How bad is the following snippet? - c#

My question is simple: how bad is the following snippet of code? How would you do it?
CancelEventHandler _windowClosing;
private CancelEventHandler WindowClosing
{
set
{
clearEventHandlerList();
this.Closing += value;
_windowClosing = value;
/*
* if calling the method with null parameters,
* it will set up itself as the primary control on the Window
*/
_windowClosing(null,null);
}
get
{
return _windowClosing;
}
}
private readonly CancelEventHandler[] CONTROLS = null;
private int current = 0;
public InitializerForm()
{
InitializeComponent();
/*
* these are the handlers for the different controls,
* in the order of appereance to the user
*/
STATES = new CancelEventHandler[] { handler1, handler2, etc. };
WindowClosing = CONTROLS[0];
}
private void clearEventHandlerList()
{
foreach (CancelEventHandler c in CONTROLS)
{
this.Closing -= c;
}
}
private void handler1(object obj, CancelEventArgs e)
{
if (obj == null)
{
//hide every other control, but this one, also set up if necessary
}
else
{
//do something
WindowClosing = CONTROLS[++current]; // set the next control to show
e.Cancel = true;
}
}
The point would be that the code wouldn't close a form, but instead show another component on it, and the set the way to handle that (this is mobile platform, so clicking OK button on the top generates a closing event). This is because showing several forms (4 or 5) one after another to the user makes the app blink, and also very annoying, while replacing just components is much smoother. This model works, but seems very nasty, and I would like a cleaner way to handle this.
Update:
I updated the code sample so that variable names are somewhat speaky. Still, I'm convinced this is awful, (a) but not sure how much, and more importantly, (b) how to do it better.
Update 2:
So, it seems that the code is still a bit mysterious.
Now here's what the problem is:
I show the user a form, which instructs him what to do in several languages. He proceeds by clicking OK on the window. Next, I ask for his language, and then a few questions (where his/her GPS is, etc.) like this. After he could answer the questions (this shouldn't take more than a few seconds each), I show him a splash screen (I load stuff in a separate thread meanwhile), which has a picture. Showing these forms one after another makes the whole application start slow, and filled with UI lags.
Here's what I do to work around the lags: I put the content of the windows into panels, and put those panels one on another, and hide every one of them but the one that should be visible to the user. (current variable) Each of the windows does different things, so I need to change handler of the window closing event in addition. In this code the part which enables the panel is in the same function (handler1, handler2, etc.) with the part which handles the window closing event. If the arguments are null, it does the former, if it isn't (that means it was triggered by the user) it does the latter.
I need an extensible solution to this so that I can insert and remove dialogs anytime I want (the order and the pointers to the functions are stored in the CONTROLS field, and this seems to be very convenient, if you actually understand it. Although it is never easy to change the entire content of a form, there ought to be a simpler way to do this, as well a nicer one, that is what I'm looking for.
I hope this time I could explain how the model works.

I think it might be theoretically possible to make that code more delightfully diverting, perilously puckish, jovially jeopardous, cheerily chancy and unwarily whimsical but it would require some serious thought.

somehow your code makes me want to cry, i´m sorry. i read it twice and all i know about it is that it "doesStuff" with "STATES".
if you really want some help on this one you will have to work on it yourself first...

Use, XML! It's human-readable!
More seriously-
It seems like you're trying to create some sort of configuration wizard, so I'd start by researching that. Regarding your particular solution, I generally advocate very strongly against the "layered panel" approach. I do so because I maintain apps written by people who found this approach, or the related "hidden tabs on a tab control" approach, to be a good idea. It's not, and maintainers will curse your name for years to come.
That being said, what alternatives are there? Well, one alternative is what you've already dismissed because of its "flicker". I'd say that, in general, the flicker isn't that big of a deal for a quick and dirty application. It might be a good idea to make sure that your new window is called up before closing the old one, for example. (I'm assuming this is possible, I haven't developed on a mobile device.)
Another possibility might be a less-evil version of your layered panels. Instead of throwing a half-dozen panels into one form, create a separate user control for each wizard page and then add/remove the user controls to a containing form. This can avoid your flicker and will prove to be much easier to maintain because each page is in a different control. This might also ease any subsequent "Back" button functionality and make your data structures more naturally defined because those user controls will be associated with a specific logical bit of data. It's still not ideal, but it's probably good enough for a one-off solution.
A third technique, if you foresee extensive wizard modification as the product matures, might be to generalize the creation of your user controls by defining them in a more logical/declarative manner (e.g. via XML). If you dynamically generate sensible controls based on XML, then modifying the panels might be as easy as diving into your XML and doing something like:
<Questions>
<Question type="Text"> <!-- generate a textbox for the answer field -->
Favorite Color:
</Question>
<Question type="Number" range="0-255"> <!-- Maybe this is a spinner -->
The answer to life, the universe, and everything:
</Question>
</Questions>
That's just off the top of my head, and completely overkill for any one-off application, but it's a possibility.

Now, let me caveat this by saying this might work, but it may not be the answer to your real problem - that of a slow and unresponsive UI when you have a lot of forms. The real answer may be to just go ahead and do all separate forms, but have each form load its child forms in a background thread while the user is staring at the first form.
But assuming you're still set on this, I'd start off by making a separate class just to handle the Panel stacking/hierarchy. Call it PanelManager. You would instantiate the PanelManager and associate it with the main form, then add Panels to it (perhaps keyed to a String) and set the order. In the main form, have the closing handler call PanelManager.CloseCurrentPanel() and if there are no more Panels to show then it's time to close the main form.
Time for pseudo-code! Here's a quick idea for the class, i'll leave it to you to implement it:
public class PanelManager {
// constructor
public PanelManager (Form ownerForm);
// short-cut properties
public Panel this[int idx]
{ get; set; }
public int Index
{ get; set; }
// main functionality
public int AddPanel (Panel p);
public void SetPanelOrder (Panel p, int idx);
public void RemovePanel (Panel p);
public void RemovePanelAt (int idx);
// shows the first Panel
public void Show ();
// shows Panel[idx]
public void Show (int idx);
// adds the panel to the top of the stack and displays it
// returns the index of the panel
public int AddPanelAndShow (Panel p);
// hides the current panel, displays the one underneath it
// returns false if there are no more panels
public bool HideCurrentPanel ();
}
in the constructor for the main form, instantiate it by new PanelManager (this), then in the closing event handler, call panelManager.HideCurrentPanel () and then figure out whether or not you need to close it after that.

Related

Different functionality in a single object situationally (Xna, Menusystems, and general C#)

I've been wondering a lot how to have an object act different situationally.
To clarify what I'm wondering:
I want to make a menusystem, and I want to have a "button" class. But the button should behave different depending on what kind of button it is.
One button may close to program, another may start the game, a third may enter settings.
(I was thinking of parsing methods as arguments, but then you still have to write a lot of different methods somewhere in your code)
How do you do this with OOP in mind? I could hardcode the very basic functions of a simple menu using enums and switchcases, but I would want to know if it could be avoided.
I want to avoid things like delegates because games aren't eventbased in such fashion, and also switch-cases, large if/else statements because they are really ugly.
Is there a way to make objects behave like this?
What are other alternatives to making menus, trying to avoid the switch-cases for the commonly used enum. (Not disallowing enums)
I want to avoid things like delegates because games aren't eventbased in such fashion
Aren't they, though? A button click is an event, regardless of whether or not it's a game or a web application. It's by definition something happening that you'd like to react to, such as a button press. What happens when a button is clicked should be loosely coupled from the button in the UI, for the reasons you already encountered (large switch/if-elses are a pain) among others. A C# event field seems like the perfect fit, for this particular case anyway.
At some point, you create the settings button, somewhere, somehow. Why not wire up the event there? Something along the lines of:
class Button
{
public Button(string label) {}
public event Action Clicked;
}
class Program
{
public static void Main(string[] args)
{
var settingsButton = new Button("Settings");
settingsButton.Clicked += () =>
{
// open settings view
};
}
}
I'd avoid things like inheritance for this problem as it adds unnecessary complexity for the wrong reasons. You should (probably) use inheritance if the overriding class changes or supplements the behavior of the class it extends (a logical progression would be object extended by Component extended by Button extended by ToggleButton) but not to create a class hierarchy that's very much tied to how your UI is built up. If you change settings access to a dropdown menu instead of a button press, you don't want to be tied to a SettingsButton class; you want to be simply able to change which event triggers the desired behavior, in this case pulling down the dropdown menu.

How to turn off initialization for user control

How to prevent User Control from being initialized? I want to initialize it by myself, not in the constructor in InitializeComponent(); ?
Well that seems silly, but you have already answered your question; remove the call to InitializeComponent(). Have fun recreating the auto-generated designer code!
EDIT:
Ok, so per your edit we know what the actual problem you are trying to solve is:
Thanks for replies, but the problem is a little bit different. This control isn't mine (it is windows live control). I want all other controls in the page to be properly initialized, and this one should be loaded later, on user demand (it connects to the internet, it is wp7 application). How to achieve this?
Thus, you need to add the control at runtime instead of at design time. This is easy to do.
var ctrl = new SomeControl();
// initialize control properties...
// this is your user control, a control within
// the user control, whatever the parent should be.
parentControl.Children.Add(ctrl);
Are am not sure why you're doing it. Lazy initialization so not to take time at the construction?
Anyway, create a public method and move InitializeComponent there, also don't forget to create a private field to make sure you don't initialize twice.
private bool _isInitialized;
public void InititializeControl()
{
if(_isInitialized) return;
_isInitialized = true;
InitializeComponent();
}
then call it at the necessary moment..

C# saving state of the form with all controls

I have a form and I have some buttons doing stuff.
When I press buttons the windows form controls, like textboxes or group-boxes, buttons appear and disappear and change place on my form, for it is a dynamic form :)
However, what I'd like to do is have a button ( BACK ) that will get my form to the state it was before an action of a button, putting back the controls in the place and state they were before action.
I thought of a C class MyState() that will have something like an array of Form1.
I will be saving the form state in that array and when I'll press the back button to get from array that "copy" of the Form state and maybe an index for indexing states.
I have no idea how to implement this, unfortunately. :|
Can anyone show me the right way to do this?
class Mystate
{
private Form1 [] state;
public Mystate(int n)
{
this.state = new Form1[n];
}
public Form1 this[int index]
{
get
{
return state[index];
}
set
{
this.state[index] = value;
}
}
}
Sounds like you want an high level undo/redo feature for your forms.
Here is a framework for such things: http://www.codeproject.com/Articles/10576/An-Undo-Redo-Buffer-Framework
Here is an answer that is close but not exactly the same as your question (The pattern implimented is the same though): How to implement good and efficient undo/redo functionality for a TextBox
MementoPattern: http://www.codeproject.com/Articles/18025/Generic-Memento-Pattern-for-Undo-Redo-in-C
Nothing like this is built-in. You have to do this on your own.
I'd do it like this: First, define precisely what state you want to save. Example:
Control.Bounds
Control.Text
Checkbox.IsChecked
NumericUpDown.Value
...
Now we know exactly what needs to be saved.
Seconds, we need a way to create a snapshot of the current state of the form and recursively for all controls. You can implement this using reflection so that everything will be automatic no matter how many controls you have.
Third, you need to be able to apply a snapshot to an instance of Form. This is the opposite process of (2). This also can be done using reflection.

.Net TableLayoutPanel – Clearing Controls is Very Slow

This is really simple.
I have a TableLayoutPanel that is populated with controls (just Labels, Buttons, and some Panels with buttons) based on a database query. When the data needs to be refreshed, I use TableLayoutPanel.Controls.Clear(). Unfortunately, this is a very slow operation. I would expect it to be faster than the code populating the table, but it is at least 3 or 4 times slower.
I definitively proved that the slowness is when executing Controls.Clear() by executing this as the single thing done to the TableLayoutPanel after a message box is displayed (then the procedure returns). The controls visibly disappear from the bottom up. When the recordset is used to repopulate the TableLayoutPanel, the speed of the controls appearing from top to bottom is almost faster than I can see.
I'm already doing TableLayoutPanel.SuspendLayout() and ResumeLayout().
Using this.DoubleBuffered = true on the form doesn't appear to do anything.
I could just Dispose the entire control and recreate it through code, but this is a big pain and makes having a nice form designer GUI pointless. I would have to dig into every property I've set on the control and create a line of code for it (though I guess I could get this out of the designer code itself, it still feels wrong).
Any ideas on how to do the job faster? I'm even open to using other methods besides a TableLayoutPanel... I just need the freedom to put multiple buttons per cell or barring that to be able to span columns in the table header.
Can C# at least freeze the whole form while it redraws and then paint all at once?
I've run into issues with slowness using TableLayoutPanels as well. Rather than setting the DoubleBuffered property on the form, the best solution I have found is to create a new class that inherits from TableLayoutPanel, and in that class' constructor, enable double-buffering:
public class DoubleBufferedTableLayoutPanel : TableLayoutPanel
{
public DoubleBufferedTableLayoutPanel()
{
DoubleBuffered = true;
}
}
Then, use the DoubleBufferedTableLayoutPanel wherever you would normally use a TableLayoutPanel.
This seems to work for my uses:
tableLayoutPanel.Visible = false;
tableLayoutPanel.Clear();
/* Add components to it */
tableLayoutPanel.Visible = true;
There is no need to subclass TableLayoutPanel as in Chris Ryan's answer. I had the same problem and solved it by setting the property through reflection:
typeof(TableLayoutPanel)
.GetProperty("DoubleBuffered",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
.SetValue(myTableLayoutPanel, true, null);
If i'm going to built up some dynamic gui i'm always going to do so in code. But at a starting point i just start with the designer on a dummy form and style each control the way i (or better the customer) like(s). Afterwards i take a look into the Designer.cs file and copy the necessary property settings out of it into some factory function like
private TextBox CreateTextBox(string name, /* maybe other parameters */)
{
var textBox = new TextBox();
textBox.Name = name;
//Other settings from given parameters...
//Further settings which are all the same for these kind of control
textBox.KeyDown += (sender, e) => {};
return textBox;
}
So i make sure that every control feels and looks the same on my GUI. This will be done on each level within my surface (starting with the small controls like TextBox and goes up to the containers like GroupBox or TableLayoutPanel.
In some cases this leads to a point where a factory function calls several other factory functions. If this is becoming true it's time to think about encapsulating these controls into a single UserControl, but as always it depends if this is needed or not.
From my side i can only encourage you to move your code out of the designer into a self-written function. At the beginning it is (as always) more work, but afterwards it is easier to make even bigger changes to the layout.

What is the best way to handle mutliple view/tab-ish GUI elements

I'm working on an application that presents the user with varied data, depending on the object being viewed. The objects are all of the same interface just with extended properties beyond once distinguished.
I'm looking for the "best" way to display a type-dependent control to the user. I would like to use tabs but I'm stuck with .NET 2.0 and from what I can gather the only way to hide/show tabs are to remove them and re-add them. That might be the best way but that leads to issues regarding blinking of the GUI components, keeping tabs on the active tab when reloading, etc.
I could make custom controls for each and either have them all loaded and hide/show when necessary (which I have done in the past on projects), or dispose and re-instantiate them...
To clarify best, I would say the closest balance between code elegance and program efficiency.
I have used and have had the best luck with loading them all and then showing/hiding the ones needed.
Disposing and re-instantiating everything always made things very messy.
In order to not have load time be horrible, you can instantiate them on first use. Something like:
IView LoadView(Type dependantType)
{
// get the view or create one
IView view = GetView(dependantType);
if (view == null)
{
view = InstantiateViewAndAddToForm(dependantType);
AddView(view);
}
//
// do some binding to your model or whatever here
//
// make the correct view visible
foreach (IView v in Views)
view.Visible = v == view;
}
Could you just create a panel for each object and have a dictionary associate the object type and the panel?
You could just tell the panel to bring to front if they are all the same size, or set all Panels.Visible to be false, and just set the one you need to be true.
I have used DockPanel Suite for applications that require multiple tabs.
It is an open source project, so you can actually modify the code if you wish.
The Suite has many functions, however, if you can just use the Tabs.

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