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  • Abstract base class for Winforms-Control and VS2008 Designer support?

    - by BeowulfOF
    Hi, I engadged a problem with inherited Controls in WinForms, and need some advice on it. I do use a base class for items in a List (selfmade GUI list made of a panel) and some inherited controls that are for each type of data that could be added to the list. There was no problem with it, but I know found out, that it would be right, to make the base-control an abstract class, since it has methods, that need to be implemented in all inherited controls, called from the code inside the base-control, but must not and can not be implemented in the base class. When I mark the base-control as abstract, the VS2008 Designer refuses to load the window. Is there any way to get the Designer work with the base-control made abstract?

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  • How do you use the LINQ to SQL designer to generate accessor methods for subclasses?

    - by Pricey
    Above is the LINQ to SQL designer view for my data context. Below is the relevant code: public System.Data.Linq.Table<ActivityBase> ActivityBases { get { return this.GetTable<ActivityBase>(); } } ... [Table(Name="dbo.Activities")] [InheritanceMapping(Code="1", Type=typeof(ActivityBase), IsDefault=true)] [InheritanceMapping(Code="2", Type=typeof(Project))] [InheritanceMapping(Code="3", Type=typeof(ProjectActivity))] [InheritanceMapping(Code="5", Type=typeof(Task))] [InheritanceMapping(Code="4", Type=typeof(Activity))] public abstract partial class ActivityBase : INotifyPropertyChanging, INotifyPropertyChanged { ... Is there a way to generate accessor methods for the subclasses as shown in the inheritance mapping above (Project, Task, etc...) without doing it manually? I added them manually but then a change in the designer overwrites any manual changes. Am i doing this wrong? should I not be making accessors for the sub classes? filtering from ActivityBase seems worse to me. Thanks for any help on this.

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  • What the heck is goin' on with the column Width or Why I do hate rdlc designer in VS...

    - by plotnick
    I can't understand... I put a column into a Tablix in .rdlc designer of VS2010 and defined column's width and even said that it cannot grow. And in the reportViewer when you run app. it gets grown again. Damn it. I replaced every single tag in the file to False - nothing happened, it still takes the width of a prior column. Interestingly some columns and rows that I put yesterday don't grow. I just wanted to separate group columns and 'Total' section with thin empty column, but it gets huge and ugly and spoils everything... damn that thing! Why the rdlc designer so damn stupid? Why sometimes it doesn't allow me to merge and split cells? Is there any better editor for .rdlc files?

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  • How do you create your own drag-n-drop GUI designer ?

    - by panzerschreck
    Hello I was looking at creating a UI for developing web forms, similar to the Netbeans Visual JSF form designer.It will be targeted to use GWT/GXT components.I am looking at a look very similar to VS/Netbeans. Any thoughts on where/how to start ? Initially, I would prefer to have it as a standalone application, later develop it as eclipse plugin. I have already evaluated the extjs designer and the eclipse plugin from instantiations, but i would prefer to have it developed on my own, as it looks challenging, Also, I have few custom components that have been developed. Thanks

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  • Why are controls within custom panel (C# winforms) disappearing in designer?

    - by Brandon
    I have been able to create a custom C# winforms control that is basically a panel with a fixed banner (header/footer). I want to base other user controls on this "banner panel". I've gotten past the problem with the designer here. I can successfully add controls to the inner content panel. Everything looks fine while designing. However, when I recompile, the controls I added to the content panel disappear. They are still there (in code) but aren't displayed in the designer. Is there any thing that I need to do to set the drawing order of the controls?

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  • How does the dataset designer determine the return type of a scalar query?

    - by Tobias Funke
    I am attempting to add a scalar query to a dataset. The query is pretty straight forward, it's just adding up some decimal values in a few columns and returning them. I am 100% confident that only one row and one column is returned, and that it is of decimal type (SQL money type). The problem is that for some reason, the generated method (in the .designer.cs code file) is returning a value of type object, when it should be decimal. What's strange is that there's another scalar query that has the exact same SQL but is returning decimal like it should. How does the dataset designer determine the data type, and how can I tell it to return decimal?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Which are good programming forums where i can post a GUI programming articles?

    - by Lothar
    I have written larger article about GUI programming explaining why i want to design a new GUI library. Which Website (Programming Forum) would you recommand for posting and discussing. Something like SlashDot. Unfortunately they focus on IT news and not programming and i'm not aware of anything which comes even "slightly close to the volumne of SlashDot readers. The answer with an URL pointing to the highest traffic programming forum will get accepted.

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  • How to call custom JDialog built with Netbeans GUI editor?

    - by Raptrex
    Yesterday I asked this question: Is this possible to make as an option dialog? and I learned it could be made with JDialog. I'm using Netbeans GUI editor and made a button that will call my custom JDialog I designed in the GUI editor. The JDialog is called jDialog1. How do I call the jDialog1 with the button? private void jButton1ActionPerformed(java.awt.event.ActionEvent evt) { // TODO add your handling code here: }

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  • How to run a GUI app from ssh shell?

    - by karramba
    I can access my linux box by ssh and by vnc. I want to run a GUI application, but directly from ssh, I don't want to access through VNC and click around. So, after logging in using ssh, I want to issue a magic command, so that when I log in through VNC I will see my GUI app running. How can I do this?

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  • Recipes/tutorials/libraries for GUI-like terminal navigation (vim/lynx-style)?

    - by qgi
    Several console based applications like vim or lynx offer a rich user interface which enables the user to navigate freely around the console, manipulate data directly on screen, access menus and much more, similar to "modern" gui applications. How is that being achieved in principal on Unix/Linux with C++? Do you directly manipulate some kind of character buffer or is the screen constantly cleared and reprinted to stdout? Is there a set of libraries to implement such behavior or even some kind of a "modern" event-driven GUI toolkit for the console?

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  • Is it possible to connect slots of a model object to the GUI in QT4 -Designer?

    - by Robert0
    So I try to build a Model-View window using QTDesigner and C++. For that reason I created a QOBject derived class as my model. It provides slots and signals to access it like: setFileName(QString) or fileNameChanged(QString). I got a little into using signal drag and drop in QTDesigner and found it quite VA-Smalltalk-Like nice. After a while I was wondering if I could also connect my model to this. So is it possible to somehow introduce my model object into the Window/GUI and let QTDesigner connect signals and slots from the model object to the GUI. In essence: Write for me: connect( model, SIGNAL(fileNameChanged(QString)), ui->labelFn, SLOT(setText(QString))) connect( ui-textEdit2, SIGNAL(textChanged(QString)), model, SLOT(setFileName(QString))) Thanks for explaining

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  • port forwarding with VirtualBox

    - by Argh
    I have a virtualbox VM running ubuntu. The Ubuntu guest is running a web server which listens on port 3000 (http://127.0.0.1:3000) The host machine is windows vista. I have configured port forwarding using VBoxManage. If I query the config using VboxManage getextradata "MyMachine", I get Key: GUI/AutoresizeGuest, Value: on Key: GUI/Fullscreen, Value: off Key: GUI/LastCloseAction, Value: shutdown Key: GUI/LastWindowPostion, Value: 9,34,640,529,max Key: GUI/MiniToolBarAlignment, Value: bottom Key: GUI/MiniToolBarAutoHide, Value: off Key: GUI/SaveMountedAtRuntime, Value: yes Key: GUI/Seamless, Value: off Key: GUI/ShowMiniToolBar, Value: yes Key: VBoxInternal/Devices/pcnet/0/LUN#0/Config/guesthttp/GuestPort, Value: 3000 Key: VBoxInternal/Devices/pcnet/0/LUN#0/Config/guesthttp/HostPort, Value: 3000 Key: VBoxInternal/Devices/pcnet/0/LUN#0/Config/guesthttp/Protocol, Value: TCP This looks like it should work... However when I try to access the web server from the host machine (windows box) I dont get a response. I ran a netstat on the windows box and nothing appears to be listening on port 3000 which explains why forwrding isnt working. Note that I have already tested with my firewall switched off... The version of VirtualBox I am using is 3.1.4 Any ideas?

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  • How do I detect if I'm in a 'full screen' bash shell or GUI terminal window?

    - by Nick T
    I have some code in my .bashrc that sets the terminal window title using the currently running command and it works great in Unity, where the terminal is in a window. However, when I'm logging in with the Ctrl + Alt + F1 terminal (whatever it's called), my prompt gets filled with garbage that is various escape sequences that set the (nonexistent) window title. How can I detect from within a bash script if I'm in one or the other?

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  • How do I revert updates/tweaks to get to a usable GUI?

    - by Frankenmartin
    I just installed 12.04 the other day and then ran into trouble upon restarting after installing updates. What I did before the problem occurred: I did not make many changes before this problem occurred. Changes I did make included: Downloading and installing Adobe Flash Player (off topic but: I am under the impression that Java, "C&C" and Shockwave can not be run in Ubuntu. Could anybody verify this?) I also installed gnome-tweak-tool and used it to install several themes. These themes worked well until restarting after the update. Is it possible that one of these themes caused the problem (in combination with the update or because of the restart)? Installed 215 updates from update manager and restarted my system. Current Situation: Unity 3D is unusable since restarting after running updates. When I log in after entering my password the following things happen: the overhead panel disappears and the screen goes black for a minute my wallpaper flashes for a couple seconds but then the screen goes black again after another minute the wallpaper reappears but nothing else does and I am not able to open anything or even right click. after 5 minutes I can finally get a right click menu eventually a box comes up warning about a Compiz failure and asking to let it quit--which I did. Using the right click functionality I was able to create a new folder on the desktop and use this to open a file browser. In doing so I noticed that the downloads I had made were missing (music, image files, etc., even after unpacking several .zip and .rar files) even though I believe that everything should still be there. Any new windows that I create are un-closable/minimizable/movable/etc, because the window bars are missing. I have tried rebooting several times but the results are the same. I was able to browse some off the System Settings windows by clicking on the wallpaper link in the right click menu. In doing so I navigated into the update manager and noticed that updates were selected to be accepted from some "unsupported sources". I do not recall setting these options myself and wonder why these--potentially dangerous--options would be selected by default. Unity 2D is usable but not free of bugs--I stumbled across the ability to log into a Unity 2D session while trying to log into Unity 3D. So far I have only noticed one bug in Unity 2D: the close, minimize and maximize buttons are invisible--however they are still usable despite being invisible. What I need: I'm very new to Linux and Ubuntu and still am in the feeling out stages. As such I will have some trouble answering clarifying questions. I haven't used the terminal yet and would probably not be comfortable using it without very clear instructions. What I do need is to know how I can roll back/remove all those updates so I can use my computer regularly again. I do believe that I could follow step-by-step instructions as long as they are clear and concise if someone knows what my problem is.

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  • How do I get a get the left pane of my GUI app to talk to the right pane?

    - by bas-brain
    I need help on developing a UI for a app. Basically this app will have do panels, left and right, lets say. On the left panel will be displayed customers and when I click on the customer name on the right will appear tabs with information, some kind of form with name, email, picture, etc. I already developed the left panel with DictionaryGrid which I could found on tutorials and so on, but no idea on the right panel which is the form side. Any help??? Just the idea and the development is with me, thanks very much

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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  • How to get GUI back after freeze interrupted an Nvidia driver update?

    - by Reinere
    I just went through a driver update. The OS froze, so I had to hard reboot the PC. Now I just get the login prompt in terminal. So, I tried to run startx. codeError: API mismatch: the NVIDIA kernel module has version 304.43 but this NVIDIA driver Component has version 295.49` I just got this error. I have to type sudo su then modprobe ndiswrapper to get my Wi-Fi to work, so step by step instructions after that would be greatly helpful.

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  • Will there be an option in the GUI to change the week-starting day in 11.04?

    - by Roddie
    This has been problematic for me in Ubuntu since I live in the UK but want the week to start on a Sunday (because that is the system my work use). I've faffed about in the last couple of versions of Ubuntu to no avail (it changes in Evolution but not on the desktop calendar etc.) and don't want to be editing locale files. I understand it's probably an issue with GNOME so are there any plans to implement it with Unity? I find it baffling that an operating system doesn't have such a simple option that even my phones always seem to have had.

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  • Visual Studio 2008 Generation of Designer File Failed (Cannot use a leading .. to exit above the top

    - by tardomatic
    Hi, It seems the universe is against me this week. I have been happily coding away on my ASP.Net application for weeks now without issues. Today I tried to add a textbox to a form, and on saving the form, I received the following error: Generation of designer file failed: Cannot use a leading .. to exit above the top directory I googled, but with no luck. I did find a blog post that shows how to add a key into the registry so that Visual Studio logs more detail about these errors, and the following is what shows up in the generated log file: ------------------------------------------------------------- C:\[path to aspx file]\PageName.aspx Generation of designer file failed: Cannot use a leading .. to exit above the top directory. ------------------------------------------------------------- System.Web.HttpException: Cannot use a leading .. to exit above the top directory. at System.Web.Util.UrlPath.ReduceVirtualPath(String path) at System.Web.Util.UrlPath.Reduce(String path) at System.Web.Util.UrlPath.Combine(String appPath, String basepath, String relative) at System.Web.VirtualPath.Combine(VirtualPath relativePath) at System.Web.VirtualPath.Combine(VirtualPath v1, VirtualPath v2) at System.Web.VirtualPathUtility.Combine(String basePath, String relativePath) at Microsoft.VisualStudio.Web.Application.Parser.BeginParse(String virtualPath, String text) at Microsoft.VisualStudio.Web.Application.Generator.UpdateDesignerClass(String document, String codeBehind, String codeBehindFile, String[] publicFields, UDC_Flags flags) ------------------------------------------------------------- And, of course this means that there is no way I can reference the newly added text box from the code behind. I thought it might be just this page giving the issue, but I have tried three other pages with the same result. I haven't changed the environment for weeks, so I am not sure how this happens. Any ideas out there? Thanks in advance Hamish

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  • SSIS 2005 Error while using script component Designer: "Cannot fetch a row from OLE DB provider "BUL

    - by user150541
    I am trying to debug a dts package in SSIS. I have a script component designer where I pass in the input variables to increment a counter. When I try to msgbox the counter value, I get the following error. Error: 0xC0202009 at STAGING1 to STAGING2, STAGING2 Destination [1056]: An OLE DB error has occurred. Error code: 0x80040E14. An OLE DB record is available. Source: "Microsoft SQL Native Client" Hresult: 0x80040E14 Description: "Cannot fetch a row from OLE DB provider "BULK" for linked server "(null)".". An OLE DB record is available. Source: "Microsoft SQL Native Client" Hresult: 0x80040E14 Description: "The OLE DB provider "BULK" for linked server "(null)" reported an error. The provider did not give any information about the error.". An OLE DB record is available. Source: "Microsoft SQL Native Client" Hresult: 0x80040E14 Description: "Reading from DTS buffer timed out.". Below is the part of the code within the script component designer : Imports System Imports System.Data Imports System.Math Imports Microsoft.SqlServer.Dts.Pipeline.Wrapper Imports Microsoft.SqlServer.Dts.Runtime.Wrapper Public Class ScriptMain Inherits UserComponent Dim iCounter As Integer Dim iCurrentVal As Integer Dim sCurrentOracleSeq As String Dim sSeqName As String Dim sSeqAltProcName As String Public Overrides Sub Input0_ProcessInputRow(ByVal Row As Input0Buffer) ' ' Add your code here ' Row.SEQIDNCASE = iCounter + iCurrentVal iCounter += 1 MsgBox(iCounter + iCurrentVal, MsgBoxStyle.Information, "Input0") End Sub Public Overrides Sub PreExecute() sCurrentOracleSeq = Me.Variables.VSEQIDCurVal iCurrentVal = CInt(sCurrentOracleSeq) MsgBox(iCurrentVal, MsgBoxStyle.Information, "No Title") iCounter = 0 sSeqName = Me.Variables.VSEQIDName sSeqAltProcName = Me.Variables.VSEQIDAlterProc End Sub Public Overrides Sub PostExecute() Me.Variables.VSEQIDUpdateSQL = "Begin " & sSeqAltProcName & "('" & sSeqName & "'," & (iCounter + iCurrentVal) & "); End;" End Sub End Class Note that the above part of code works perfectly fine if I comment out the lines that has Msgbox.

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  • Why is the 'Named Domain Class' tool missing in the DSL Designer category in the toolbox ?

    - by Gishu
    I have the Domain-Specific development with VS DSL Tools book by Cook, Jones, et.all The book and various tutorials online mention a NamedDomainClass tool that should be present in the DSL Designer toolbox. I have installed VS 2010 beta 2 on Win XP - however this tool is missing in the toolbox. I've created a project using the Minimal project template as mentioned in the book. I have 12 tools showing up including the Domain Class tool. I've searched online and apparently no one else has this problem. Can someone confirm that it's missing in VS 2010 Beta 2? If not how can I get it to show up ? Is there any way in which I can add a Domain class instance and tweak it so that it becomes a Named Domain Class? The book mentions that there is some must-be-unique validation and serialization changes that are done by the NamedDomainClass tool. I've tried 'Choose Items' context menu on the DSL Designer category. These tools apparently are added dynamically ; do not show up in the lists on the dialog that comes up.

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  • Is there a way to log every gui event in Delphi?

    - by awmross
    The Delphi debugger is great for debugging linear code, where one function calls other functions in a predictable, linear manner, and we can step through the program line by line. I find the debugger less useful when dealing with event driven gui code, where a single line of code can cause new events to be trigerred, which may in turn trigger other events. In this situation, the 'step through the code' approach doesn't let me see everything that is going on. The way I usually solve this is to 1) guess which events might be part of the problem, then 2) add breakpoints or logging to each of those events. The problem is that this approach is haphazard and time consuming. Is there a switch I can flick in the debugger to say 'log all gui events'? Or is there some code I can add to trap events, something like procedure GuiEventCalled(ev:Event) begin log(ev); ev.call(); end The end result I'm looking for is something like this (for example): FieldA.KeyDown FieldA.KeyPress FieldA.OnChange FieldA.OnExit FieldB.OnEnter This would take all the guesswork out of Delphi gui debugging. I am using Delphi 2010

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