Colliding picture boxes, random location not working - c#

I've been trying to make a array of images that are created randomly in a space, the thing is when they overlap, they are not changing they're location.
int number;
PictureBox[] X = new PictureBox[100];
public Form1()
{
InitializeComponent();
}
private void addX(int number)
{
Random randomNumber = new Random(DateTime.Now.Millisecond);
int x = randomNumber.Next(0, reprezentare.Height - 40);
int y = randomNumber.Next(0, reprezentare.Width - 40);
X[number] = new PictureBox();
X[number].Height = 41;
X[number].Width = 41;
X[number].SizeMode = PictureBoxSizeMode.Zoom;
X[number].Image = Properties.Resources.X;
if(number >= 1)
{
while (pictureBox1.Bounds.IntersectsWith(X[number - 1].Bounds)) x = randomNumber.Next(0, reprezentare.Height - 40);
while (pictureBox1.Bounds.IntersectsWith(X[number - 1].Bounds)) y = randomNumber.Next(0, reprezentare.Width - 40);
}
X[number].Location = new Point(x, y);
reprezentare.Controls.Add(X[number]);
number++;
richTextBox1.Text += x + " : " + y;
richTextBox1.Text += Environment.NewLine;
}
private void button1_Click(object sender, EventArgs e)
{
addX(number);
}
Does anyone know how to fix this?

Couple of issues. First, you have a variable number and a parameter number. Not good:
int number;
private void addX(int number)
Just change it to:
private void addX()
Secondly, you are only comparing against PictureBox1, so all of the PictureBoxes you are adding aren't checking the other PictureBoxes, so you can try something like this:
bool ok = false;
while (!ok) {
ok = true;
int x = randomNumber.Next(0, reprezentare.Width - 40);
int y = randomNumber.Next(0, reprezentare.Height - 40);
for (int i = 0; i < number; ++i) {
if (X[i].Bounds.IntersectsWith(new Rectangle(x, y, 41, 41))) {
ok = false;
break;
}
}
if (ok) {
X[number].Location = new Point(x, y);
}
}
reprezentare.Controls.Add(X[number]);
number++;
You would have to add a check to see if any space is still available or not to avoid the loop going to infinity.

Related

c# Statically update a control from a UI thread

Exception:
Controls created on one thread cannot be parented to a control on a different thread.
This thread explains nicely how to do it on the instance of the class, (uses this keyword) statics don't refer to the instance so I'm out of luck there.
The class where the calling function is not static, and is calling this function like this...
DrawPlane.drawPlane(ref pnl);
Also in the calling class, I used this naughty property to attempt to mitigate illegal cross-threading...
CheckForIllegalCrossThreadCalls = false;
The full class:
using System;
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
namespace Skork.ui {
class DrawPlane {
private static int numX;
private static int numY;
private static BackgroundWorker bg;
static DrawPlane() {
numX = 0;
numY = 0;
bg = new BackgroundWorker();
}
public static void drawPlane(ref Panel plane) {
bg.DoWork += Bg_DoWork;
bg.RunWorkerAsync(plane);
}
private static void Bg_DoWork(object sender, DoWorkEventArgs e) {
Panel plane = new Panel();
if (e.Argument is Panel) {
plane = (Panel) e.Argument;
} else {
throw new Exception("Object is not a panel!!" +
e.Argument.ToString());
}
plane.Controls.Clear();
numX = 0;
numY = 0;
Random rnd = new Random();
Size sz = plane.Size;
Point temp = new Point(0, 0);
const int sizeUnit = 4; // 4 pixels wide
bg.DoWork += Bg_DoWork; // add event
int x = 0;
for (int y = 0; y < sz.Height; y += sizeUnit * sizeUnit) {
temp.X = 0;
numY++;
for (x = 0; x < sz.Width; x += sizeUnit * (sizeUnit / 2)) {
if (x + temp.X < sz.Width) {
PictureBox unit = new PictureBox();
rnd = new Random(rnd.Next());
unit.Size = new Size(sizeUnit * sizeUnit, sizeUnit * sizeUnit);
unit.Location = new Point(x + temp.X, y + temp.Y);
unit.BackColor = Color.FromArgb(255, rnd.Next(255),
rnd.Next(255), rnd.Next(255));
unit.Click += Unit_Click;
plane.Controls.Add(unit);
temp.X += sizeUnit * 2;
temp.Y = 0;
numX++;
} else {
continue;
}
}
}
numX = numX / numY; // determine number of boxes on X-axis
}
private static void Unit_Click(object sender, EventArgs e) {
if (sender is PictureBox) {
PictureBox p = (PictureBox)sender;
MessageBox.Show(p.Location.ToString() + " = Number in x-axis " + numX + " - number in y-axis " + numY);
return;
}
throw new Exception("Not a picturebox for some reason. - " + sender.ToString());
}
}
}

Winforms FlowLayoutPanel remove unneeded spaces with autosize controls

I have FlowLayoutPanel with
AutoScroll = True
FlowDirection = LeftToRight
WrapContents = True
Added controls dynamically have same Width but AutoSize in Height. So the panel will be like this, which has vertical spaces between items. As the height of row managed by the greatest height of controls. So I want to remove these unneeded spaces, and the final result will be like this.
If there's no way to do it with FlowLayoutPanel, What's the proper idea to done it perfectly ?
Its a matrix and should be treated like a matrix.
my opinion is that Panel is more appropriate than a FlowLayoutpanel here.
please see my suggestion and output to achieve such a behavior.
clarification: this code needs improvements to be adapted to all possible cases but you can learn from it the basic idea how to deal with such problem.
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
Example();
}
// space beetween controls (top and right)
public int MarginSpace = 8;
// first element location
public Point StartPoint = new Point(10, 10);
private void Example()
{
var fixesWidth = 70;
List<Label> randomLables = new List<Label>();
Random rand = new Random();
// generate lables with random heights
for (int i = 1; i < 10; i++)
{
Label lr = new Label();
var randheight = rand.Next(60, 120);
lr.Size = new Size(fixesWidth, randheight);
lr.Text = i.ToString();
lr.BackColor = Color.Black;
lr.ForeColor = Color.White;
randomLables.Add(lr);
}
// check how many elements in one "column" (possible also to add right+left margin)
var cols = panel1.Width / fixesWidth;
// create matrix object to get locations of each label
MyMatrix m = new MyMatrix(cols, randomLables.Count, 15, 70, StartPoint);
m.SetMatrix(randomLables);
int counter = 0;
// pupulate all lables with the points from MyMatrix object
foreach (Point p in m.pointsMatrix)
{
randomLables[counter].Location = p;
panel1.Controls.Add(randomLables[counter]);
counter++;
}
}
}
class MyMatrix
{
private int Rows;
private int TotalElements;
private int Cols;
private int Margin;
private int ElementWidth;
private Point StartPoint;
public MyMatrix(int cols, int totalelements, int margin, int elementwidth, Point startingpoint)
{
this.Cols = cols;
this.TotalElements = totalelements;
this.Margin = margin;
this.ElementWidth = elementwidth;
this.StartPoint = startingpoint;
// calculate number of rows
Rows = totalelements / cols;
}
public List<Point> pointsMatrix = new List<Point>();
int cellCounter = 0;
public void SetMatrix(List<Label> Labels)
{
for (int i = 0; i < Rows; i++)
{
for (int j = 0; j < Cols; j++)
{
var x = StartPoint.X + j * (Margin + ElementWidth);
var y = StartPoint.Y;
if (cellCounter >= Cols)
{
// find the parallel cell in the row above
y = pointsMatrix[cellCounter - Cols].Y + Labels[cellCounter - Cols].Height + Margin;
}
else
{
// do nothing it is first row
}
Point p = new Point(x, y);
pointsMatrix.Add(p);
cellCounter += 1;
}
}
}
}
Output:

How do i access these arrays so that i can multiply inputted values in the diagonal?

If I inputted 5, it will generate a square matrix by 5 (5x5)
How do I multiply 1, 7, 13, 19, 25?
Is there any applicable algorithm for my code so I could multiply the diagonals or do i need to rewrite a new one?
public partial class Form1 : Form {
public int e = 0;
int Row = 0;
int Column = 0;
int YAxisPosition = 0;
int XAxisPosition = 0;
int Counter = 0;
int PositionalValue = 0;
TextBox[] MyTextBoxDimA = new TextBox[999999];
TextBox tbRow = new TextBox();
Button MyButton = new Button();
public Form1() {
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e) {
AutoScroll = true;
WindowState = System.Windows.Forms.FormWindowState.Maximized;
//GENERATING THE SIZE BUTTON
tbRow = new TextBox();
tbRow.Text = "5";
tbRow.Size = new Size(100, 10);
tbRow.Location = new Point(0, 0);
Controls.Add(tbRow);
//GENERATE MATRIX BUTTON
MyButton = new Button();
MyButton.Text = "GENERATE MATRIX";
MyButton.Size = new Size(200, 25);
MyButton.Click += new EventHandler(MyButton_Click);
MyButton.Location = new Point(0, 30);
Controls.Add(MyButton);
}
public void MyButton_Click(object sender, EventArgs ee) {
//CODE FOR GENERATING MATRIX A
e = 1;
PositionalValue = 1;
Counter = 1;
//POSITION
YAxisPosition = 60;
XAxisPosition = 0;
Row = Convert.ToInt32(tbRow.Text);
Column = Convert.ToInt32(tbRow.Text);
while (Row >= e) {
while (Column >= Counter) {
MyTextBoxDimA[PositionalValue] = new TextBox();
MyTextBoxDimA[PositionalValue].Location =
new Point(XAxisPosition, YAxisPosition); //coordinates (start)
MyTextBoxDimA[PositionalValue].Size = new Size(70, 10);
MyTextBoxDimA[PositionalValue].Text = Convert.ToString(PositionalValue);
Controls.Add(MyTextBoxDimA[PositionalValue]);
XAxisPosition = XAxisPosition + 100;
PositionalValue++;
Counter++;
}
YAxisPosition = YAxisPosition + 50;
Counter = 1;
e++;
XAxisPosition = 0;
}
}
}
If you are looking for an algorithm:
static void Main(string[] args)
{
int n = 5;
int ans = 1;
int current = 1;
for (int i = 1; i <= n; i++)
{
ans = ans * current;
current += n + 1;
}
Console.WriteLine(ans);
}
Just loop from zero to the size of the matrix. The index will be used to get each diagonal value (this code assumes that each textbox contains an integer and is not blank):
int matrixSize = 5;
int product = 1;
for (int i = 0; i < matrixSize; i++)
{
product *= int.Parse(MyTextBoxDimA[i,i].Text);
}

button event with validation and actions

I need help with the Check button. After a user adds all the 42 numbers in the textbox and enter a number from 0-9 in the "Enter number" area and clicks on the start button, next what he should do is run through the array of labels with the red label or lblCovece and he should collect the same values like the number enters before. And after he clicks on the Check button, the programme should first validate if the value that is selected with the red label is the same as the number entered. If is valid the label should turn green and than the result should appear in the label lblResultE(the result for example should be like this: if the number entered is 2, the result it is 2+2+2...)and if is not valid in the lblResultE we take out 10 points. That's what i did by now with some help.:) thank you.
namespace Seminarska
{
public partial class Form1 : Form
{
private Label l,l2,lblCovece,l4,lblResultE;
private Button bUp, bRight, bLeft, bDown, bCheck,bStart, bReset;
private TextBox txtVnes, txtGoal;
private Label[] pole;
public Form1()
{
InitializeComponent();
l2 = new Label();
l2.Text = " Enter one number";
l2.Location = new Point(230, 200);
l2.AutoSize = true;
l4 = new Label();
l4.Text = "Score";
l4.Location = new Point(240, 260);
l4.AutoSize = true;
lblResultE = new Label();
lblResultE.Location = new Point(350, 260);
lblResultE.AutoSize = true;
bLeft = new Button();
bLeft.Location = new Point(0, 250);
bLeft.Width=75;
bLeft.Height = 25;
bLeft.Text = "LEFT";
bCheck = new Button();
bCheck.Location = new Point(75, 250);
bCheck.Width = 75;
bCheck.Height = 25;
bCheck.Text = "Check";
bRight = new Button();
bRight.Location = new Point(150, 250);
bRight.Width = 75;
bRight.Height = 25;
bRight.Text = "RIGHT";
bUp = new Button();
bUp.Location = new Point(75, 220);
bUp.Width = 75;
bUp.Height = 25;
bUp.Text = "UP";
bDown = new Button();
bDown.Location = new Point(75, 280);
bDown.Width = 75;
bDown.Height = 25;
bDown.Text = "DOWN";
bStart = new Button();
bStart.Location = new Point(240, 165);
bStart.Width = 75;
bStart.Height = 25;
bStart.Text = "START";
bReset = new Button();
bReset.Location = new Point(320, 165);
bReset.Width = 75;
bReset.Height = 25;
bReset.Text = "RESET";
txtVnes = new TextBox();
txtVnes.Location = new Point(240, 10);
txtVnes.Width = 160;
txtVnes.Height = 130;
txtVnes.Multiline = true;
txtGoal = new TextBox();
txtGoal.Width = 75;
txtGoal.Height = 25;
txtGoal.Location = new Point(330, 200);
lblCovece = new Label();
lblCovece.Location = new Point(160,165);
lblCovece.Width = 20;
lblCovece.Height = 20;
lblCovece.TextAlign = ContentAlignment.MiddleCenter;
lblCovece.Text = "O";
lblCovece.BackColor = Color.FromArgb(255, 0, 0);
int a = 0;
pole = new Label[42];
this.Controls.Add(lblCovece);
for (int i = 1; i <= 6; i++)
{
for (int j = 1; j <= 7; j++)
{
l = new Label();
l.Name = "label" + i.ToString() + j.ToString();
l.Text = "Z";
l.Width = 20;
l.Height = 20;
l.TextAlign = ContentAlignment.MiddleCenter;
l.Parent = this;
l.BackColor = Color.FromArgb(100, 149, 237);
l.Location = new Point(10 + (j - 1) * 25, 15 + (i - 1) * 25);
pole[a] = l;
this.Controls.Add(l);
a++;
}
}
this.Width = 460;
this.Height = 380;
this.Controls.Add(l2);
this.Controls.Add(l4);
this.Controls.Add(lblResultE);
this.Controls.Add(lblTimeE);
this.Controls.Add(bStart);
this.Controls.Add(bReset);
this.Controls.Add(txtGoal);
this.Controls.Add(txtVnes);
this.Controls.Add(bUp);
this.Controls.Add(bLeft);
this.Controls.Add(bRight);
this.Controls.Add(bDown);
this.Controls.Add(bCheck);
bStart.Click+=new EventHandler(bStart_Click);
bUp.Click+=new EventHandler(bUp_Click);
bDown.Click+=new EventHandler(bDown_Click);
bLeft.Click+=new EventHandler(bLeft_Click);
bRight.Click+=new EventHandler(bRight_Click);
bCheck.Click+=new EventHandler(bZemaj_Click);
bReset.Click+=new EventHandler(bReset_Click);
}
private void bStart_Click(object sender, EventArgs e)
{
string Str = txtGoal.Text.Trim();
int Num;
bool isNum = int.TryParse(Str, out Num);
if (isNum && Str.Length == 1)
{
string[] ts = txtVnes.Text.Split(
new string[] { "\r\n" },
StringSplitOptions.RemoveEmptyEntries);
int row = 0;
for (int i = 0; i < ts.Length && row < 6; i++)
{
if (LineIsValid(ts[i]))
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = ts[i][2 * col].ToString();
}
row++;
}
}
for (; row < 6; row++)
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = "Z";
}
}
}
else
{
MessageBox.Show("Invalid Input");
}
}
private static Regex regex = new Regex(#"^(\s)*(\d ){6}\d(\s)*$");
private static bool LineIsValid(string line)
{
return regex.IsMatch(line);
}
private void bReset_Click(object sender, EventArgs e)
{
txtVnes.Clear();
string[] ts = txtVnes.Text.Split(new string[] { "\r\n" },
StringSplitOptions.RemoveEmptyEntries);
int row = 0;
for (int i = 0; i < ts.Length && row < 6; i++)
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = "Z";
pole[row * 7 + col].BackColor=Color.FromArgb(100, 149, 237);
}
row++;
}
for (; row < 6; row++)
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = "Z";
pole[row * 7 + col].BackColor = Color.FromArgb(100, 149, 237);
}
}
txtGoal.Clear();
lblCovece.Location=new Point(160,165);
}
private void bUp_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X, lblCovece.Location.Y -
25);
}
private void bDown_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X, lblCovece.Location.Y +
25);
}
private void bLeft_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X - 25,
lblCovece.Location.Y);
}
private void bRight_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X + 25,
lblCovece.Location.Y);
}
private void bCheck_Click(object sender, EventArgs e)
{
}
private void Form1_Load(object sender, EventArgs e)
{
}
}
}
What makes your programm complicated and difficult to understand, is that you mix game logic with display logic.
I suggest you to redesign your game. It could look something like this:
public enum State
{
Empty, // Displays "Z"
Neutral, // Blue
Good, // Green
Bad // Red
}
public class Square
{
public int Number { get; set; }
public State State { get; set; }
}
public class Game
{
public const int Width = 7, Height = 6;
public Game()
{
Board = new Square[Width, Height];
}
public event EventHandler GameChanged;
public Square[,] Board { get; private set; }
public int CurrentX { get; private set; }
public int CurrentY { get; private set; }
public void Reset()
{
for (int x = 0; x < Width; x++) {
for (int y = 0; y < Height; y++) {
Board[x, y].State = State.Empty; // Always displayed in blue as "Z"
}
}
OnGameChanged();
}
public void MoveLeft()
{
if (CurrentX > 0) {
CurrentX--;
OnGameChanged();
}
}
public void MoveRight()
{
if (CurrentX < Width - 1) {
CurrentX++;
OnGameChanged();
}
}
// and so on
private void OnGameChanged()
{
EventHandler eh = GameChanged;
if (eh != null) {
eh(this, EventArgs.Empty);
}
}
}
In the form I would define pole to be a matrix as well (like the board). I show only a few relevant parts of the form code, to give you an idea of what I mean:
public class Form1 : Form
{
private Game game;
private Label[,] pole;
public Form1()
{
game = new Game();
game.GameChanged += new EventHandler(Game_GameChanged);
pole = new Label[Game.Width, Game.Height];
// Intialize pole.
// ...
}
void Game_GameChanged(object sender, EventArgs e)
{
for (int x = 0; x < Game.Width; x++) {
for (int y = 0; y < Game.Height; y++) {
Square square = game.Board[x, y];
Label label = pole[x,y];
switch (square.State) {
case State.Empty:
label.BackColor = Color.Blue;
label.Text = "Z";
break;
case State.Neutral:
label.BackColor = Color.Blue;
label.Text = square.Number.ToString();
break;
case State.Good:
label.BackColor = Color.Green;
label.Text = square.Number.ToString();
break;
case State.Bad:
label.BackColor = Color.Red;
label.Text = square.Number.ToString();
break;
default:
break;
}
}
}
// Place lblCovece according to game.CurrentX and game.CurrentY
// ...
}
private void bReset_Click(object sender, EventArgs e)
{
game.Reset();
}
private void bLeft_Click(object sender, EventArgs e)
{
game.MoveLeft();
}
private void bRight_Click(object sender, EventArgs e)
{
game.MoveRight();
}
}
Note how the Game class tells the form when changes happen through the event GameChanged. The form then updates the game display. In the game class, you can now concentrate on the game logic and do not have to deal with buttons and labels. You can also work with logical coordinates in the range [0..6] and [0..5] of the game board. This is easier than working with pixels. You delegate all the pixel calculations to the form.
My example is not complete, but when you try to implement it, you will see that it will be much easier to think about how the logic of the game should work.
Add an int score;
private void bCheck_Click(object sender, EventArgs e)
{
bool found = false;
foreach (Label l in pole)
{
if (l.Location == lblCovece.Location && l.Text == txtGoal.Text)
{
l.BackColor = Color.Green;
score += int.Parse(l.Text);
lblResultE.Text = score.ToString();
found = true;
}
}
if (!found)
{
score -= 10;
lblResultE.Text = score.ToString();
}
}

Event of RadioButtons

It's my problem.
I have a few RadioButtons. If i click on first Radiobutton on form create TextBox, if click on second - create second TextBox and if i click again on first RadioButton, again one TextBox,is it possible?
Give me idea, please.
And without property visible.
There isn't much point in dynamically creating and destroying controls here. It is just a headache, ensuring the position, size and tab order is correct. Just make the text box visible if you like the choice:
private void radioButton2_CheckedChanged(object sender, EventArgs e) {
textBox1.Visible = radioButton2.Checked;
}
Set the textbox' Visible property to False in the designer.
Try something like this (this is only one of them):
TextBox t;
private void radio_CheckedChanged(object sender, System.EventArgs e)
{
if (radio.Checked) {
t = new TextBox();
t.Top = radio.Top;
t.Left = radio.Left + radio.Width;
this.Controls.Add(t);
t.Show();
} else {
if (t!=null)t.Dispose();
}
}
See Only foreach and void TextBoxes.
using System;
using System.Text;
using System.Windows.Forms;
using System.Drawing;
class MyForm : Form
{
private const int
HeightTextBox = 40, WidthTextBox = 25, //размер textboxes
DistanceBetweenTexBoxHeight = 25, DistanceBetweenTexboxWigth = 25; //растояние между ними
private int DimentionalTextBox = 3;
private const int
RadioButtonNumbers = 3, // количество радио кнопок
DistanceBetweenRadiobutton = 50,
RadioButtonFirstGroupStartPositionX = 5,
RadioButtonSecondGroupStartPositionX = 0,
RadioButtonFirstGroupStartPositionY = 0,
RadioButtonSecondGroupStartPositionY = 0,
RadioButtonSize = 25;
public MyForm()
{
//Size of window
ClientSize = new System.Drawing.Size(7 * HeightTextBox + 8 * DistanceBetweenTexBoxHeight,
7 * WidthTextBox + 8 * DistanceBetweenTexboxWigth);
//Create RaioButton
int x = RadioButtonFirstGroupStartPositionX;
int y;
RadioButton[] DimRadioButtons = new RadioButton[RadioButtonNumbers];
for (int i = 0; i < RadioButtonNumbers; i++)
{
DimRadioButtons[i] = new RadioButton();
DimRadioButtons[i].Name = "RadioButton" + (i + 2);
DimRadioButtons[i].Text = Convert.ToString(i + 2);
DimRadioButtons[i].SetBounds(x, RadioButtonFirstGroupStartPositionY, RadioButtonSize, RadioButtonSize);
x += DistanceBetweenRadiobutton;
Controls.Add(DimRadioButtons[i]);
}
//Watch dimention
// And catch even click on RadioButton
foreach (var a in this.Controls)
{
if (a is RadioButton)
{
if (((RadioButton)a).Checked)
{
DimentionalTextBox = Convert.ToInt16(((RadioButton)a).Text);
((RadioButton)a).Click += new EventHandler(this.TextBoxes);
}
}
}
}
// Create-Delete TextBoxes
private void TextBoxes(object sender, EventArgs e)
{
RadioButton rb_click = (RadioButton)sender;
int x = RadioButtonFirstGroupStartPositionX;
int y = 30;
int dim = Convert.ToInt16(rb_click.Text);
TextBox[,] MatrixTextBoxes = new TextBox[dim, dim];
for (int i = 0; i < dim; i++)
{
for (int j = 0; j < dim; j++)
{
MatrixTextBoxes[i, j] = new TextBox();
MatrixTextBoxes[i, j].Top = rb_click.Top;
MatrixTextBoxes[i, j].Name = "MatrixTextBox" + i + j;
MatrixTextBoxes[i, j].Text = i + " " + j;
MatrixTextBoxes[i, j].SetBounds(x, y, WidthTextBox, HeightTextBox);
x += DistanceBetweenTexboxWigth;
this.Controls.Add(MatrixTextBoxes[i, j]);
MatrixTextBoxes[i, j].Show();
}
y += DistanceBetweenTexBoxHeight;
x = RadioButtonFirstGroupStartPositionX;
}
}
}
class MyClassMain : MyForm
{
public static void Main()
{
Application.Run(new MyClassMain());
}
}

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