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  • How to view Mercurial changeset changes using a GUI diff tool

    - by Marcus
    We use both Examdiff and Kdiff3 to view Mercurial changes. Just add this to .hgrc: [extdiff] cmd.kdiff3 = cmd.examdiff = C:\Program Files\ExamDiff Pro\ExamDiff.exe And then you can type hg examdiff or hg diff3 to see a complete diff of all your changes. What I would like is to do the same to see a "before and after" of files for a given changeset that was checked in by someone else. I know you can type hg log to see all changesets and then hg log -vprXX to see a text diff, but that's too hard for my GUI preferring eyes. Anyone know how to the equivalent with the GUI tools?

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  • how to show a html webpage in a GUI in Java

    - by Robert
    Dear all, I've recently worked on a project on search query,and I am only last step away from completion. Now I have a nice URL,and can open it in "cmd /c start" statement in Java,and it causes an IE window open. However,my advisor is not satisfied with that,he wants to see this webpage(actually,two webpages) opened in a GUI interface. So could you please give a detailed instruction on how to achieve this in Java,please?If you are trying to offer me a helpful package,would you please kindly also show how to use that as well,since I am new to this GUI development,and I only know the basics of Swing. Thanks a lot,it is dued within this week.

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  • ASP.NET Controls with Highly Customizable GUI

    - by micha12
    We are developing an ASP.NET web application where some of the features that we will need to implement are quite standard: for example, a chat between users, a forum, etc. There are ASP.NET chats and forums components available. However, they all have a predetermined GUI and html markup that is almost impossible to change and very difficult to customize. And this is a very common situation for most controls like grids, etc.: you have very low control over the html markup that is being generated by the control. In our case, our web app will have its own web design created by a professional web designer in PhotoShop, and then it will but transformed into html markup that will then be transformed in aspx pages. We would ideally like to create the html markup for the forum and chat by ourselves, and use only the non-GUI part of the ASP.NET components. Is this approach feasible? Has anyone dealt with such approach in practice?

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  • How to conditionalize GUI tests using Netbeans/Maven vs maven on command line invocation

    - by Ilane
    I'd like to have a single project pom but have my GUI tests always run when I'm invoking JUnit on Netbeans, but have them conditional (on an environment variable?) when building on the command line (usually for production build - on a headless machine, but sometimes just for build speed). I don't mind instrumenting my JUnit tests for this, as I already have to set up my GUI test infrastructure, but how do I conditionalize my pom! Netbeans 6.5 with Maven plugin. Any ideas how I can accomplish this? Ilane

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  • Looking for a source code management system with a good GUI client

    - by Anders Öhrt
    We are currently using CS-RCS Pro for source code management, and are looking for to replace this due to performance issues. It is based on client side file access with no own protocol, which makes it painfully slow to use over a slow VPN line since it always rewrites the whole history of a file. It does however have a GUI client which is very simple and gives a great overview. We have three main requirements in a SCM: Fast. It must have a server side service or some other smart way so working with files with a large history is fast. A good Windows GUI client (not Explorer shell integration, not VS or Eclipse IDE integration), so working with files and branches is easy. The possibility to have several branches checked out at once in different directories. Does anyone have a recommendation of a SCM which fulfills there requirements?

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  • How to create GUI as inner class with WindowBuilder

    - by Tim Kemp
    I would like to use WindowBuilder in Eclipse to construct Swing GUIs. The JPanels I need to build will be inner classes in a non-GUI wrapper, like so: public class MyWrapper extends MyBaseClass { ... class MyPanel extends JPanel { ... } } So my question is this: can I construct MyPanel using WindowBuilder? If so, how should I set it up? If anyone is interested, the wrapper is an abstract base class which the plug-ins I am developing for my app must extend; deployment concerns mean that it's not really practical to put the GUIs in a separate JAR either so I pretty much have to do it this way. My current workflow, which is awful, is to build the GUI in NetBeans and paste the entire generated class into Eclipse where I connect it up to the methods in my wrapper. I am very hopeful that WindowBuilder will let me work more reliably and efficiently if I can trick it into generating code in MyPanel, not MyWrapper. Thanks

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  • Access startup form locked GUI

    - by Brad
    I just had an interesting experience with a startup form in MS Access 2010. I designed a login form and when I thought I was done I set my startup form to be the login form I'd just created. I then closed Access and reopened it but my login form did not appear. Instead the whole GUI was locked. I cannot click on anything. My form was working during my tests before I set it as a startup form and reloaded Access. How can I either remove my form as a startup object or get the use of my GUI back?

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • Using boost locks for RAII access to a semaphore

    - by dan
    Suppose I write a C++ semaphore class with an interface that models the boost Lockable concept (i.e. lock(); unlock(); try_lock(); etc.). Is it safe/recommended to use boost locks for RAII access to such an object? In other words, do boost locks (and/or other related parts of the boost thread library) assume that the Lockable concept will only be modeled by mutex-like objects which are locked and unlocked from the same thread? My guess is that it should be OK to use a semaphore as a model for Lockable. I've browsed through some of the boost source and it "seems" OK. The locks don't appear to store explicit references to this_thread or anything like that. Moreover, the Lockable concept doesn't have any function like whichThreadOwnsMe(). It also looks like I should even be able to pass a boost::unique_lock<MySemaphore> reference to boost::condition_variable_any::wait. However, the documentation is not explicitly clear about the requirements. To illustrate what I mean, consider a bare-bones binary semaphore class along these lines: class MySemaphore{ bool locked; boost::mutex mx; boost::condition_variable cv; public: void lock(){ boost::unique_lock<boost::mutex> lck(mx); while(locked) cv.wait(lck); locked=true; } void unlock(){ { boost::lock_guard<boost::mutex> lck(mx); if(!locked) error(); locked=false; } cv.notify_one(); } // bool try_lock(); void error(); etc. } Now suppose that somewhere, either on an object or globally, I have MySemaphore sem; I want to lock and unlock it using RAII. Also I want to be able to "pass" ownership of the lock from one thread to another. For example, in one thread I execute void doTask() { boost::unique_lock<MySemaphore> lock(sem); doSomeWorkWithSharedObject(); signalToSecondThread(); waitForSignalAck(); lock.release(); } While another thread is executing something like { waitForSignalFromFirstThread(); ackSignal(); boost::unique_lock<MySemaphore>(sem,boost::adopt_lock_t()); doMoreWorkWithSameSharedObject(); } The reason I am doing this is that I don't want anyone else to be able to get the lock on sem in between the time that the first thread executes doSomeWorkWithSharedObject() and the time the second executes doMoreWorkWithSameSharedObject(). Basically, I'm splitting one task into two parts. And the reason I'm splitting the task up is because (1) I want the first part of the task to get started as soon as possible, (2) I want to guarantee that the first part is complete before doTask() returns, and (3) I want the second, more time-consuming part of the task to be completed by another thread, possibly chosen from a pool of slave threads that are waiting around to finish tasks that have been started by master threads. NOTE: I recently posted this same question (sort of) here http://stackoverflow.com/questions/2754884/unlocking-a-mutex-from-a-different-thread-c but I confused mutexes with semaphores, and so the question about using boost locks didn't really get addressed.

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  • Unable to start tomcat6: Java error (Exception in thread "main")

    - by Nyxynyx
    After installing tomcat6 on CentOS 6.3, I am unable to start tomcat6 server. root@host [/var/log/tomcat6]# service tomcat6 start Starting tomcat6: [ OK ] Although it says OK, I cant access http://mydomain.com:8080. catalina.out Exception in thread "main" java.lang.NullPointerException at java.lang.VMClassLoader.defineClass(libgcj.so.10) at java.lang.ClassLoader.defineClass(libgcj.so.10) at java.security.SecureClassLoader.defineClass(libgcj.so.10) at java.net.URLClassLoader.findClass(libgcj.so.10) at gnu.gcj.runtime.SystemClassLoader.findClass(libgcj.so.10) at java.lang.ClassLoader.loadClass(libgcj.so.10) at java.lang.ClassLoader.loadClass(libgcj.so.10) at gnu.java.lang.MainThread.run(libgcj.so.10) Tomcat6 was installed using yum: yum -y install java tomcat6 tomcat6-webapps tomcat6-admin-webapps When I tried to find the version: tomcat6 version: Exception in thread "main" java.lang.NoClassDefFoundError: org.apache.catalina.util.ServerInfo at gnu.java.lang.MainThread.run(libgcj.so.10) Caused by: java.lang.ClassNotFoundException: org.apache.catalina.util.ServerInfo not found in gnu.gcj.runtime.SystemClassLoader{urls=[], parent=gnu.gcj.runtime.ExtensionClassLoader{urls=[], parent=null}} at java.net.URLClassLoader.findClass(libgcj.so.10) at gnu.gcj.runtime.SystemClassLoader.findClass(libgcj.so.10) at java.lang.ClassLoader.loadClass(libgcj.so.10) at java.lang.ClassLoader.loadClass(libgcj.so.10) at gnu.java.lang.MainThread.run(libgcj.so.10) Any idea what I should do? Thanks!

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  • Thread scheduling Round Robin / scheduling dispatch

    - by MRP
    #include <pthread.h> #include <stdio.h> #include <stdlib.h> #include <semaphore.h> #define NUM_THREADS 4 #define COUNT_LIMIT 13 int done = 0; int count = 0; int quantum = 2; int thread_ids[4] = {0,1,2,3}; int thread_runtime[4] = {0,5,4,7}; pthread_mutex_t count_mutex; pthread_cond_t count_threshold_cv; void * inc_count(void * arg); static sem_t count_sem; int quit = 0; ///////// Inc_Count//////////////// void *inc_count(void *t) { long my_id = (long)t; int i; sem_wait(&count_sem); /////////////CRIT SECTION////////////////////////////////// printf("run_thread = %d\n",my_id); printf("%d \n",thread_runtime[my_id]); for( i=0; i < thread_runtime[my_id];i++) { printf("runtime= %d\n",thread_runtime[my_id]); pthread_mutex_lock(&count_mutex); count++; if (count == COUNT_LIMIT) { pthread_cond_signal(&count_threshold_cv); printf("inc_count(): thread %ld, count = %d Threshold reached.\n", my_id, count); } printf("inc_count(): thread %ld, count = %d, unlocking mutex\n",my_id, count); pthread_mutex_unlock(&count_mutex); sleep(1) ; }//End For sem_post(&count_sem); // Next Thread Enters Crit Section pthread_exit(NULL); } /////////// Count_Watch //////////////// void *watch_count(void *t) { long my_id = (long)t; printf("Starting watch_count(): thread %ld\n", my_id); pthread_mutex_lock(&count_mutex); if (count<COUNT_LIMIT) { pthread_cond_wait(&count_threshold_cv, &count_mutex); printf("watch_count(): thread %ld Condition signal received.\n", my_id); printf("watch_count(): thread %ld count now = %d.\n", my_id, count); } pthread_mutex_unlock(&count_mutex); pthread_exit(NULL); } ////////////////// Main //////////////// int main (int argc, char *argv[]) { int i; long t1=0, t2=1, t3=2, t4=3; pthread_t threads[4]; pthread_attr_t attr; sem_init(&count_sem, 0, 1); /* Initialize mutex and condition variable objects */ pthread_mutex_init(&count_mutex, NULL); pthread_cond_init (&count_threshold_cv, NULL); /* For portability, explicitly create threads in a joinable state */ pthread_attr_init(&attr); pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_JOINABLE); pthread_create(&threads[0], &attr, watch_count, (void *)t1); pthread_create(&threads[1], &attr, inc_count, (void *)t2); pthread_create(&threads[2], &attr, inc_count, (void *)t3); pthread_create(&threads[3], &attr, inc_count, (void *)t4); /* Wait for all threads to complete */ for (i=0; i<NUM_THREADS; i++) { pthread_join(threads[i], NULL); } printf ("Main(): Waited on %d threads. Done.\n", NUM_THREADS); /* Clean up and exit */ pthread_attr_destroy(&attr); pthread_mutex_destroy(&count_mutex); pthread_cond_destroy(&count_threshold_cv); pthread_exit(NULL); } I am trying to learn thread scheduling, there is a lot of technical coding that I don't know. I do know in theory how it should work, but having trouble getting started in code... I know, at least I think, this program is not real time and its not meant to be. Some how I need to create a scheduler dispatch to control the threads in the order they should run... RR FCFS SJF ect. Right now I don't have a dispatcher. What I do have is semaphores/ mutex to control the threads. This code does run FCFS... and I have been trying to use semaphores to create a RR.. but having a lot of trouble. I believe it would be easier to create a dispatcher but I dont know how. I need help, I am not looking for answers just direction.. some sample code will help to understand a bit more. Thank you.

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  • Java - SwingWorker - Can we call one SwingWorker from other SwingWorker instead of EDT

    - by Yatendra Goel
    I have a SwingWorker as follows: public class MainWorker extends SwingWorker(Void, MyObject) { : : } I invoked the above Swing Worker from EDT: MainWorker mainWorker = new MainWorker(); mainWorker.execute(); Now, the mainWorker creates 10 instances of a MyTask class so that each instance will run on its own thread so as to complete the work faster. But the problem is I want to update the gui from time to time while the tasks are running. I know that if the task was executed by the mainWorker itself, I could have used publish() and process() methods to update the gui. But as the tasks are executed by threads different from the Swingworker thread, how can I update the gui from intermediate results generated by threads executing tasks.

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  • Automating an application

    - by dacman
    I've always wondered the best way to automate use of a GUI in windows. When I was about 15, I wrote a little application that used some simple windows api functions to automatically click on certain locations on the screen based on a script. This could be used to automate GUI apps, but surely it's not the best way. So, my question is: What's the best way to automate use of a GUI in windows? Are there certain windows API functions that would be beneficial? If the program were to crash, how could you detect that? Thanks!

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  • Best Practice Guide: Swing

    - by wishi_
    Hi! Does anybody know Swing related GUI guidelines - specifically on how to design Swing apps and which components I should use? I'm not looking for an official standard, but pragmatic tips I can use to set a good standard for my projects. I haven't used too much of Swing by myself. Surely clicking a GUI with a GUI designer isn't a big deal. However I'd like to get some insights from people who have experience with Swing and know what to avoid. Swing lately (in Java 6- 10) got decent changes. So there isn't too much specific standardization out there currently.

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  • Top tips for designing GUIs?

    - by oxbow_lakes
    A while back I read (before I lost it) a great book called GUI Bloopers which was full of examples of bad GUI design but also full of useful tidbits like Don't call something a Dialog one minute and a Popup the next. What top tips would you give for designing/documenting a GUI? It would be particularly useful to hear about widgets you designed to cram readable information into as little screen real-estate as possible. I'm going to roll this off with one of my own: avoid trees (e.g. Swing's JTree) unless you really can't avoid it, or have a unbounded hierarchy of stuff. I have found that users don't find them intuitive and they are hard to navigate and filter. PS. I think this question differs from this one as I'm asking for generalist tips

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  • Function testing on Netbeans 6.8

    - by ron
    While not a torrent, but some articles can be found on the net about function testing (particularly http://blogs.sun.com/geertjan/entry/gui_testing_on_the_netbeans). However the tools mentioned by them do not seem to be maintained, or don't have a plugin working with the most recent version of Netbeans (6.8). Do you have any function test setup for GUI? What is your level of integration into the development process (IDE integration, ant, etc). Additional candy is that Netbeans is not only the IDE, but the GUI app is also developed for Netbeans 6.8 Platform (so I'm mainly interested in GUI testing NB-platform apps, but tips for any Swing apps in general would be a help too).

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  • how can c# help in drawing using memory layers concept?

    - by moon
    hello all i am facing problem in drawing dynamically in a picture box. i works very good when the drawing objects are few but as the drawing objects increases the response time of my GUI is getting worse and worse, my GUI works very well up to 90 drawing objects but i have to support more than 1000 so this technique didn't work for me. know i have decided to adopt layers mechanism, i mean i will draw different layers of drawing in memory and then XOR them to load the final image to my display. the question is "i Can play directly with memory do draw layers using C# (Examples needed?)" other ideas are also appreciated, (Drawing objects means the shapes line,circles etc. that i have to draw on my GUI) thanx in advance

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