I'm trying to work with Windows Forms and User Controls and thus far it's been nothing but a headache. I can't make the form or the controls static because the designer doesn't like that and when I use Singleton on my form and controls, the designer still throws errors at me.
My FormMain:
public partial class FormMain : Form
{
private static FormMain inst;
public static FormMain Instance
{
get
{
if (inst == null || inst.IsDisposed)
inst = new FormMain();
return inst;
}
}
private FormMain()
{
inst = this;
InitializeComponent();
}
MainScreen.cs:
public partial class MainScreen : UserControl
{
private static MainScreen inst;
public static MainScreen Instance
{
get
{
if (inst == null || inst.IsDisposed)
inst = new MainScreen();
return inst;
}
}
private MainScreen()
{
inst = this;
InitializeComponent();
}
If the constructor of MainScreen is public the program runs, but when I change it to private I now get an error in FormMain.Designer.cs saying "'Adventurers_of_Wintercrest.UserControls.MainScreen.MainScreen()' is inaccessible due to its protection level". It points to this line:
this.controlMainScreen = new Adventurers_of_Wintercrest.UserControls.MainScreen();
I think this is the instance of the class that the designer makes by default. Should I ditch the designer? Or is there a way around this? Or is there another way to make class properties accessible without using Singleton (since I can't seem to make the form or controls static)? Any help would be greatly appreciated.
You need to keep a reference to each instance of each form if you want to access the public properties of the instantiated form.
One way is to have a class with a static variable for each type of form:
class FormReferenceHolder
{
public static Form1 form1;
public static Form2 form2;
}
This way you would set the static variable whenever you instantiate a form, and then you can access that variable from anywhere in the program. You can go one step further with this and use properties that set up the form if it doesn't already exist:
class FormReferenceHolder
{
private static Form1 form1;
public static Form1 Form1
{
get
{
if (form1 == null) form1 = new Form1();
return form1 ;
}
}
}
...
static void Main()
{
Application.Run(FormReferenceHolder.Form1 );
}
I think I answered a previous question about this, which looks like it is what got you started down this route. The first point is that I wasn't recommending this pattern specifically, just trying to teach you more about how software developers can manage scope.
That said, the problem you are facing isn't insurmountable. You could hobble a public constructor by throwing an exception at runtime and not at design time, for instance, and modify Program.cs to use the static Instance instead of manually constructing the form.
But.
As I said in the other question, the better option would be to change architecture so that you don't need your library code to directly manipulate the GUI in the first place.
You can do this either by just having the GUI ask the library questions when it thinks it needs new data (simple functions) or by letting the GUI be notified when something needs to change. Either method would be better than having the library fiddle with labels directly.
A good place to start would be something like an MVC (model-view-controller) architecture, which I was alluding to in my previous answer. It might be best, though, to give us an idea of what your high-level program structure looks like now on a bit more detail. What are the main classes you are using in your system (not just the ones you've mentioned so far)? What is the main responsibility of each, and where does each live? Then our recommendations could be a little more specific.
EDIT
So, I have mocked up a quick demo of a possible alternative architecture, based on your comment.
I have the following in my project:
FormMain (Form)
TitleScreen (UserControl)
InGameMenu (UserControl)
MainScreen (UserControl)
GameController (Class)
GameModel (Class)
I didn't use Date and LoadSave, for now.
FormMain simply has an instance of each UserControl dropped on it. No special code.
GameController is a singleton (since you tried to use this pattern already and I think it would be helpful for you to try using a working version of it) that responds to user input by manipulating the model. Note well: you don't manipulate the model directly from your GUI (which is the View part of model-view-controller). It exposes an instance of GameModel and has a bunch of methods that let you perform game actions like loading/saving, ending a turn, etc.
GameModel is where all your game state is stored. In this case, that's just a Date and a turn counter (as if this were going to be a turn-based game). The date is a string (in my game world, dates are presented in the format "Eschaton 23, 3834.4"), and each turn is a day.
TitleScreen and InGameMenu each just have one button, for clarity. In theory (not implementation), TitleScreen lets you start a new game and InGameMenu lets you load an existing one.
So with the introductions out of the way, here's the code.
GameModel:
public class GameModel
{
string displayDate = "Eschaton 23, 3834.4 (default value for illustration, never actually used)";
public GameModel()
{
// Initialize to 0 and then increment immediately. This is a hack to start on turn 1 and to have the game
// date be initialized to day 1.
incrementableDayNumber = 0;
IncrementDate();
}
public void PretendToLoadAGame(string gameDate)
{
DisplayDate = gameDate;
incrementableDayNumber = 1;
}
public string DisplayDate
{
get { return displayDate; }
set
{
// set the internal value
displayDate = value;
// notify the View of the change in Date
if (DateChanged != null)
DateChanged(this, EventArgs.Empty);
}
}
public event EventHandler DateChanged;
// use similar techniques to handle other properties, like
int incrementableDayNumber;
public void IncrementDate()
{
incrementableDayNumber++;
DisplayDate = "Eschaton " + incrementableDayNumber + ", 9994.9 (from turn end)";
}
}
Things to note: your model has an event (in this case, just one of type EventHandler; you could create more expressive types of events later, but let's start simple) called DateChanged. This will be fired whenever DisplayDate changes. You can see how that happens when you look at the property definition: the set accessor (which you will NOT call from your GUI) raises the event if anyone is listening. There are also internal fields to store game state and methods which GameController (not your GUI) will call as required.
GameController looks like this:
public class GameController
{
private static GameController instance;
public static GameController Instance
{
get
{
if (instance == null)
instance = new GameController();
return instance;
}
}
private GameController()
{
Model = new GameModel();
}
public void LoadSavedGame(string file)
{
// set all the state as saved from file. Since this could involve initialization
// code that could be shared with LoadNewGame, for instance, you could move this logic
// to a method on the model. Lots of options, as usual in software development.
Model.PretendToLoadAGame("Eschaton 93, 9776.9 (Debug: LoadSavedGame)");
}
public void LoadNewGame()
{
Model.PretendToLoadAGame("Eschaton 12, 9772.3 (Debug: LoadNewGame)");
}
public void SaveGame()
{
// to do
}
// Increment the date
public void EndTurn()
{
Model.IncrementDate();
}
public GameModel Model
{
get;
private set;
}
}
At the top you see the singleton implementation. Then comes the constructor, which makes sure there's always a model around, and methods to load and save games. (In this case I don't change the instance of GameModel even when a new game is loaded. The reason is that GameModel has events and I don't want listeners to have to unwire and rewire them in this simple sample code. You can decide how you want to approach this on your own.) Notice that these methods basically implement all the high-level actions your GUI might need to perform on the game state: load or save a game, end a turn, etc.
Now the rest is easy.
TitleScreen:
public partial class TitleScreen : UserControl
{
public TitleScreen()
{
InitializeComponent();
}
private void btnLoadNew(object sender, EventArgs e)
{
GameController.Instance.LoadNewGame();
}
}
InGameMenu:
public partial class InGameMenu : UserControl
{
public InGameMenu()
{
InitializeComponent();
}
private void btnLoadSaved_Click(object sender, EventArgs e)
{
GameController.Instance.LoadSavedGame("test");
}
}
Notice how these two do nothing but call methods on the Controller. Easy.
public partial class MainScreen : UserControl
{
public MainScreen()
{
InitializeComponent();
GameController.Instance.Model.DateChanged += Model_DateChanged;
lblDate.Text = GameController.Instance.Model.DisplayDate;
}
void Model_DateChanged(object sender, EventArgs e)
{
lblDate.Text = GameController.Instance.Model.DisplayDate;
}
void Instance_CurrentGameChanged(object sender, EventArgs e)
{
throw new NotImplementedException();
}
private void btnEndTurn_Click(object sender, EventArgs e)
{
GameController.Instance.EndTurn();
}
}
This is a little more involved, but not very. The key is, it wires up the DateChanged event on the model. This way it can be notified when the date is incremented. I also implemented another game function (end turn) in a button here.
If you duplicate this and run it, you'll find that the game date is manipulated from lots of places, and the label is always updated properly. Best of all, your controller and model don't actually know anything at all about the View-- not even that it's based on WinForms. You could as easily use those two classes in a Windows Phone or Mono context as anything else.
Does this clarify some of the architecture principles I and others have been trying to explain?
In essence the problem is that when the application runs, it's going to try to instantiate the main form-window. But by using the Singleton pattern, you're essentially forbidding the application from doing that.
Take a look at the sample code here:
http://msdn.microsoft.com/en-us/library/system.windows.forms.application.aspx
You'll notice in particular this section:
[STAThread]
public static void Main()
{
// Start the application.
Application.Run(new Form1());
}
Notice how the program is trying to instantiate Form1. Your code says, nah, I don't really want that since you mark the constructor as private (same holds true for static forms as well). But that's counter to how windows forms is supposed to work. If you want a singleton form-window, just don't make any more. Simple as that.
Related
I am brand new to C# (I apologise if my question is noobish - I'm teaching myself, so it's a bumpy process). I am trying to develop a winform and since some of the methods are pretty long, I am trying to keep it in a couple classes. This is what I'm kind of hoping to achieve:
public partial class formMainForm : Form
{
public formMainForm()
{
InitializeComponent();
}
private void UpDown1_ValueChanged(object sender, EventArgs e)
{
longCalculations.LongMethod1();
}
}
public class longCalculations
{
private void LongMethod1()
{
// Arbitrarily long code goes here
}
}
I'm doing this in an attempt to keep the formMainForm class tidy and be able to split any calculations into manageable chunks. However, I'm encountering problems with using form controls (e.g. check boxes, numeric up-down controls, etc.) in my non-form classes.
If I leave them as is (e.g. CheckBox1) I get a the name does not exist in the current context error. I searched around and I found that it's because that box is defined in a different class. However, if I change it to formMainForm.CheckBox1, the error is now an object reference is required for the non-static field, method or property. Again, I looked around and it appears that that is due to the form initialization method not being static.
If I change public formMainForm() to static formMainForm(), the error now moves to InitializeComponent(); and I do not know where to go from here. I also tried making an instantiation of the formMainForm() method, but that didn't do anything (the code I attempted to use is below. I found it somewhere on this site as an answer to a similar problem).
private void formLoader(object sender, EventArgs e)
{
shadowrunMainForm runForm = new shadowrunMainForm();
runForm.Show();
}
How can I use the formcontrol names in other classes?
P.S. It is my first post here - I am super sorry if I have missed this question already being asked somewhere. I did search, but I didn't find what I was looking for.
EDIT
It seems I hadn't made myself clear - this was just an example of code and my problem is with the second class, not the first one. I have now simplified the code to:
public partial class formMainForm : Form
{
public formMainForm()
{
InitializeComponent();
}
}
public class longCalculations
{
private void LongMethod1()
{
List<CheckBox> listOfBoxes = new List<CheckBox>();
listOfBoxes.Add(CheckBox1);
// The code displays an "object reference is required for the non-static field, method or property" error at this stage. Changing the "CheckBox1" to formMainForm.CheckBox1 doesn't help
// Arbitrarily long code goes here
}
}
LongMethod1 works perfectly fine when placed in the formMainForm partial class. Moving it to the other form makes it unable to take data from those checkboxes.
I believe this line longCalculations.LongMethod1(); is throwing error cause you are trying to access a instance method as if it's a static method and as well it's defined as private method which won't be accessible outside the class. You need to create an instance of longCalculations class before accessing any of it's member or method(s) and mark the method public like
private void UpDown1_ValueChanged(object sender, EventArgs e)
{
longCalculations ln = new longCalculations();
ln.LongMethod1();
}
public class longCalculations
{
public void LongMethod1()
{
// Arbitrarily long code goes here
}
}
(OR) If you really want it to be a static method then define accordingly with static modifier like
public class longCalculations
{
public static void LongMethod1()
{
// Arbitrarily long code goes here
}
}
Now you can call it like the way you are trying
public static class longCalculations
{
public static void LongMethod1()
{
// Arbitrarily long code goes here
}
}
If you're going to make a call longCalculations.LongMethod1();, then you need to make your class static as such.
Or you leave it as not static method by calling
longCalculations lc = new longCalculations()
lc.LongMethod1();
As for accessing controls in separate classes, you can pass in the form and make the controls public which can be dangerous.
So on your Form.designer.cs, change any control you may have to public modifier. Then you would make a call like this...
private void UpDown1_ValueChanged(object sender, EventArgs e)
{
longCalculations.LongMethod1(this);
}
public void LongMethod1(Form1 form)
{
// Arbitrarily long code goes here
form.label1.Text = someString;
//more settings and whatnot
}
Or do something like this:
public class longCalculations
{
public string LongMethod1()
{
// Arbitrarily long code goes here
return myString;
}
}
longCalculations lc = new longCalculations()
string result = lc.LongMethod1();
this.label1.Text = result;
Ideally, your longCalculations class would not attempt to modify the form directly. Instead it would return an object that the form could use to update its controls.
If you need to access the form directly from the longCalculations class, first change the method to accept an instance of your form
public void LongMethod1(formMainForm myForm)
Then you can pass the form itself as a parameter
var calc = new longCalculations();
calc.LongMethod1(this);
In your other class, you need to have an instance of your formMainForm class:
var myForm = new formMainForm();
Then you can access its members like this:
myForm.CheckBox1.Checked = true;
I have a project, designed with Visual Community 2015, based on Windows.Form.
I want to realized a simple Server program - using the msdn library:
https://msdn.microsoft.com/en-us/library/fx6588te%28v=vs.110%29.aspx
So I create a simple Form1 with the designer with a richTextbox (name: llog) and one button (click event pushthebutton), which called an external class AsynchronousSocketListener. after this, it should to be to call a methode logme() and a messagebox will pop-up (it works, I see this). But I cannot write into the richTextbox llog. I get no errors, but nothing is written into the box. I can remember, that it has something to do with the invoke or delegate problem. but I cant figure it out. I stuck here since 5 hours with no solution. Can anybody help me - what I have to do, to access the the box from the AsynchronousSocketListener() class? I dont know, why I get no errors!
You see my last attempt - I also try to parse the form as parameter on each methode call (nothing works) - but I cant believe, thats the right way...
ps: bad english, I know ...
// Form1.cs - I reduced it to the min - a window with a textbox and a button appears
namespace MyProject
{
public partial class Form1 : Form {}
public void pushthebutton() {
AsynchronousSocketListener srv = new AsynchronousSocketListener();
srv.StartListening();
}
}
// AsynchronousSocketListener.cs
namespace MyProject
{
public class AsynchronousSocketListener : Form1
{
// Thread signal.
public static ManualResetEvent allDone = new ManualResetEvent(false);
public Form1 form;
public AsynchronousSocketListener()
{
form = new Form1();
logme(this, "constructer");
}
public void logme(Form1 form, string s)
{
MessageBox.Show("inside logme");
if (llog.InvokeRequired)
{
// invoke needed
form.llog.Invoke((MethodInvoker)delegate { llog.AppendText("\r\n" + s); llog.ScrollToCaret(); });
}
else
{
// no invoke needed
llog.AppendText("\r\n" + s);
llog.ScrollToCaret();
}
}
}
}
// inside FormDesigner.cs - shortcut; box is public...
public System.Windows.Forms.RichTextBox llog;
I haven't used winforms in forever, so I don't know whether or not this is a good practice, but in AsynchronousSocketListener, all you're doing is instantiating a new form that is not tied to anything. You might want to actually pass your form into there
public AsynchronousSocketListener(Form1 parent)
{
form = parent;
logme(this, "constructer");
}
and in Form1
AsynchronousSocketListener srv = new AsynchronousSocketListener(this);
On a side note, I don't understand why AsynchronousSocketListener is inheriting from Form1 as seen in the line public class AsynchronousSocketListener : Form1 that doesn't seem to be accomplishing anything
Now before anyone goes and marks this question as a duplicate, I'd like to say that my problem differs from the other ones. I'm trying to open an existing Form from another, but I'm having problems in the sense that I've set some Forms to 'host' others (To transfer variables between them). Here's what I mean:
public partial class Schedule_Tasks : Form
{
readonly Schedules schedules;
public Schedule_Tasks(Schedules host)
{
this.schedules = host;
InitializeComponent();
}
So in this snippet of code, I'm trying to get the value of some variables from the Schedules form, into the Schedule_Tasks Form. So I've used the 'host' system. SO far this method works fine, but my problem occurs when I try to open a specific Form, from another that isn't 'hosting'. For example using:
new Schedules().Show();
So obviously when I'm declaring this, I'd put something like 'this' in the brackets after Schedules, but that doesn't work if the Form is being called outside of the 'host' Form. I'd just like to now is there something I'm missing or can change? Please let me know if any part isn't clear, it's a little difficult to explain. Any help is appreciated, Cheers.
EDIT
Here's the code that I'm working with now:
public partial class Schedual_Tasks : Form
{
readonly Scheduals scheduals;
public string selectedDevice;
public string getPath;
public string totalPath;
public Schedual_Tasks(Scheduals host)
{
this.scheduals = host;
InitializeComponent();
selectedDevice = scheduals.itemSelected;
}
private void Schedual_Tasks_Load(object sender, EventArgs e)
{
}
private void changeDirectory_Click(object sender, EventArgs e)
{
new Folder_Browser(this).Show(); //Error Occurs here
}
}
And here is the constructor for Folder_Browser, which is the Form I'm trying to call:
readonly Back_up_Options backOptions;
public string deviceSel;
public Folder_Browser(Back_up_Options host)
{
InitializeComponent();
this.backOptions = host;
deviceSel = backOptions.deviceSel;
}
Your (Folder_Browser) Form's constructor is declared as
public Folder_Browser(Back_up_Options host)
That means you cannot pass a Schedual_Tasks instance as the host parameter because there is no way to convert from a Schedual_Tasks object into a Back_up_Options object. The compiler detects this and creates an error message.
If you cannot pass the host parameter, you can pass null instead:
new Folder_Browser(null).Show();
But then you need to make sure that you check the backOptions member for null reference each time you use it. For example:
if(backOptions != null)
{
deviceSel = backOptions.deviceSel;
}
else
{
deviceSel = null;
}
That in turn means that you will need to check deviceSel for null each time you use it and so on.
And of course, using your Form without a "host" needs to be possible at all. If you have code that requires a "host", it will fail.
I have two classess and a Userform. I am trying not to use any Form related code in my classess but i am rather new to OOP. In the CreateGraph() method, i would like to prompt the user with a Yes/No dialog. The code in the method would continue based on the result. I have read some examples on MVP but not exactly sure how i can implement in this case.
Can someone guide me on this? I do believe there is some serious design issues in my code
//singleton class
public class MyApplication
{
private int state;
private static MyApplication instance = null;
public void Task1()
{
GraphGenerator gg = new GraphGenerator();
gg.CreateGraph();
state = 1;
}
public void Task2()
{
//some other tasks..
state = 2;
}
}
Class where i have issue..
public class GraphGenerator
{
public void CreateGraph()
{
//some code for creating a graph..
//here i want to prompt the user with a
// Yes/No dialog box..
}
}
The userform
public partial class Form1 : Form
{
private void btnTask1_Click(object sender, EventArgs e)
{
MyApplication ma = MyApplication.Instance;
ma.Task1();
}
private void btnTask1_Click(object sender, EventArgs e)
{
MyApplication ma = MyApplication.Instance;
ma.Task2();
}
}
Naming - MyApplication - is bad name for controller or presenter, use for example "form name" + "presenter" for naming.
Singleton. Controller or presenter should not be singleton. Inject it through constructor or create in ctor and than save to field or property with private setter in class. For example:
public Form1(FormPresenter presenter)
{
InitializeComponent();
this.presenter = presenter;
}
All other on this simple sample is normal. But for buttons event handlers you can use events in presenter/controller and fire in button event handler specific to presenter/controller events.
Also try to look for MVC/MVP frameworks. Look here for related question:
Implementing MVC with Windows Forms
As I remember there is Microsoft Smart Client Guidance (CAB / Microsoft Composite Application Block) for that.
First , it is best to design your classes as much as possible such that you don't need to intermingle UI code with your domain objects. Can you restructure the code so that the caller/owner of GraphGenerator decides if it needs to ask the user something instead of GraphGenerator doing it? Try to keep GraphGenerator solely focused on his task or making graphs.
Failing that, you could define events (or delegates or callback interface, but lets call these related mechanisms events for now) within GraphGenerator such that the caller/owner can listen for notifications from GraphGenerator and in turn interact with the user. For example, define an event called QueryConfirmSave to raise and the caller can handle the event and prompt the user and then pass back a boolean as an EventArg field.
(The code would be something like this (from the hip, not editor checked):
GraphGenerator gg = new GraphGenerator();
gg.QueryConfirmSave += new EventHandler<ConfirmSaveArgs>(GraphGenerator_QueryConfirmSave);
and then:
private void GraphGenerator_QueryConfirmSave(object sender, ConfirmSaveArgs args)
{
if (MessageBox.Show("Save?") == DialogResult.Yes)
{
args.SaveConfirmed = true;
}
}
You need MessageBox.Show(...).
I'm trying to update a text box from a class called 'hex' to the main form. Within the class 'hex' I have the following code:
Main m = new Main();
m.updateTextBox(convertedHex);
the code passed the variable to the main form to the method called 'updateTextBox' as shown below:
public void updateLog(string input)
{
textBox2.AppendText(input);
}
Sorry if this seems like a silly questions I have been stuck for a while, all the links on my google searches are now purple so I was hoping if someone could explain this to me. Many thanks.
Add this kind of method inside your Main class where textBox is created and call it from outside.
Lets say you added the code in your Program.cs class to start new
// Add this code in Program.cs (or similar where you start the gui
public static readonly Main MainLogWindow = new Main();
// Add this code in Main.cs class
private delegate void NameCallBack(string varText);
public void UpdateTextBox(string input) {
if (InvokeRequired) {
textBox.BeginInvoke(new NameCallBack(UpdateTextBox), new object[] {input});
} else {
textBox.Text = input;
// textBox.Text = textBox.Text + Environment.NewLine + input // This might work as append in next line but haven't tested so not sure
}
}
Call it like: Program.MainLogWindow.UpdateTextBox("test test"); from anywhere assuming that you have MainLogWindow open
This will also allow you to call updates from within other threads.
You have not given us very much information to go on. But as I said in my comment if your startup form is Main, the code that you are showing is creating a new Main Form and any changes made to it will not appear in your UI. You need to pass the form instance to the Hex class constructor. I would do something like this(assuming that the namespaces are the same, they are on the same thread, and your Hex Class is not Static. if on different threads you need to use the Method shown by MadBoy)
public partial class Form1 : Form
{
Hex hex;
public Form1()
{
InitializeComponent();
hex = new Hex(this);
}
}
class Hex
{
Form1 m;
public Hex( Form1 frm)
{
m = frm;
m.updateTextBox("Hello World");
}
}
Your class, presumably a business object, generally shouldn't be concerned with updating the UI. It doesn't particularly need to know that you even have a UI. But there are a couple of different useful approaches you could use.
1) Simply have your UI invoke your business object's method, and let the method return a value, and then the UI can choose to display it.
// inside Main form
var hex = new Hex();
string convertedHex = hex.GetConvertedHex(someArgument);
UpdateTextBox(convertedHex);
2) Have your business object expose an event. The arguments for the event would include whatever string that needs to be broadcast to whomever subscribes to the event. The UI would then be one of the subscribers.
Of the two ideas, I would generally opt for the first unless you actually do need an event model.
jest simple no need to do all of this make text box public from the properties and pass the current form object to the class throudh a method like this
public void mthod(){
//crete a obj of the class
cls1 obj=new clas1();
obj.smethod(this);
}
now in the class can cal it like this
smethod(from1 obj){
obj.textbox.text="";
}