"/> </Trigger.ExitActions> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> <Setter Property="Background"> <Setter.Value> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FF0067AD" Offset="1"/> <GradientStop Color="#FF003355" Offset="0.5"/> <GradientStop Color="#FF78A8C9" Offset="0"/> </LinearGradientBrush> </Setter.Value> </Setter> <Setter Property="Foreground" Value="White"/> <Setter Property="BorderBrush"> <Setter.Value> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#D8000000" Offset="0.664"/> <GradientStop Color="#7F003355" Offset="1"/> </LinearGradientBrush> </Setter.Value> </Setter> <Setter Property="FontWeight" Value="Bold"/> <Setter Property="BorderThickness" Value="1,1,1,0"/> <Setter Property="HorizontalContentAlignment" Value="Center"/> <Setter Property="Padding" Value="5,0"/> </Style> As you can see, I'm trying to databind the combobox's ItemsSource to Types, but this doesn't work. The list is in my ViewModel that is being applied to my page, how would I specify in this style that is in my resource dictionary that I want to bind to a source in my viewmodel.

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  • Implement keyboard control in JavaScript Grid

    - by Vanco
    I finished building a JavaScript grid control, end everything works fine. Paging, button navigation, column sorting, etc. The cells in the grid are DIVs which are generated using Mootools 1.2.4 (which is heavily used throughout the control). I want to implement keyboard control for the grid, both for paging (page up/page down) and for moving with arrow keys inside the rows/cells of the grid. I think that I have to attach an event handler on each cell of the grid and detect what key is being pressed in order to take an appropriate action. But, I can't set the focus on the cells. What am I missing? How do I do this? Any help is appreciated.

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  • generate Grid from template

    - by theXs
    Howdy, I've got another question regarding phone 7... I want to generate a couple of Grids in a stackpanel - since they all have the same layout I thought it would be a great idea to use DataTemplates ... But then I found that the GRID Object has no "DataTemplate" Property and now I'm kinda stuck ... the template which I use is the following: <DataTemplate x:Key="Speise"> <Grid> <TextBlock Height="36" Margin="8,43,104,0" TextWrapping="Wrap" Text="TextBlock" VerticalAlignment="Top"/> <TextBlock HorizontalAlignment="Right" Height="36" Margin="0,44,8,0" TextWrapping="Wrap" Text="TextBlock" VerticalAlignment="Top" Width="92"/> </Grid> </DataTemplate> The way I now thought of creating my objects is: Grid blubber = (Grid)this.Resources["Speise"]; But that is not working ... I think it's again a really short thing, but I have no clue of how to google for it :(

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  • datagrid column issue with MouseEnter events

    - by prince23
    hi, i have 3 data grid placed working fine with expand and collapse. now i have an requirement where i have an grid with four columns starting from name age mailId address once user moves mouse over the *name column only. i need to call the MouseEnter Event* here i am showing an pop grid whereas when i move mouse over the other columns like i need call the MouseLeave Event here i need to hide the pop grid right now once user click on the row on any column values i am showing an pop up grid with all the details of that row. here i am using Selection Changed Event is there any way i can achieve this functionality like on move mouse over only the first column need to display the data and call the mouse events thanks in advance looking for an help. i am at few steps away from the solution let me know how to solve it. prince

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  • Bootstrap responsive CSS [migrated]

    - by savolai
    I have a four column design and I am using Bootstrap. The design renders fine in a single column in mobile devices, but in "(min-width: 768px) and (max-width: 979px)", I get four columns though there is room for only two. So clearly, the rows/spans setup would need to be rethought for those sizes. The only way I can imagine of doing this is to have semantic CSS classes used in the HTML and only including grid classes in the CSS using LESS, and then depending on screen size, including different grid classes to achieve four or two column layout. Not sure if this would work either though. Is this the way to go with, or am I thinking this too complicatedly? Thanks! Also at: https://groups.google.com/forum/#!topic/twitter-bootstrap/R5jEp0oQ_-E

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  • 2D grid with multiple types of objects

    - by Alexandre P. Levasseur
    This is my first post here in programmers.stackexchange (I'm a regular on SO). I hope this isn't too general. I'm trying a simple project to learn Java from something I've seen done in the past. Basically, it's an AI simulation where there are herbivorous and carnivorous creatures and both must try to survive. The part I am trying to come up with is that of the board itself. Let's assume very simple rules. The board must be of size X by Y and only one element can be in one place at one time. For example, a critter cannot be in the same tile as a food block. There can be obstacles (rocks, trees..), there can be food, there can be critters of any type. Assuming these rules, what would be one good way to represent this situation ? This is what I came up with and want suggestions if possible: Use multiple levels of inheritance to represent all the different possible objects (AbstractObject - (NonMovingObject - (Food, Obstacle) , MovingObject - Critter - (Carnivorous, Herbivorous))) and use polymorphism in a 2D array to store the instances and still have access to lower level methods. Many thanks. Edit: Here is the graphic representation of the structure I have in mind.

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  • 10 CSS Grid Layout Generators

    - by Jyoti
    There are a lot of online generators which are of no use to any designers, however some can help designers to an extent. Some example of online generators are favicon generators, background generators, button generators, and badge generators. Some of the useful kinds are the ones that solve one purpose with quick and easy steps, [...]

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • Algorithmically generating neon layers on pixel grid

    - by user190929
    In an attempt at a screensaver I am making, I am a fan of neo-like graphics, which, of course, look great against a black background. As I understand it, neon, graphically speaking, is essentially a gradient of a color, brightest in the center, and gets darker proceeding outward. Although, more accurate is similar, but separating it into tubes and glow. The tubes are mostly white, while the glow is where most of the color is seen. Well... the tubes could also be a light variant of the color, you could say. The glow is darker. Anyhow, my question is, how could you generate such things given an initial pattern of pixels that would be the tubes? For example, let's say I want to make a neon 'H'. I, via the libraries, can attain the rectangles of pixels which represent it, but I want to make it look neonized. How could I algorithmically achieve such an effect given a base tube shape and base color? EDIT: ok, I mistated that. Got a bit distracted. My purpose for this was similar to a neon effect, but not. Sorry about that. What I am looking for is something like this: Start with a pattern of pixels: [!][!][!][!][!][!][!][!] [!][!][O][!][!][!][!][!] [!][!][O][O][!][!][!][!] [!][!][!][!][O][!][!][!] [!][!][!][!][!][!][!][!] How to I find the U pixels? [!][E][E][E][!][!][!][!] [!][E][O][E][E][!][!][!] [!][E][O][O][E][E][!][!] [!][E][E][E][O][E][!][!] [!][!][!][E][E][E][!][!] Sorry if that looks bad.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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