how to save and load an object - c#

Currently, I am using WPF. I have two windows I-e window1 and window2. window1 has a button to navigate to window2; window2 has also a button to go back to window1. window2 has many controls also user-controls. The case is whenever I navigate window1 to window2, I have to create new object of window2 due to some reasons. I know singleton pattern but cant apply here.
Now, on unload event of window2 I saved window2's object in a static class(I save "this" to static class). when user will again navigate here, I want to load saved object rather than constructing new object.
Is there any method to load saved object in current object that's going to construct ? I-e somewhere in constructor or load I may load saved object?
Thanks in advance

As it is tagged wpf, you definitely should take a look at mvvm. Instead of passing data between forms you will have two ViewModels (for each form) to hold all associated with UI data and some Models to hold the rest. And those view models (and models) will persist between forms closing/opening, means no need to pass anything or save/load.
If you need to actually save data (to example, different sets of states or for the data to survive exit/start application), then have a look at serialization. My favorite is XmlSerializer/XmlDeserializer, as it's easy to control, easy to change (edit data) and easy to support versioning. There are dozens of tutorials around, simply search for "c# serialization" with optional words "xml", or "binary" or even "protobuf".

Related

C# moving auto generated code to better structure code

I am pretty new to C# and wondered if there was a simple way to move the auto-generated code to a separate class file?
For example, if I create a windows form onto which I drag a button. Then if I double click the button it auto generates a click event handler under the main Form1 namespace and class. Is there a way that I can move this code to a separate file (maybe a class.cs file) if I want to structure my code in a neat way rather than having an ever growing main??
All of the quick and dirty 'Hello World' style C# examples just show you how to add items to the form in the way described above... they don't seem to go into best practises on how to structure large code developments where structuring code into separate files can beneficial. Is what am am thinking of necessary or do developers use the standard click handlers (left in the main form) and then use that to call external reference files containing the classes/methods???
I'd be interested if you guys can steer me in the correct direction on the best practices people use to structure large C# form based projects
Many thanks
Michael
Yes, you can move the event handlers to a "separate" class. You already have two files: Form1.cs and Form1.Designer.cs, each of which contain a partial class. At the top of Form1.cs, you will see:
public partial class Form1 : Form
You can create a new file (called whatever you like) and add in the following:
public partial class Form1
{
}
You can now move any of your event handlers for Form1 into this new file.
All that said, we've got a suite of 4 Winforms applications totalling about 450 controls, and we've never done this. The most buttons we've had on a form where we use the designer to create the event handler is about 10. Once you have a lot of buttons (such as in a menu), you are much better off not using the designer, and creating the items (and their event handlers) by code.
You will also not end up with one form that contains tens of thousands of lines - instead you will create individual controls which contain isolated logic, and then tie these together on the Form.

How to update Templates?

Currently I'm creating a really big project in Visual Studio 2012, where there are some common settings for each form ("Cancel" and "Save" buttons, Methods that change in every form but have the same name, font sizes and types, form color etc.) it will save me a lot of time if I could do all the design a single windows form and when I edit or modify it, have the changes reflected in the other forms as well.
Let's say I need 10 forms, to create them I would choose this default format and have my menu and basic objects already placed and designed; then after 10 forms I decided to move a button a bit, but don't want to go to every form and move it; just change it in the original format, refresh and all my forms will have that button in the new location.
I used Templates as recommended by Can one set the default properties for new WinForms created in Visual Studio?. But I still have the issue that if I change something in the template it won't refresh in every other form created with the template to that point.
I've already thought of changing the InitializeComponent in the WinForm default format, but this is not recommended and I wouldn't want any errors from this later on.
Any ideas?
Thanks in advance
Inheritance will work for your solution.
Create "base" form with all "common" controls
Create new "derived" form and change form to inherit from your "base" form.
If you have some common logic in base form, which need to be "overridden" in derived forms - put it to the virtual method
// Base form
protected virtual void Close()
{
// Base logic
}
private void CloseButton_Click(object sender, EventArgs e)
{
Close();
}
// In derived form - just override "Close" method
protected override void Close()
{
// custom logic - will be executed when "Close" button clicked
}
In base form leave empty space for custom controls. Because you will not be able access baseform controls through designer in derived form.
Another approach - Model-View-ViewModel(MVVM)
- Introduce own UserControl with common controls(view) which have property - instance of ViewModel.(Viewmodel will contains behaviour logic and possibility to change "base" settings.)
- Add this user control to all "derived" forms and set UserControl.ViewModelProperty to instance which will represent logic for this particular form.
Without knowing "full" context of your goals - difficult to suggest more, but I am pretty sure you can build maintainable relations between forms, which can share common logic and view.
No, there is nothing you can do. Once you use a template to create a project or a file, it becomes a one-off. You have to edit it manually, or use a text editor that is powerful enough to employ a find and replace with pattern matching and capture group insertion.

Opening a second Window from MainWindow following MVVM and loose coupling

At first: This App and Question is for learning purpose
I'm on a new application and facing the problem that I want to open a Window when the user clicks on a Button in the MainView. In the past I'd have designed a Command which just creates the new Window and displays it
new RelayCommand((x)=>new SecondWindow().Show());
Now with this new Project I'm trying to fully decouple all classes from each other. To achieve this my App consists of 4 Assemblies (BL, COM, DAL and UI).
As in each WPF Application, the App starts with the MainWindow.xaml. The MainWindow.cs will create it's instance of MainWindowViewModel:
public ViewModel VM {get; private set;}
public class MainWindow(){
VM = new ViewModel();
InitializeComponent();
}
(which already violates loose coupling) (Any tips on how to make it better?)
My last attempt is to create an instance of my second Window inside my main window
<Window.Resources>
<local:SecondWindow x:Key="sw"/>
</Window.Resources>
and pass it as a CommandParameter to my Command
CommandParameter="{StaticResource sw}"/>
new RelayCommand((x)=> ((Window)x).Show());
This solution works but has one big disadvantage - the second window get's created immediately after the app starts - and so does it's ViewModel which starts some heavy processes (DB Connections etc.)
I've heard something abour IoC principle but I really don't know how to use it with an wpf application.
You are thinking along the right lines.... you basically have to create a List of ViewModels as your application starts up, then you can switch between them as the user presses buttons and pass the name of the ViewModel as a CommandParameter to your Command handler....
You might find this link to Rachel Lim's Blog
https://rachel53461.wordpress.com/2011/12/18/navigation-with-mvvm-2/
Also, I'm not going to post any code here coz it simply gets too complicated. So here is a download to just about the simplest example I could come up with
http://www.mediafire.com/download/3bubiq7s6xw7i73/Navigation1.rar
Download and un-RAR it (with win RAR) You will need to step though the code, figure out what its doing and how its doing it then modify it to suit your needs... Or modify your needs to suit the code.....
The example is a modification of Rachel Lim example. It simply contains Views and ViewModels, there are no Models or data. It demonstrates switching between two different Views.
UPDATE 1
With specific reference to the demo code.... Your VMs are added to a static collection of VMs (see AddViewModel function), each View ( the DataTemplate associates View with ViewModel) is selected when you click a button for example, by calling 'SelectViewCommand' which in turn sets Current_ViewModel to the selected ViewModel... the corrisponding ContentControl is then updated to display that currently selected View...
I know is confusing and very difficult to explain
When you press a button to 'change Views' you are actually changing the value of the property that your ContentControl is bound to, so you have to call the correct SelectViewCommand in the SAME instance of the class that your ContentControl is bound too...
In the demo you'll see that in the 'LogOn_View' I call
Command="{Binding DataContext.SelectViewCommand, ElementName=Base_V}"CommandParameter="Main_ViewModel"
Here I am calling the SelectViewCommand in the Base_ViewModel (x:Name="Base_V" in Base_View XAML), That's because I want to change the View that is displayed in the Base_View's 'ContentControl'
In Main_View I call
Command="{Binding SelectViewCommand}" CommandParameter="MainV1_ViewModel"
Here I am calling the SelectViewCommand in the Main_ViewModel, That's because I want to change the View displayed in the MainView's 'ContentControl'....
I typically create a WindowService class for managing window changes/dialogs in MVVM. Having "View" code in the ViewModel (i.e. Window.Show()) goes against MVVM principles. For example:
public class WindowService : IWindowService
{
public void ShowDialog<T>(ViewModelBase viewModel) where T : IApplicationDialog
{
IApplicationDialog dialog = (IApplicationDialog)Activator.CreateInstance(typeof(T));
dialog.Show();
}
}
And then your call from the ViewModel would look something like:
windowService.ShowDialog<SecondWindow>(new SecondWindowViewModel());
If you're using DI, you can pass a reference to the IoC container to the window service and create the window instances from that rather than using Activator.CreateInstance (i prefer the DI approach personally)

How can I access one Windows Forms control from another Windows Forms?

Suppose I create a window form Form.cs. It has some controls(label1, label2, button1, button1 etc.). I also create a new window form New_Form.cs under Form.cs. Now I want to access label1, label2, button1 in New_Form.cs. How can I do this?
I don't want to be offensive, but I think that using control from another form is not a good design.
In my oppinion it is not good to couple one class (in this question form1) to the inner implementation of another class (controls of `form2ยด. If you, for some reason, have to change the inner design (e.g. showing the data with a different control) of that class, you have to change the other class too. That makes coding (and of course error searching) quite difficult.
If there is a need to exchange data between two classes, I would prefer using publioc Properties for that. In the inner design you can attach them to a control, but then this "coupling" stays in the same class)
Although this can be bad design, you can access properties in another Form by making them public and then accessing them like this:
Form1 frm = new Form1();
Form1.button1.Visible = false;
Also here is an msdn page pertaining to your question
http://msdn.microsoft.com/en-us/library/f6525896%28v=vs.90%29.aspx
You can access the required properties by setting them as public properties in your Parent form. Not sure as why you would want the button, if you want some thing to be executed for the click then you should encapsulate the logic into separate methods and them make the call.
If you have fewer details to pass then make constructors for the new form which would accept those values
ChildForm child = new ChildForm([label1], [label2])
or
ChildForm child = new ChildForm([parent form reference]) // so you could access require components

Childwindows in MVVM

I'm having a problem understanding something about MVVM. My application relies on dialogs for certain things. The question is, where should these childwindows originate from? According to MVVM, viewmodels should contain only businesslogic and have zero actual knowledge about UI. However, what other place should I call my childwindows from, considering they're UI elements?
Doesn't this create tight coupling between elements?
Since you tagged the question with Prism, I'll suggest the way I've done it in the past using Prism. Have the IEventAggregator injected into your ViewModel, and then when you want to pop open the dialog, publish a "ShowDialogEvent" or something like that. Then, have another Module called "DialogModule" or whatever, which upon initialization subscribes to that event, and shows the dialog. Furthermore, if you want to pass data back to the original ViewModel, have the ViewModel of the dialog publish a "DialogCloseEvent" or something like that with a payload of the data you need. You can then subscribe to that event back in your main ViewModel.
See Handling Dialogs in WPF with MVVM
In the past, I have accomplished this by using Unity to resolve a custom interface that has a Show() method and a completed event. Then in the ViewModel I would call IScreen screen = container.Resolve<IScreen>(Resources.EditorWindowKey); and then just call screen.Show();.
The big advantage of this is that I can then just simply change my Unity configuration to remove the view when I'm testing my VM's.
The primary route I've been using to do this is to create a command inside your View layer. That command object accepts a parameter that is the ViewModel object that you want to display. The command then finds the appropriate ChildWindow, creates it and displays it with the parameter set as the content or however you will set it up. This way you can just bind a button's command property to that command, and its commandparameter to the object you want to show in the popup and your ViewModel objects never have to care how it's being displayed.
Prompting for user input (like saving a dirty file or something) doesn't work in this scheme. But for simple popups where you manipulate some data and then move on, this works very well.
The ViewModel sample application of the WPF Application Framework (WAF) demonstrates how to show a Modal Dialog.
I would suggest to use a controller in this scenario, say DI'ed dialogController backed up with a dialog shell. The source viewmodel(ie from where the request to open a dialog is originating) will make a call to dialogController.ShowDialog(<<ViewNameToHostInRegion>>,<<RegionName>>).
In Order to transfer the data to and from the dialog and sourceview you can use MessageBus. So essentially when you invoke the ShowDialog() you populate the messagebus, and when the close command of target View(The view hosted in Dialog shell) invoked - say in "Select" button -- Let the target view add/update the messagebus. So that source view model can work with updated data.
It has got many advantages :
1) Your source view works with dialog controller as BlackBox. ie it doesnt aware of what exactly the Dialog view is doing.
2) The view is being hosted in Dialog Shell -- so you can reuse the dialog again and again
3) Unit testing of source view is limited to test the actual functionality of the current viewmodel, and not to test the dialog view\view model.
One heads-up which I came across with this one is, while creating the test cases you may need to write testable Dialog controller which do not show the actual dialog while running the testcases in bunch. So you will need to write a TestableDialogController in which ShowDialog does nothing (Apart from deriving from IDialogController and provide blank implementation of ShowDialog().
Following is the psudeo code :
LocalMessageBus.AddMessage(<MessageKey>,<MessageActualContentAsObject>);
dialogController.ShowDialog(<TargetViewName_SayEmployeeList>);
Employee selectedEmployee = LocalMessageBus.GetMessage(<MessageKey>) as Employee;
if (selectedEmployee != null)
{
//doSomework with selected employee
}

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