Together with a friend, we are trying to create a sea battle for playing on a local network, we made a field of buttons, created islands on it, you can set up ships and move them. But when we connected the form to our server, after requesting the package, the form stops drawing buttons, they store the correct data, but their visual update does not occur
Here are the pieces of code
private void button1_Click(object sender, EventArgs e)
{
comboBox1.Visible = false;
comboBox2.Visible = false;
button1.Visible = false;
comboBox3.Visible = false;
button2.Visible = true;
SendPacket(PacketInfo.SendGameInfo);
Thread thread = new Thread(FightIsDone);
thread.Start();
State = GameState.Waiting;
}
void FightIsDone()
{
ReceivePacket();
this.Invoke(new Action(() => GameUpdate()));
}
public void GameUpdate()
{
Console.WriteLine("!");
State = GameState.Planing;
foreach (Ship ship in Ships)
{
ship.UseModuls();
}
SetShip(Ships);
UpdateSight();
Draw();
}
The problem is here, this method changes the image of the button or its color, it works fine until the packet is sent to the server, but after receiving it, only the information is updated, and the appearance of the form does not change
public void Draw()
{
foreach (CellButton Butt in Field)
{
if (Butt.Sigth)
{
Butt.Image = null;
SetImage(Butt);
}
else
{
Butt.BackColor = Color.Gray;
Butt.Image = null;
}
}
}
public void SetImage(CellButton Butt)
{
switch (Butt.Entety)
{
case GameObject.Water: Butt.BackColor = Color.DodgerBlue; break;
case GameObject.Island: Butt.Image = GetObjectImage(GameObject.Island); break;
case GameObject.Ship:
{
Butt.Image = Butt.modul.ModulImage;
break;
}
case GameObject.Torpedo: Butt.BackColor = Color.DarkBlue; break;
case GameObject.Fire: Butt.Image = GetObjectImage(GameObject.Fire); break;
}
}
static void SendPacket(PacketInfo info)
{
ms.Position = 0;
switch (info)
{
case PacketInfo.Connect:
writer.Write(0);
break;
case PacketInfo.SendCoordinate:
writer.Write(1);
formatter.Serialize(ms, new Coordinate(5, 0));
break;
case PacketInfo.LaunchSearch:
writer.Write(2);
writer.Write(Me.ID);
break;
case PacketInfo.SendGameInfo:
writer.Write(3);
writer.Write(Me.ID);
List<Ship> shpooks = new List<Ship>();
foreach (Ship s in Ships)
if (s.PlayerID == Me.ID) shpooks.Add(s);
formatter.Serialize(ms, shpooks);
break;
}
socket.Send(ms.GetBuffer());
}
static int ReceivePacket()
{
ms.Position = 0;
socket.Receive(ms.GetBuffer());
int code = reader.ReadInt32();
switch (code)
{
case 0:
{
Console.WriteLine("Catch");
Console.WriteLine(ms.ToString());
bool IsConected = reader.ReadBoolean();
if (IsConected)
{
Me.ID = reader.ReadInt32();
return 1;
}
break;
}
case 2:
{
return 1;
break;
}
case 3:
{
Cell[,] cells = (Cell[,])formatter.Deserialize(ms);
for (int i = 0; i < Width; i++)
for (int j = 0; j < Hight; j++)
{
Field[i, j] = new CellButton(new Coordinate(i, j));
Field[i, j].SetCell(cells[i, j]);
}
Ships.Clear();
Ships.AddRange((List<Ship>)formatter.Deserialize(ms));
break;
}
}
return -1;
}
This is the form before calling Draw():
This is how the form looks after calling Draw():
And so, after a request to the server and method Draw():
I spent a lot of time finding solutions, methods like Form.Update() and Form.Refresh() don't help
Related
This is a sample of my code. I want to have a 3 second delay before executing the next case (display picturebox). But When I tried using timer/stopwatch, the 3 second delay will only be on the 1st case and case2 will execute the same time as case1 (with no delay).
private void button1_Click(object sender, EventArgs e)
{
string input = (input1.Text).ToString();
char[] letters = input.ToCharArray();
int stringlength = letters.Length;
int length = stringlength - 1;
int state = 1;
int position = 0;
string validation = " ";
switch (state)
{
case 1:
//insert timer here
if (letters[position] == 'a')
{
pictureBox2.Visible = true;
validation = "Invalid";
label1.Text = validation;
break;
}
else if (letters[position] == 'b')
{
if (position == length)
{
validation = "Invalid";
label1.Text = validation;
break;
}
pictureBox2.Visible = true;
position = position + 1;
goto case 2;
}
break;
case 2:
//Insert Timer here
if (letters[position] == 'a')
{
pictureBox3.Visible = true;
if (position == length)
{
validation = "Invalid because it does not end at final state";
label1.Text = validation;
break;
}
position = position + 1;
goto case 3;
}
else if (letters[position] == 'b')
{
if (position == length)
{
validation = "Invalid";
label1.Text = validation;
break;
}
position = position + 1;
goto case 4;
}
break;
}
}
By the way, I can't use Task.Delay or async/await because I use the .Net 4.0 framework.
You can perform this by using:
System.Threading.Thread.Sleep(3000);
So Your code should look like:
private void button1_Click(object sender, EventArgs e)
{
int state = 1;
//some code
switch (state)
{
case 1:
System.Threading.Thread.Sleep(3000);
//some case code
break;
case 2:
System.Threading.Thread.Sleep(3000);
//some case code
break;
default:
System.Threading.Thread.Sleep(3000);
//some default code
break;
}
//rest of the code
}
Just to let You know, there should be other (and better) way to going through this, rather than using switch and this type of GOTO case this and this. Making the code unreadable in future.
Thread.Sleep(3000) you can use
I would like to display four images at the same time and upon form load the images switch places. Currently, images will appear in different numbers, for example: 1 image will appear or 2 images, etc up 4. I also want to ensure that no duplicates will appear.
Code from Form1_Load:
PictureBox[] boxes = new PictureBox[4];
boxes[0] = pictureBox0;
boxes[1] = pictureBox1;
boxes[2] = pictureBox2;
boxes[3] = pictureBox3;
for (int i = 0; i < boxes.Length; i++)
{
int switcher = r.Next(0, 5);
switch (switcher)
{
case 0:
{ boxes[i].Image = Properties.Resources.dog0; } break;
case 1:
{ boxes[i].Image = Properties.Resources.dog1; } break;
case 2:
{ boxes[i].Image = Properties.Resources.dog2; } break;
case 3:
{ boxes[i].Image = Properties.Resources.dog3; } break;
}
}
Two examples given above as to what currently happens.
Update - Working
The program now moves images around upon Load and there are no duplicates :)
List<Bitmap> resources = new List<Bitmap>();
resources.Add(Properties.Resources.dog0);
resources.Add(Properties.Resources.dog1);
resources.Add(Properties.Resources.dog2);
resources.Add(Properties.Resources.dog3);
resources = resources.OrderBy(a => Guid.NewGuid()).ToList();
for (int i = 0; i < resources.Count; i++)
{
pictureBox0.Image = resources[0];
pictureBox1.Image = resources[1];
pictureBox2.Image = resources[2];
pictureBox3.Image = resources[3];
}
Two example given above showing what happens now that it works.
The implementation is quite simple. Firstly, you need to shuffle the array and then iterate through it. Fisher–Yates shuffle.
Create a method ShuffleImages as below:
public void ShuffleImages(PictureBox[] img)
{
Random r = new Random();
for (int i = 0; i < img.Length - 1; i++)
{
int j = r.Next(i, img.Length);
PictureBox temp = img[j];
img[j] = img[i];
img[i] = temp;
}
}
and call the method in your Form1_Load event:
private void Form1_Load(object sender, EventArgs e)
{
PictureBox[] boxes = new PictureBox[4];
boxes[0] = pictureBox0;
boxes[1] = pictureBox1;
boxes[2] = pictureBox2;
boxes[3] = pictureBox3;
ShuffleImages(boxes); //call the method
for (int i = 0; i <= 3; i++)
{
switch (i)
{
case 0:
{ boxes[i].Image = Properties.Resources.dog0; }
break;
case 1:
{ boxes[i].Image = Properties.Resources.dog1; }
break;
case 2:
{ boxes[i].Image = Properties.Resources.dog2; }
break;
case 3:
{ boxes[i].Image = Properties.Resources.dog3; }
break;
}
}
}
As M.kazem Ahkhary points out you need to shuffle the images:
List<Bitmap> resources = new List<Bitmap>();
resources.Add(Properties.Resources.dog0);
resources.Add(Properties.Resources.dog1);
resources.Add(Properties.Resources.dog2);
resources.Add(Properties.Resources.dog3);
resources = resources.OrderBy(a => Guid.NewGuid()).ToList(); // Dirty but effective shuffle method
pictureBox0.Image = resources[0];
pictureBox1.Image = resources[1];
pictureBox2.Image = resources[2];
pictureBox3.Image = resources[3];
I'm trying to make a little software in which I could modify a pre-existing xml file. I would have the chance to add some values (via usercontrols) to the alphabet letters, and send these values back to the xml, saving it.
I already call back the xml file, so that I can load the list of letters I need.
anyway, first things first, I'd need to retrieve the data from the usercontrols.
Here's the code in the form that contains quite everything:
public partial class SettingLetterInput : UserControl {
Dictionary<char, Actions> ListaLettere;
public SettingLetterInput() {
InitializeComponent();
}
private void SettingLetterInput_Load(object sender, EventArgs e) {
string path = Path.GetFullPath("Config.xml");
ListaLettere = Actions.GetFromXML(path);
listLetterBox1.Items.AddRange(
ListaLettere.Select(l => (object)l.Key).ToArray());
foreach (var a in Enum.GetValues(typeof(Actions.acts))) {
actionsBox.Items.Add(a);
}
}
private void AddActionBtn_Click(object sender, EventArgs e) {
if (actionsBox.Text != "") {
Actions.acts act = (Actions.acts)Enum.Parse(typeof(Actions.acts), actionsBox.Text);
AddRow(act, null);
} else {
MessageBox.Show("no action selected");
}
}
public void AddRow(Actions.acts act, object values) {
ActionRowCtrl arc;
#region switch per controls
switch (act) {
case Actions.acts.addPosition:
arc = new ActionRow_SizeCtrl(values);
arc.actNameLbl.Text = this.actionsBox.Text;
break;
case Actions.acts.changeColor:
arc = new ActionRow_ColorCtrl(values);
arc.actNameLbl.Text = this.actionsBox.Text;
break;
case Actions.acts.addCircle:
arc = new ActionRow_FormCtrl();
arc.actNameLbl.Text = this.actionsBox.Text;
break;
default:
arc = new ActionRowCtrl();
break;
}
#endregion
this.panel1.Controls.Add(arc);
positionRow();
}
public void positionRow() {
int lastTop = -1;
int lastHeight=0;
int rowN = 0;
foreach (ActionRowCtrl c in panel1.Controls) {
rowN++;
c.rowLbl.Text = rowN.ToString();
if (( rowN % 2 ) == 0)
c.BackColor = Color.White;
else
c.BackColor = Color.Bisque;
c.Top = 0;
if (lastTop > -1) {
c.Top = lastTop + lastHeight;
}
lastTop = c.Top;
lastHeight = c.Height;
}
}
public void deleteRow(ActionRowCtrl arc) {
this.panel1.Controls.Remove(arc);
arc.Dispose();
positionRow();
}
I recently "finished" a new project except there is a small problem. Im not getting my results back.
This project utilizes c# web services via a SOAP client along with Request and Response Classes. The project is designed to reserve something, in this demo, it reserves a seat in a cinema. However when the data is passed from the windows form client to the web service, nothing comes back. I recently stopped the project from freezing upon execution of the web method.
This is the method that calls the web service (The method signature is only temporary)
public void derp()
{
var client = new SampleServiceSoapClient();
var req = new GetReservationRequest();
req.row = row;
req.seat = seat;
req.name = textNameRequest.Text;
try
{
client.GetReservation(req);
}
catch (Exception err)
{
MessageBox.Show("Server Unavailable");
}
}
I am running this method on a seperate thread to stop crashing. The output of this method is supposed to come back through a response object and then i assign the values of said object to text boxes on the form. However, the data is lost before it returns.
The web method is as follows
[WebMethod]
public GetReservationResponse GetReservation(GetReservationRequest req)
{
object o = HttpContext.Current.Cache["Reservation"];
if(o == null)
{
o = reservedSeat;
}
else
{
reservedSeat = (bool[,])o;
}
GetReservationResponse resp = new GetReservationResponse();
string rowHolder = "A";
int rowRequest = req.row;
int seatCopy = 0;
bool emptySeat = false;
while (rowRequest < 12)
{
for (int seat = req.seat; seat < 16; seat++)
{
if (reservedSeat[req.row, seat])
{
//Loop back
}
else
{
emptySeat = true;
seatCopy = seat;
break;
}
}
if (reservedSeat[req.row, 15])
{
seatCopy = 0;
break;
}
}
switch (rowRequest)
{
case 1: rowHolder = "A";
break;
case 2: rowHolder = "B";
break;
case 3: rowHolder = "C";
break;
case 4: rowHolder = "D";
break;
case 5: rowHolder = "E";
break;
case 6: rowHolder = "F";
break;
case 7: rowHolder = "G";
break;
case 8: rowHolder = "H";
break;
case 9: rowHolder = "I";
break;
case 10: rowHolder = "J";
break;
case 11: rowHolder = "K";
break;
case 12: rowHolder = "L";
break;
default: rowHolder = "None Specified";
break;
}
int x = 0;
if (!reservedSeat[rowRequest, seatCopy])
{
reservedSeat[rowRequest, seatCopy] = true;
seatCopy++;
//resp.row = rowRequest;
x = seatCopy;
seatCopy--;
if (seatCopy.Equals(15))
{
rowRequest++;
}
}
resp.row = rowHolder;
resp.seat = x;
//row++
return resp;
}
I have no clue why the data is being lost before it comes back but some information would be amazing...
Where in this code rowrequest is incremented? It seems to me, that you have infinite loop here:
while (rowRequest < 12)
{
for (int seat = req.seat; seat < 16; seat++)
{
if (reservedSeat[req.row, seat])
{
//Loop back
}
else
{
emptySeat = true;
seatCopy = seat;
break;
}
}
if (reservedSeat[req.row, 15])
{
seatCopy = 0;
break;
}
}
I'm making a Windows Form Application with VS 2010. I've added a ProgressBar to my form, and I change its value. However, the ProgressBar does not advance or change. I think one of the reasons is because the process is too fast, but I made it slow and it didn't work either.
Here's the code:
void pn_TenPercentProgressEvent(object sender, PrimeNumberEventArgs e)
{
probarPrimeNumber.Visible = true;
probarPrimeNumber.Value = (int)e.Percent * 100;
this.Refresh();
}
this is the class that event occurs:
public ulong[] Generate(int count)
{
ulong[] ulngaryResult = new ulong[count];
switch (count)
{
case 0:
{
throw new Exception("The Zero is NOT Permitted.");
}
case 1:
{
ulngaryResult[0] = 2;
break;
}
case 2:
{
ulngaryResult[1] = 3;
goto case 1;
}
default:
{
int intIndex = 0;
double dblPercent = 0.1;
for (ulong i = 2; i < ulong.MaxValue; i++)
{
if (this.IsPrime(i))
{
ulngaryResult[intIndex] = i;
intIndex++;
}
if (intIndex == (int)(dblPercent * count))
{
//Raise TenPercentProgressEvent
if (TenPercentProgressEvent != null) //Optional Event
{
TenPercentProgressEvent((object)this, new PrimeNumberEventArgs(intIndex, count, dblPercent));
}
dblPercent += 0.1;
}
if (intIndex == count)
{
//Raise FinishedProgressEvent
if (FinishedProgressEvent != null) //Optional Event
{
FinishedProgressEvent((object)this, new PrimeNumberEventArgs(intIndex, count, dblPercent));
}
break;
}
}
break;
}
}
return ulngaryResult;
}
Try (int)(e.Percent * 100). As it is, casting to int before multiplying by 100 rounds to either 0 or 1 - which then translates into either 0% or 100%, all the time, but never in between.