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  • Qt 5.2 Beta propose un support complet d'Android et iOS, ainsi que des modules pour l'accès à des fonctionnalités natives

    La version beta de Qt 5.2 est désormais disponible. Beaucoup de choses se sont passées depuis Qt 5.1. En plus des nouvelles plates-formes supportées, beaucoup de nouvelles fonctionnalités ont été ajoutées et de gros changements ont été réalisés sur les rouages internes. Qt partoutQt 5.2 introduit deux ports, prêts pour un usage industriel, pour Android et iOS. Ces deux nouvelles plates-formes ont été au coeur des efforts récents ; ces deux nouveaux ports étendent la promesse de Qt, à savoir viser...

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  • Digia dévoile un nouveau concept d'interface homme-machine (IHM) en 3D pour les automobiles implémentée avec Qt

    Digia dévoile un nouveau concept d'interface homme-machine (IHM) en 3D pour les automobiles implémentée avec Qt Aux Qt Developer Days 2011 de Munich, Digia Qt Commercial a montré un nouveau concept d'interface homme-machine (IHM) en 3D pour les automobiles pour la prochaine version commerciale de Qt 4.8. Le concept sera utilisé comme une nouvelle plateforme d'innovation pour faciliter l'intégration et la présentation de nouvelles idées technologiques. Le principe d'interaction de l'IHM 3D est prévu pour la facilité et l'intuitivité de son utilisation. L'utilisateur est en mesure de contrôler l'interface utilisateur avec des gestes approximatifs au lieu de pointer précisément. Puisque le système m...

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  • Weird "Designer1.cs" files created

    - by Neil Barnwell
    How does visual studio link files to their corresponding designer.cs files? I have a strange situation that's occurred with both the DataSet designer and also the L2S DBML designer where it's ignoring the DataSet.Designer.cs and has created and used a DataSet.Designer1.cs instead. How can I switch it back?

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  • How to display a QGraphicsScene?

    - by Chris
    I've got the following code and I'm not sure how to add the QGraphicsScene to my layout.. class MainForm(QDialog): def __init__(self, parent=None): super(MainForm, self).__init__(parent) self.scene = QGraphicsScene(self) self.scene.setSceneRect(0, 0, 500, 500) self.view = QGraphicsView() self.view.setRenderHint(QPainter.Antialiasing) self.view.setScene(self.scene) self.view.setFocusPolicy(Qt.NoFocus) zoomSlider = QSlider(Qt.Horizontal) zoomSlider.setRange(5, 200) zoomSlider.setValue(100) self.pauseButton = QPushButton("Pause") quitButton = QPushButton("Quit") layout = QVBoxLayout() layout.addWidget(zoomSlider) self.setLayout(layout) self.startTimer(10) How can I get my QGraphicsScene running? I'm new to Qt. Am I even supposed to be adding a QGraphicsScene to a layout/

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  • Using a Loader for a string of QML

    - by Robbert
    In Qt 5.3 I've been using the Loader QML element for loading screens. Now I'm trying to load a string of QML dynamically. Qt.createQmlObject enables me to do so, but I can't seem to get the Loader element to play along. Seems like Loader only takes a URL (QUrl) or component (QQmlComponent), but Qt.createQmlObject creates an object (QObject). I'm new to QML, but from my understanding components are reusable elements, similar to classes, and objects are the instances of those classes. I thus can't seem to wrap my head around why Loader wouldn't work with objects. How can I show a loading screen while (asynchronously) parsing and initializing a string of QML? Example QML code: Item { Rectangle {id: content} Loader {id: loader} Component.onCompleted: { var obj = Qt.createQmlObject('import QtQuick 2.3; Rectangle {}', content); loader.source = obj; // Throws error. } }

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  • creating message box as sheets for mac in PyQt

    - by user971306
    I used message box as seperate dialog instead of sheets for mac OS, now i m working on it to spawn a sheet as message box instead of seperate one. I have tried setting the message box as a modal one: (messagebox.setWindowModality(QtCore.Qt.WindoModal)) and setting message box, parent dialog window flags as sheet (parentDialog.setWindowFlags(QtCore.Qt.Sheet) messagebox.setWindowFlags(QtCore.Qt.Sheet)) But the above commands are not working to create a sheet instead of seperate dialog. Does anyone have an idea of how to solve?

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  • QGraphicsItem repaint

    - by onurozcelik
    I want to change text color inside a rectangle periyodically Here is my trial: TrainIdBox::TrainIdBox() { boxRect = QRectF(0,0,40,15); testPen = QPen(Qt:red); i=0; startTimer(500); } QRectF TrainIdBox::boundingRect() const { return boxRect; } void TrainIdBox::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) { Q_UNUSED(widget); Q_UNUSED(option); painter->setPen(QPen(drawingColor,2)); painter->drawRect(boxRect); painter->setPen(testPen); painter->drawText(boxRect,Qt::AlignCenter,"TEST"); } void TrainIdBox::timerEvent(QTimerEvent *te) { testPen = i % 2 == 0 ? QPen(Qt::green) : QPen(Qt::yellow); i++; update(boxRect); } This code does not working properly. What is wrong?

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  • PyQt QAbstractListModel seems to ignore tristate flags

    - by mcieslak
    I've been trying for a couple days to figure out why my QAbstractLisModel won't allow a user to toggle a checkable item in three states. The model returns the Qt.IsTristate and Qt.ItemIsUserCheckable in the flags() method, but when the program runs only Qt.Checked and Qt.Unchecked are toggled on edit. class cboxModel(QtCore.QAbstractListModel): def __init__(self, parent=None): super(cboxModel, self).__init__(parent) self.cboxes = [ ['a',0], ['b',1], ['c',2], ['d',0] ] def rowCount(self,index=QtCore.QModelIndex()): return len(self.cboxes) def data(self,index,role): if not index.isValid: return QtCore.QVariant() myname,mystate = self.cboxes[index.row()] if role == QtCore.Qt.DisplayRole: return QtCore.QVariant(myname) if role == QtCore.Qt.CheckStateRole: if mystate == 0: return QtCore.QVariant(QtCore.Qt.Unchecked) elif mystate == 1: return QtCore.QVariant(QtCore.Qt.PartiallyChecked) elif mystate == 2: return QtCore.QVariant(QtCore.Qt.Checked) return QtCore.QVariant() def setData(self,index,value,role=QtCore.Qt.EditRole): if index.isValid(): self.cboxes[index.row()][1] = value.toInt()[0] self.emit(QtCore.SIGNAL("dataChanged(QModelIndex,QModelIndex)"), index, index) print self.cboxes return True return False def flags(self,index): if not index.isValid(): return QtCore.Qt.ItemIsEditable return QtCore.Qt.ItemIsEnabled | QtCore.Qt.ItemIsEditable | QtCore.Qt.ItemIsUserCheckable | QtCore.Qt.ItemIsTristate You can test it with this, class MainForm(QtGui.QMainWindow): def __init__(self, parent=None): super(MainForm, self).__init__(parent) model = cboxModel(self) self.view = QtGui.QListView() self.view.setModel(model) self.setCentralWidget(self.view) app = QtGui.QApplication(sys.argv) form = MainForm() form.show() app.exec_() and see that only 2 states are available. I'm assuming there's something simple I'm missing. Any ideas? Thanks!

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  • Trying to make a plugin system in C++

    - by Pirate for Profit
    I'm making a task-based program that needs to have plugins. Tasks need to have properties which can be easily edited, I think this can be done with Qt's Meta-Object Compiler reflection capabilities (I could be wrong, but I should be able to stick this in a QtPropertyBrowser?) So here's the base: class Task : public QObject { Q_OBJECT public: explicit Task(QObject *parent = 0) : QObject(parent){} virtual void run() = 0; signals: void taskFinished(bool success = true); } Then a plugin might have this task: class PrinterTask : public Task { Q_OBJECT public: explicit PrinterTask(QObject *parent = 0) : Task(parent) {} void run() { Printer::getInstance()->Print(this->getData()); // fictional emit taskFinished(true); } inline const QString &getData() const; inline void setData(QString data); Q_PROPERTY(QString data READ getData WRITE setData) // for reflection } In a nutshell, here's what I want to do: // load plugin // find all the Tasks interface implementations in it // have user able to choose a Task and edit its specific Q_PROPERTY's // run the TASK It's important that one .dll has multiple tasks, because I want them to be associated by their module. For instance, "FileTasks.dll" could have tasks for deleting files, making files, etc. The only problem with Qt's plugin setup is I want to store X amount of Tasks in one .dll module. As far as I can tell, you can only load one interface per plugin (I could be wrong?). If so, the only possible way to do accomplish what I want is to create a FactoryInterface with string based keys which return the objects (as in Qt's Plug-And-Paint example), which is a terrible boilerplate that I would like to avoid. Anyone know a cleaner C++ plugin architecture than Qt's to do what I want? Also, am I safely assuming Qt's reflection capabilities will do what I want (i.e. able to edit an unknown dynamically loaded tasks' properties with the QtPropertyBrowser before dispatching)?

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  • How can I round a QWidgets corners?

    - by chacham15
    I am trying to round the corners of the current widget, but it doesnt work, why? PopupWindow::PopupWindow() : QWidget(0) { setWindowFlags( Qt::Tool | Qt::FramelessWindowHint | Qt::WindowSystemMenuHint | Qt::WindowStaysOnTopHint ); this-resize(300, 100); setStyleSheet(".PopupWindow {border-style: outset;border-width: 10px;border-radius:10px;}"); QPushButton *hello = new QPushButton("Hello world!"); hello-setFont(QFont("Times", 18, QFont::Bold)); hello-setGeometry(10, 40, 180, 40); hello-setStyleSheet(""); QVBoxLayout *layout = new QVBoxLayout; layout-addWidget(hello); setLayout(layout); }

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  • How to compile a Windows binary in Ubuntu?

    - by George Edison
    I have a Qt application that I can compile in Ubuntu 10.04 64-bit and on Windows. However, I would like to avoid switching to Windows every time I want to compile the Windows version. Is there a way I can compile a Windows Qt executable in Ubuntu with mingw32 or something? Further, is there a way to integrate that compiler into Qt Creator?

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  • Creating many native GUI frontends for a cross-platform application

    - by Hugh Young
    I've been away from GUI programming for quite some time so please pardon my ignorance. I would like to attempt the following: Write a Mac OSX app but still be able to port to Win/Linux (i.e. C++ core with Obj-C GUI) Avoid Qt/other toolkits on OSX (i.e. talk to Cocoa directly - I feel that many Qt apps I use stick out like sore thumbs compared to the rest of my system) Not as important, but it would be nice to avoid Visual Studio if it means I can have the freedom to use newer C++ features even on Windows if they help create better code. I believe this configuration might get me what I'm looking for: Core C++ Static Library OSX GUI (Cocoa) Windows GUI (Qt+MinGW?) OR (no new C++ features, Visual Studio + ManagedC++/C#/????) Linux GUI (Qt) Once again, sorry for my ignorance but is this possible? Is this sane? Are there any real-world open source examples accomplish something like this?

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  • How to connect these together?

    - by Biertago
    I've got a mysql database created by phpMyAdmin and I want to use it in my Qt project. I tried it on Visual Studio 2010 with an qt addon but it didn't work neither. In Qt Creator, I add: QT += sql in a .pro file and include: #include <QSqlDatabase> in the main file but there's a driver error. I don't know even where to start and each google page shows something different. I tried to look for some guide but there is nothing which concerns everything in []s.

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  • How can I create my own form designer?

    - by Carson Myers
    I'm starting my first C# project, and I want to make a "form designer" (like the one in VS). The idea is, there will be a visual form designer with a limited toolbox, which will generate Python code (later more) to create the same form. Problem is, I have no idea how to even get started. First of all, I have the form designer in VS: how do I make a "form-within-a-form?" Next... I have no idea how complicated this is going to be. I suppose I could just make little boxes appear beside each control created on the form when it is clicked, for resizing, and make a textbox appear on it when double clicked or something, to change the text in it... Things like this. So another thing I would like to know is this: I do have programming experience in C and C++, I've done PHP for a number of years and am starting with Python as of recently. I've generated forms dynamically in VB6. Given this experience, am I in way over my head with this project?

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  • Why does my DataTemplate break the WPF designer?

    - by PRINCESS FLUFF
    Why does the DataTemplate line break the WPF designer in Visual Studio 2008? The program compiles and runs properly. The DataTemplate is applied as it should. However the entire DataTemplate block of code is underlined in red, and when I simply "build" the program without running, I get the error "Type reference cannot find public type named 'Character'" How come it can't find it in the designer yet the program applies the template properly? <UserControl x:Class="WPF_Tests.Tests.TwoCollecViews.TwoViews" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:DetailsPane="clr-namespace:WPF_Tests.Tests.DetailsPane" > <UserControl.Resources> <DataTemplate DataType="{x:Type DetailsPane:Character}"> <StackPanel Orientation="Horizontal"> <TextBlock Text="{Binding Path=Name}"></TextBlock> </StackPanel> </DataTemplate> </UserControl.Resources> <Grid> <ListBox ItemsSource="{Binding Path=Characters}" /> </Grid> </UserControl> EDIT: I am being told that this may be a bug in Visual Studio 2008, as it worked correctly in 2010. You can download the code here: http://www.mediafire.com/?z1myytvwm4n - The Test/TwoCollec xaml file's designer will break with this code.

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  • Custom DataType in DataTemplate breaks WPF designer

    - by PRINCESS FLUFF
    Why does the DataTemplate line break the WPF designer in Visual Studio 2008? The program compiles and runs properly. The DataTemplate is applied as it should. However the entire DataTemplate block of code is underlined in red, and when I simply "build" the program without running, I get the error "Type reference cannot find public type named 'Character'" How come it can't find it in the designer yet the program applies the template properly? <UserControl x:Class="WPF_Tests.Tests.TwoCollecViews.TwoViews" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:DetailsPane="clr-namespace:WPF_Tests.Tests.DetailsPane" > <UserControl.Resources> <DataTemplate DataType="{x:Type DetailsPane:Character}"> <StackPanel Orientation="Horizontal"> <TextBlock Text="{Binding Path=Name}"></TextBlock> </StackPanel> </DataTemplate> </UserControl.Resources> <Grid> <ListBox ItemsSource="{Binding Path=Characters}" /> </Grid> </UserControl> EDIT: I am being told that this may be a bug in Visual Studio 2008, as it worked correctly in 2010. You can download the code here: http://www.mediafire.com/?z1myytvwm4n - The Test/TwoCollec xaml file's designer will break with this code.

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  • Formatting Excel Document in Qt

    - by user249490
    Hi, I am using Qt 4.5 and Windows XP. I need to create an Microsoft Excel Document that has data (some labels and values) from the Qt application. I need to format those data with some fonts,bold,italics,color, background color etc., Besides ordinary data, there will be Picture files (JPG) also. I need to add those into the Excel. I know retrieving values from Excel using QAxWidget, QAxObject. But I don't have a clue about the formatting options that can be applied to cells through Qt and adding images as well?? Any help regarding this are welcome.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • C# Enterprise Block Application Settings and Settings.Settings designer

    - by Tab
    I am working with v4 of the Enterprise Application block and I am trying to learn how to access the Application Settings that I have added using the Enterprise Library Configuration tool. It's as if the code does not recognize the settings even though I can see them in the app.config. I DO have a Settings.Settings designer added and I CAN get to those settings the standard way even though the settings added in that designer do NOT show up in the app.config like they normally would if I am NOT using the Enterprise Block How do I access the App Settings that I added with the Enterprise Block?

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  • prevent the designer from calling a getter (VS 2008, WinForms)

    - by LLEA
    hi, I have a simple UserControl containing a ComboBox which is empty at first. The setter for that CB adds items to it and the getter returns the selected item. When adding this UC to a Form, the designer automatically calls the getter for the CB which is empty. The method to fill up the CB with items is called later. I can think of one or two ways to bypass this problem by "messing around" in the code. But before I start that I'd like to ask you if there is a way to stop the designer from calling the getter method. Maybe with a attribute similar to Browsable or Bindable? thx

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  • Can't set default value of string property to "" in the Xcode CoreData model designer

    - by glenc
    I have an entity in my datamodel with a string property that is currently optional, and I'd like to convert this property to a required property with a default value of the empty string. As others have discovered, leaving the default value blank results in validation errors (since the designer interprets this as NULL), but trying '', "", or @"" as the default value results in those literal characters being interpreted as the default, rather than the empty zero-length string, as desired. I did find this thread on Google, however, apart from the solution being really ugly (model definition split between the .xcdatamodel and objc source), it also doesn't work for lightweight migrations because those migrations are done solely based on the .xcdatamodel files and the objc logic from your entity implementations isn't loaded. Is there any way to achieve this in the data model designer?

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  • Qt as a true multi-platform dev-env

    - by ruralcoder
    Inspired by the maturity problems I am facing porting on Mono Mac & Linux. I am investigating the use of Qt as an alternative. I am curious to hear about your favorite Qt experiences, tips or lesser known but useful features you know of. Please, include only one experience per answer.

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  • Using C# to make Application for Maemo (convert code to QT)

    - by blwthompson
    Hi, I want to make an application for my phone (Nokia N900) It uses the Maemo Platform, which is a Linux variant. Most applications are made with either QT or Python, i only have experience in C#, and am wondering if it is at all possible to convert C# to QT, or would i have to use something like Mono or Vala to write the code in C# and create the applications for the N900?? Cheers, Brendan

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  • Custom Expression in Linq-to-Sql Designer

    - by csharpnoob
    According to Microsoft: http://msdn.microsoft.com/de-de/library/system.data.linq.mapping.columnattribute.expression.aspx It's possible to add expression to the Linq-to-SQL Mapping. But how to configure or add them in Visual Studio in the Designer? Problem, when I add it manual to thex XYZ.designer.cs it on change it will be lost. //------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:2.0.50727.4927 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ This is generated: [Column(Name="id", Storage="_id", DbType="Int")] public System.Nullable<int> id { ... But i need something like this [Column(Name="id", Storage="_id", DbType="Int", Expression="Max(id)")] public System.Nullable<int> id { ... Thanks.

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  • Form Inheritance in Visual Studios designer implementations

    - by CooPzZ
    I'm in the process of Moving a project from Visual Studio 2003 to 2005 and have just seen the The event Click is read-only and cannot be changed when using inherited forms regardless of the Modifier on the Base Forms Controls will make all the Controls from the Base Readonly in the designer (Though in 2003 it didn't work this way). I found this post metioning that this functionality has been temporarily" disabled http://social.msdn.microsoft.com/Forums/en-US/winformsdesigner/thread/c25cec28-67a5-4e30-bb2d-9f8dbd41eb3a Can anyone confirm whether this feature is used anymore? or how to program around it to be able to use the Base Control Events and still have a designer? This is one way I've found but quite painfull when it used to do the plumbing for you. even just hiding one of the controls you have manually do now. Public Class BFormChild Friend Overrides Sub cmdApply_Click(ByVal sender As Object, ByVal e As System.EventArgs) MyBase.cmdApply_Click(sender, e) End Sub Friend Overrides Sub cmdCancel_Click(ByVal sender As Object, ByVal e As System.EventArgs) MyBase.cmdCancel_Click(sender, e) End Sub Friend Overrides Sub cmdOk_Click(ByVal sender As Object, ByVal e As System.EventArgs) MyBase.cmdOk_Click(sender, e) End Sub End Class

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