Re-evaluate all values in xaml page calculated by a markup-extension - c#

In a xamarin app on a xaml page I am loading localized strings using a xaml extension (the details are described here). For example:
<Label Text={i18n:Translate Label_Text}/>
Now, I want the user to be able to change the language of the app at runtime (using a picker). If that happens, I want to change the language immediately.
Can I somehow reload all translated texts?
I could delete all pages and recreate them, but I am trying to avoid that.
I could also bind all localised texts to strings in the pages model. But that is a lot of unnecessary code for truly static strings.

Unfortunately you cannot force controls set up with markup extensions in XAML to reevaluate their properties using those extensions - the evaluation is only done once upon parsing XAML file. What basically happens behind the scenes is this:
Your extension is instantiated
ProvideValue method is called on the created instance and the returned value is used on the target control
The reference to the created instance is not stored (or is a weak reference, I'm not sure), so your extension is ready for GC
You can confirm that your extension is only used once by defining a finalizer (desctructor) and setting a breakpoint in it. It will be hit soon after your page is loaded (at least it was in my case - you may need to call GC.Collect() explicitly). So I think the problem is clear - you cannot call ProvideValue on your extension again at an arbitrary time, because it possibly no longer exists.
However, there is a solution to your problem, which doesn't even need making any changes to your XAML files - you only need to modify the TranslateExtension class. The idea is that under the hood it will setup proper binding rather than simply return a value.
First off we need a class that will serve as a source for all the bindings (we'll use singleton design pattern):
public class Translator : INotifyPropertyChanged
{
public string this[string text]
{
get
{
//return translation of "text" for current language settings
}
}
public static Translator Instance { get; } = new Translator();
public event PropertyChangedEventHandler PropertyChanged;
public void Invalidate()
{
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(Binding.IndexerName));
}
}
The goal here is that Translator.Instance["Label_Text"] should return the translation that your current extension returns for "Label_Text". Then the extension should setup the binding in the ProvideValue method:
public class TranslateExtension : MarkupExtension
{
public TranslateExtension(string text)
{
Text = text;
}
public string Text { get; }
public override object ProvideValue(IServiceProvider serviceProvider)
{
var binding = new Binding
{
Mode = BindingMode.OneWay,
Path = new PropertyPath($"[{Text}]"),
Source = Translator.Instance,
};
return binding.ProvideValue(serviceProvider);
}
}
Now all you need to do is to call Translator.Instance.Invalidate() every time the language is changed.
Note that using {i18n:Translate Label_Text} will be equivalent to using {Binding [Label_Text], Source={x:Static i18n:Translator.Instance}}, but is more concise and saves you the effort of revising your XAML files.

I'd tried to implement #Grx70's great proposed solution, but some of the classes and properties the example used are internal to Xamarin so couldn't be used in that way.
Picking up on their last comment though, was the clue to get it working, though not quite as elegantly as initially proposed, we can do this:
public class TranslateExtension : IMarkupExtension<BindingBase>
{
public TranslateExtension(string text)
{
Text = text;
}
public string Text { get; set; }
object IMarkupExtension.ProvideValue(IServiceProvider serviceProvider)
{
return ProvideValue(serviceProvider);
}
public BindingBase ProvideValue(IServiceProvider serviceProvider)
{
var binding = new Binding
{
Mode = BindingMode.OneWay,
Path = $"[{Text}]",
Source = Translator.Instance,
};
return binding;
}
}
and this the Translator class as initially proposed, but reproduced here for clarity with the GetString call:
public class Translator : INotifyPropertyChanged
{
public string this[string text]
{
get
{
return Strings.ResourceManager.GetString(text, Strings.Culture);
}
}
public static Translator Instance { get; } = new Translator();
public event PropertyChangedEventHandler PropertyChanged;
public void Invalidate()
{
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(null));
}
}
Then as the original post suggested, instead of binding text with:
{i18n:Translate Label_Text}
Bind
{Binding [Label_Text], Source={x:Static i18n:Translator.Instance}}
I'd hit this right at the end of a project (adding the multiple languages), but using Visual Studio Community and Search/Replace with RegEx, the binding can be replaced across the project, replacing:
\{resources:Translate (.*?)\}
with:
{Binding [$1], Source={x:Static core:Translator.Instance}}
NOTE: The Regex assumes the 'resources' namespace for the original Translate macro, and 'core' namespace for the Translator class, you may have to update as appropriate.
I appreciate this is a small tweak to #Grx70's otherwise great solution (I'm standing on the shoulders of giants with this one), but I'm posting this here for any that follow with the same problem of getting this working.

Related

How to modify comments in C# Designer.cs file

I'm currently making a custom control, and some of the properties are generating these weird blank comments when VS writes the Designer.cs file. Example:
//
// myControl
//
this.myControl.Name = "myControl";
this.myControl.Property = 30;
this.myControl.OtherProperty = 20;
//
//
//
this.myControl.Options1.Name = null;
this.myControl.Options1.Option = "example";
//
//
//
this.myControl.Options2.Name = null;
this.myControl.Options2.SomeProperty = 50;
this.myControl.Options2.SomeEvent += new System.EventHandler(this.myControl_Options2_SomeEvent);
this.myControl.OtherProperty = 10;
Does anybody know what's causing these blank comments? I'd prefer no comments at all, but if I can at least have the name "myControl.Options1" shown that would be acceptable.
Here is the rough structure of my classes (although very simplified):
[ToolboxItem(false)]
public class Options : IComponent
// I implement IComponent so this class appears in the Properties window nicely. Not sure why exactly it works though.
{
#region Implement IComponent
public ISite Site { get; set; }
public void Dispose()
{
// Nothing needs to be disposed
Disposed?.Invoke(this, EventArgs.Empty);
}
public event EventHandler Disposed;
#endregion
}
public partial class MyControl : UserControl
{
#region Options
[DesignerSerializationVisibility(DesignerSerializationVisibility.Content)]
public Options Options1 { get; private set; }
[DesignerSerializationVisibility(DesignerSerializationVisibility.Content)]
public Options Options2 { get; private set; }
public MyControl
{
Options1 = new Options();
Options2 = new Options();
}
#endregion
}
Any ideas would be very helpful! I haven't been able to find this problem anywhere else online. My assumption is that I'm misusing the IComponent interface, but I'm not sure how to fix it.
Those comments are automatically generated and have no impact on the output binary. When you compile, they'll all be dropped, so you needn't worry about bloat or anything like that. For maintainability, other developers should be directed to the designer, not the outputted code. Their edits won't be preserved if someone makes a change in the designer.
I suggest ignoring what's actually emitted by the designer entirely. It's not really meant to be edited- useful to view what source actually gets created from the designer, though.
That is the default behavior of the ComponentCodeDomSerializer when serializing the component name.
You can derive from the ComponentCodeDomSerializer and override Serialize, call the base class, then remove the CodeCommentStatement objects from the returned CodeStatementCollection.
What you have linked, looks a bit weird. Well the commenting system works as follow:
Your auto generated designer 'Methods' will be signed with an xml comment which describes their behavior.
It also writes comments to define Which control properties are being set on the current block.
in your case:
//
// myControl
//
this.myControl.Name = "myControl";
this.myControl.Property = 30;
this.myControl.OtherProperty = 20;
the 'myControl' means there is a control named 'myControl' that the following lines are setting it's properties.
As u said u r gonna ship this control. I think event these short nonsense comments are useful.
Edit: Nevermind, this doesn't work. It seemed like it was working until I used the control elsewhere and the problem came back up.
I found that adding the following attribute to my options class worked for me:
[ToolboxItem(false)]
[DesignerSerializer(typeof(CodeDomSerializer), typeof(CodeDomSerializerBase))]
public class Options : IComponent
{
...
}

WPF await variable change then Update UI

Say I have a class that receives data over a TCP stream, parses it and changes it's properties accordingly.
public static class SomeClass
{
static bool myBool;
static string myMessage;
public static void ToggleBool()
{
myBool = !myBool;
// Do some other stuff here
}
public static UpdateMessage(string message)
{
System.Diagnostics.Debug.WriteLine(message);
ProcessMessage(message);
myMessage = message;
}
}
Now what I want to do is have a WPF "Debugging Window" that will visually display the settings. I want to basically run a loop that updates parts of the window accordingly.
Something like:
public partial class LogWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
public Async Task UpdateUI()
{
while(checkForUpdates)
{
myCheckbox.IsChecked = await SomeClass.UpdatedBoolValue();
string newMessage = await SomeClass.NewMessageRCVD();
txtBox.Append(newMessage);
}
}
}
But that has 2 obvious issues. One, I have no idea how I would make a function that doesn't burn CPU by constantly checking with a while loop. I imagine I could use a getter/setter approach though. Two, I have to update both in order for that loop to run again.
What's the best approach to this? How do update just the parts of the UI that need to be updated?
EDIT: Similar question: Write an Async method that will await a bool
Depends on how complex a implementation/your needs are.
From your example if you made SomeClass implement INotifyPropertyChanged you could easily attach a WPF window to it, and through binding the window would update automatically without any form of a loop.
If your talking about multiple classes and you want to have them all display the property information in the same window, your best bet would probably be to create a queue. In each property you wish to keep track of have the setter write to the queue. (global or singleton) Then you can easily front that information in a window, or multiple via an Observer pattern. Can also set it up to it never writes to the queue in production, or with conditional compile statements production wouldn't even have the code if that is your desire.
The best way to do this is with data binding.
So we need to first define where our data is coming from. This is called the Context. This is going to come from a ViewModel which is an MVVM term. If you aren't aware of MVVM, don't worry, this can just come from any class you have. In the backend .xaml.cs code we need to add the class to our windows's DataContext. Here's what that looks like:
public partial class DebugView : Window
{
public DebugView()
{
InitializeComponent();
DataContext = new DebugViewModel();
}
}
And in our WPF's XAML file for the window we will have a label and textbox that is defined as such:
<Label Content="{Binding ClientCount, FallbackValue='Clients: 00'}" ... />
<TextBox Text="{Binding Port, UpdateSourceTrigger=PropertyChanged}" ... />
The text of a label is it's "content" while the text of a textbox is just "text." We add the binding keyword in there and now the text for each will be linked to the variables ClientCount and Port, repstively. So our DebugViewModel class will look like this at first:
private string _ClientCount;
public string ClientCount
{
get { return _ClientCount; }
set { _ClientCount= value; RaisePropertyChanged("ClientCount"); }
}
private string _Port;
public string Port
{
get { return _Port; }
set { _Port= value; RaisePropertyChanged("Port"); }
}
Now you don't have a Function called RaisePropertyChanged() so what I did (and I think is common practice) was I made a base class that implements the INotifyPropertyChanged and handles all the work there.
So our base class, called BaseViewModel will inherit from the INotifyPropertyChanged class, and setup everything for us. That just looks like this (feel free to just copy paste and use as is):
using System.ComponentModel;
public class BaseViewModel : INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
internal void RaisePropertyChanged(string prop)
{
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(prop));
}
// Other functions we want all ViewModels to have
}
and so then our DebugViewModel class will look like such:
public class ServerViewModel : BaseViewModel
{
private string _ClientCount;
public string ClientCount
{
get { return _ClientCount; }
set { _ClientCount= value; RaisePropertyChanged("ClientCount"); }
}
private string _Port;
public string Port
{
get { return _Port; }
set { _Port= value; RaisePropertyChanged("Port"); }
}
public DebugViewModel()
{
// Initialize to default values
ClientCount = $"Clients {server.clientCount}";
Port = $"{server.port}";
}
// Rest of code
}
And then when you start your program it will autopopulate the fields and you when you change the data in the textbox, the string will change, and vice versa. The UpdateSourceTrigger=PropertyChanged part of our XAML declaration makes it so that the variable is updated as soon as the data in the textbox is changed (default behavior is when the textbox loses focus. e.g. you tab to the next textbox or you click away).
This is pretty cool because you can validate input dynamically as it's typed, as well as not having to worry about switching to the UI thread to update the UI, and IMO makes the code look simpler just by having it bound like this.

Custom control / UIView in Xamarin.iOS with design-time properties

I am creating a user interface for an iOS app and I am looking for the correct way to create a reusable custom control. I got it generally working when running the app, but at design time setting my "exported" properties has no visible effect in the designer. I think I am doing something fundamentally wrong, so perhaps someone could give me guidance
What I am doing:
I have created a subclass of UIControl.
In the constructor I call an Initialize method.
In the Initialize method, I add several subviews and constraints to layout them within my control
Here is some hollowed out code that shows the above:
[Register("RangedValueSelector"), DesignTimeVisible(true)]
public sealed class RangedValueSelector : UIControl
{
public RangedValueSelector(IntPtr p)
: base(p)
{
Initialize();
}
public RangedValueSelector()
{
Initialize();
}
public int HorizontalButtonSpacing
{
get { return _horizontalButtonSpacing; }
set
{
_horizontalButtonSpacing = value;
}
}
[Export("LabelBoxVerticalInset"), Browsable(true)]
public int LabelBoxVerticalInset
{
get
{
return _labelBoxVerticalInset;
}
set
{
_labelBoxVerticalInset = value;
}
}
private void Initialize()
{
//Code that creates and add Subviews
//Code that creates and add the required constraints, some of which should depend on the design time properties
}
}
So the control works perfectly fine if I set the exported properties via the designer, however they do not have an immediate effect in the designer itself.
What is the suggested way of having design-time settable properties that change the constraint values? I would like to avoid having to recreate all the subviews each time someone in the code or in the designer sets a property.
You are missing constructor with RectangleF which is used by designer.
public RangedValueSelector(RectangleF bounds):base(bounds){}
The rest seems to be correct.

Property Getters and Setters when implementing INotifyPropertyChanged?

I am trying to implement INotifyPropertyChanged for a lot of classes, and each of these classes have lots and lots of properties. I have been following this MSDN documentation for how to implement INofifyPropertyChanged, but their instructions don't seem to be practical in cases where a class has many many properties.
Currently most of my properties use the short hand:
public DateTime? DateClosed { get; set; }
But the documentation says that i need to add the following to each setter method:
// Call OnPropertyChanged whenever the property is updated
OnPropertyChanged("DateClosed");
This means that I then need to declare a body for the get method and declare private variables to handle the actual getting and setting of properties. Like this:
private DateTime? _dateOfIncident = null;
public DateTime? DateClosed
{
get { return _dateOfIncident; }
set
{
_dateOfIncident= value;
// Call OnPropertyChanged whenever the property is updated
OnPropertyChanged("DateClosed");
}
}
Does anyone know a way around this?
A few classes can easily be changed to implement INotifyPropertyChanged. But since you state you have a lot of classes with a lot of properties, it's a real burden to get this done manually or even with templates.
What you really need is a tool that does it for you, so I present you Fody and it's NotifyPropertyChanged plugin. What Fody does is weave some extra code in between your code at compile time. The only thing you have to do is add a single attribute on the classes you want to implement INotifyPropertyChanged and the rest is done for you.
[ImplementPropertyChanged]
public class Person
{
public string GivenNames { get; set; }
public string FamilyName { get; set; }
public string FullName
{
get
{
return string.Format("{0} {1}", GivenNames, FamilyName);
}
}
}
I'm not sure you're going to find a workaround here. Auto-properties, as you're using them now, are really just a compiler shorthand that get's converted to full properties with a backing field eventually anyway (at least, as I understand it).
The use of INPC is a routine that's sorta separate and apart from the duty of a normal property. It's notifying subscribers (usually, your view XAML) that the property in question has changed or is changing.
tl;dr -- you're not going to get around having to rewrite autoproperties to full properties with backing fields. But toolkits like MVVMLight have some great Visual Studio code snippets to make this relatively fast. Eventually you can even do this:
private string _someString;
public string SomeString
{
get { return _someString;}
set
{
//Set returns bool, so you can trigger other logic on it!
Set(() => SomeString, ref _someString, value);
}
}
This gives you some neat features:
Strong naming (unlike the magic string in your example)
Set only triggers INPC event if the value is different
Set returns boolean so you can perform more action if the value changed
MVVMLight is nice in that you don't have to use all its features, or even implement MVVM pattern. It just has a lot of nice 'tools' you can leverage.
There are a lot of patterns to do it, or you can buy a tool like PostSharp that will do it for you.
For example, here is one method of doing it:
public abstract class BaseNotifyPropertyChanged : INotifyPropertyChanged
{
private Dictionary<string, object> _valueStore = new Dictionary<string, object>();
public event PropertyChangedEventHandler PropertyChanged;
protected T Get<T>([CallerMemberName]string property = null)
{
object value = null;
if (!_valueStore.TryGetValue(property, out value))
return default(T);
return (T)value;
}
protected void Set<T>(T value, [CallerMemberName]string property = null)
{
_valueStore[property] = value;
OnPropertyChangedInternal(property);
}
protected void OnPropertyChanged([CallerMemberName]string property = null)
{
OnPropertyChangedInternal(property);
}
private void OnPropertyChangedInternal(string propertyName)
{
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
}
}
Which you then inherit from your classes:
public class PlainOldObject : BaseNotifyPropertyChanged
{
public int MyProperty
{
get { return Get<int>(); }
set { Set(value); }
}
}
Which takes care of the backing store and everything for you. You may want to add logic to only call the OnPropertyChangedInternal if the property actually changed (compare references or value), but I'll leave that as an exercise for you.
Simply use the Observable Object class. Instead of creating a DateTime property, you'd create an ObservableObject<DateTime> and you would just bind to DateClosed.Value.

How to make a User control property of type Collection<MyClass> editable in Form Designer?

Today at work, I stumbled upon a problem that was driving me nuts.
Basically my goal is this:
I have a UserControl1, with a field of the type Collection<Class1> and a corresponding property Collection<Class1> Prop. Like this:
public class UserControl1 : UserControl
{
private Collection<Class1> field = null;
// later changed to:
//private Collection<Class1> field = new Collection<Class1>();
[Category("Data")]
[DefaultValue(null)]
[Description("asdf")]
public Collection<Class1> prop
{
get { return field; }
set { field = value; }
}
}
// later added:
//[Serializable]
public class Class1
{
private bool booltest; public bool Booltest { get...set...}
private int inttest; public int Inttest { get...set...}
}
If you already know what I screwed up: no need to read the rest. I am going to describe what exactly I did.
Now I put the UserControl onto a random Form and change the Prop property. A generic "Collection Editor" appears, like the one used for the columns and groups in a listview control. I can enter data as expected. However, when I click OK, the data is gone.
It took me over hour to figure out that I actually have to instantiate my field: private Collection<MyClass> field = new Collection<MyClass>();. Very good, only that the designer entered superspazzing mode. Cascading nightmare error message that can be reduced to: "You must put [Serializable] before your Class1." After doing that I could actually put my UserControl1 on the Form again.
But that only works once. When opening the designer of the Form where I use the UserControl1 after editing something, it gives me an error:
Object of type 'userctltest.Class1[]' cannot be converted to type 'userctltest.Class1[]'.
Well. The Error List says:
Warning: ResX file Object of type 'userctltest.Class1[]' cannot be converted to type 'userctltest.Class1[]'. Line 134, position 5. cannot be parsed.
The designer tries to fetch the Property's data from the resx file. Removing the resx file "solves" that exactly once.
The Form can now be displayed again, with my UserControl1. The Collection property is editable, and it is being saved. It actually works. Once. Whenever I change something and then try to open the Form's designer again, the above error occurs again. I can delete the resx file, but that will of course also delete my data.
Relevant resources that helped me so far (among a ton of not so helpful search results):
http://www.codeproject.com/Answers/190675/Usercontrol-with-custom-class-property#answer1
http://www.codeproject.com/KB/cs/propertyeditor.aspx
http://www.csharpfriends.com/Articles/getArticle.aspx?articleID=94
http://msdn.microsoft.com/en-us/library/system.runtime.serialization.iserializable.aspx
(I also tried implementing ISerializable and overriding GetObjectData with
{ info.AddValue("testbool", testbool); info.AddValue("testint", testint); }
didn't help either (I also tried the property names instead of the field names))
Sorry for writing this like a bad horror novel btw.
What you want is a design time support with CodeDom serialization. You do not need SerializableAttribute or ISerializable, those are for binary serialization.
Since you want to serialize the collection, you must tell the designer to serialize it as such. That is done with the DesignerSerializationVisibiliby attribute - value of Content tells the designer to serialize property contents rather than property itself. Contents of the property should of course be CodeDom serializable, which simple classes with simple properties are by default.
So if you change your UserControl1 class like this:
public class UserControl1 : UserControl
{
private Collection<Class1> field = new Collection<Class1>();
[Category("Data")]
[Description("asdf")]
[DesignerSerializationVisibility(DesignerSerializationVisibility.Content)]
public Collection<Class1> prop
{
get { return field; }
}
}
... it should do the trick. Oh and collection properties are usually not writeable, although that is not mandatory. But serializer expects the collection property to be initialized, that is why you had to add initialization for the field.
Another note, if you do not want that your property is marked with bold in the property editor, you can specify a more complex "default value" through a special method ShouldSerializePropertyName, which can even be private. Like so:
private bool ShouldSerializeprop()
{
return (field.Count > 0);
}
Now your property will only be bold when it is not empty. But I digress, this was not a question :)
The perfect exemple is this:
public partial class SCon : UserControl
{
public SCon()
{
InitializeComponent();
if (Persoanas == null)
{
Persoanas = new List<Persoana>();
}
}
[DesignerSerializationVisibility(DesignerSerializationVisibility.Content)]
public List<Persoan> Persoanas { get; set; }
}
[Serializable]
public class Persoan
{
public int Id { get; set; }
public String Name { get; set; }
}
Just change Collection<> to List<>

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