Syntax Highlighting in a RichTextBox without using Select Methods - c#

Hi I just started a little hobby project.
The goal is to write a very simple dev environment including an editor with simple syntax highlighting.
I did tackle this years before as a rookie VB coder with little understanding what I was acutally doing. So I found my old project (batch file editor) and went through the code.
What I did back then was looping trough the RTB Text and looking for keywords. When I had found one I set the cursor poistion to the word select it and use the SelectionColor property to change the color then reset the cursor to its previous location.
This solution seemed pretty messy to me at first. And it obviously is. For example if you want to be able to process files and not limit the size you need to relieve stress and the algorithm which searches through the text. Doing this by using another thread may cause the cursor to jump to unwanted locations while the user is typing which could cause a definitely unwanted effect... So I went online searching for other solutions but as it seems there are pretty much no other approaches out.
So I thought before starting to rewrite a complete own TextBox supporting this I might ask here if anyone knows a good solution to this. Preferably without using any libraries not included into .Net but I'm starting to take this into consideration.

Related

How to prevent the rendering of unseen triangle in Unity3D?

In Unity3D the logic dictates that objects are not to be rendered unless in the field of view. This is obviously the way to go for optimization purposes. However, it still renders meshes that can not be seen by a player due to being occluded. I would like to solve this and was wondering if there was already a method to do so or if I had to do it myself.
Here's a picture to help illustrate my point.
So far my only real ideas are using the culling, but that still would be in a range not necessarily visible.
https://docs.unity3d.com/ScriptReference/Camera-layerCullDistances.html
I guess essentially what I need to know is how to do occlusion culling after a scene starts because the scene is generated, it's not premade.
For anyone who's interested, I asked the unity community
Answer by Bunny83 ยท 4 hours ago
No, that's not possible. At least not with the occlusion culling
system that Unity uses. The calculation which parts are visible from
which points is quite complicated and has to be precomputed in the
editor. So it won't work for procedurally generated levels.
You have to roll your own solution if you need something like that.
Just a few weeks (or month?) ago i implemented a VisPortals solution
similar to those used by Doom3 (basically how most ID Tech engines
work). It's more a prove of concept than a ready-to-use solution.
Usually i upload a webplayer demo onto my dropbox, however i just
realised that Dropbox finally prevented to directly view HTML pages
off my public folder. They now force a download of the page which
breaks everything. So if you want to try it, you have to download the
project.
Of course vis portals doesn't work in all situations. They are perfect
for closed environments which can be split nicely into seperate areas.
Of course this splitting into areas and the creation of the visportals
currently is done by hand. So you would need to automate this
yourself.
Be careful with static batching, it might break the system as each
area has to be seperate so it can be enabled / disabled seperately.

Input/Output console window in XNA

I am currently making a simple game in XNA but am at a point where testing various aspect gets a bit tricky, especially when you have to wait till you have 1000 score to see if your animation is playing correctly etc. Of course i could just edit the starting variable in the code before I launched but I have recently been interested in trying to implement a console style window which can print out values and take input to alter public variables during run-time.
I am aware that VS has the immediate window which achieves a similar thing but i would prefer mine is an actual part of the game with the intention that the user may have limited access to it in the future.
Some of the key things i have yet to find an answer to after looking around for a while are:
how i would support free text entry
how i would access variables during runtime
how i would edit these variable
I have also read about using a property grid from windows form aps (and partially reflection) which looked like it could simplify a lot of things but i am not sure how I would get that running inside my XNA game window or how i would get it to not look out of place (as the visual aspect of is seems to be aimed just for development time viewing).
All in all I'm quite open to any suggestions on how to approach this task as currently I'm not sure where to start. Thanks in advance.
I've used this in the past, and it worked great.
http://xnacc.codeplex.com/
It will require some programming to set it up to work with your game, but may be worth the effort if this is something that interests you.

C# Forms Animation

I'm wanting to create an animation in C# such as what you would see in a slot machine where the pictures spin round. I know I could manually move the location of a PictureBox or something like that but that seems like not a good idea to me.
How would you guys do it? It doesn't actually matter whether its in standard forms or WPF or anything else similar. Possibly using XNA?
I suggest you use WPF.
With Expression Blend you can easily do the animation you need.
I think I've already seen a slot machine WPF sample somewhere on the web.
I'll search for it and post it if I find it again
Edit
Nope it was a silverlight application, but code is almost the same. Here is the link:
http://www.dolittle.com/Silverlight/SlotMachine/SlotMachine.html
Anyway, if you find that approach to difficult I suggest you read a bit about simple WPF programatically driven animations. They're very easy to do, and with a few lines of code you can accomplish your needs.
Best regards

Dynamic image/animation combining

I'm working on a solution for my new project (in C#). I'm trying to make a dynamic image/animation combiner (maybe later even work with video's, but that's not required atm).
So basically my program is reading a xml file with all kinds of instructions the user needs to do. In the xml file it is possible that for 1 instruction multiple pictures are needed. So when there are 2 or 3 pictures (the maximum amount of pictures is 4) they need to be combined to 1 picture so I can show that on the image object on the main form. Also it is important that the pictures keep there proportions so the image doesn't look deformed.
I found a solution with GDI+ but it isn't that good as I wanted it and runs pretty slow on a bit older computers. Also combining animations with normal images is a real pain and goes very slow!
Is there a faster/easier way to do this? Maybe WPF is a solution but I got no experience with this.
Thnx for any help in advance!
This questsion is open now for mor then a year but I found the solution some time ago so I will post it here in case it is usefull for somebody else.
The best way to do this was creating to set up a grid dynamic. And then fill up each element of the grid with the needed media (Video, Image, animated gif's and even Viewport3D from another xaml file). Creating a grid in code is really easy so it should be a good solution for everybody who wants to do this in WPF.

Can somebody help me modifying an open-source software (KeePass)?

Do you know of KeePass Password Safe 2? It's open-source and I'm trying to do some things but I've hit a dead end and can't find where the code is doing this and why it's doing it at all.
The source code is here and it's coded in C#:
http://downloads.sourceforge.net/keepass/KeePass-2.08-Source.zip
The problem is that the icons of the TreeView nodes and ListView entries are not properly rendered if the come from an alpha-blended PNG file. For instance, I created a 16x16 image and filled with a solid red color but with 50% transparency and saved it as PNG. Then added this icon to one of the TreeView nodes and KeePass displays this icon in a grayish color.
I'm not the author of this application as you know and can't post specific blocks of codes as I don't know which one might be causing the problem and like I said, I have no idea where this is coming from.
Can anybody help me out here?
EDIT:
I think I've found the issue here:
http://www.codeproject.com/KB/miscctrl/AlphaImageImagelist.aspx
I do use KeePass 2.x to store all my credentials. Haven't had a chance to look at the source code, though.
I think your question would be more suitable when asked in the KeePass forums. Maybe they're already working on a fix ? You might be also able to contribute to the development of the program.
This is more like an issue with the common controls KeePass is using rather than a problem in the KeePass code itself. A Google search turned up this page in the MSDN; there's a lot of duplicated posts but it seems to suggest that you need to set the EnableVisualStyles property on the form to get alpha transparency to work.

Categories

Resources